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Fun
(cherry picked from commit d5caf492621fd45366da3b01bac18133f4e3414f)
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@@ -205,47 +205,30 @@ namespace Content.Server.Atmos.EntitySystems
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if (!flammable.OnFire && !otherFlammable.OnFire)
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return; // Neither are on fire
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if (flammable.OnFire && otherFlammable.OnFire)
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// Both are on fire -> equalize fire stacks.
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// Weight each thing's firestacks by its mass
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var mass1 = 1f;
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var mass2 = 1f;
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if (_physicsQuery.TryComp(uid, out var physics) && _physicsQuery.TryComp(otherUid, out var otherPhys))
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{
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// Both are on fire -> equalize fire stacks.
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// Weight each thing's firestacks by its mass
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var mass1 = 1f;
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var mass2 = 1f;
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if (_physicsQuery.TryComp(uid, out var physics) && _physicsQuery.TryComp(otherUid, out var otherPhys))
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{
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mass1 = physics.Mass;
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mass2 = otherPhys.Mass;
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}
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var total = mass1 + mass2;
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var avg = (flammable.FireStacks * mass1 + otherFlammable.FireStacks * mass2) / total;
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flammable.FireStacks = flammable.CanExtinguish ? avg : Math.Max(flammable.FireStacks, avg);
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otherFlammable.FireStacks = otherFlammable.CanExtinguish ? avg : Math.Max(otherFlammable.FireStacks, avg);
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UpdateAppearance(uid, flammable);
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UpdateAppearance(otherUid, otherFlammable);
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return;
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mass1 = physics.Mass;
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mass2 = otherPhys.Mass;
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}
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// Only one is on fire -> attempt to spread the fire.
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var (srcUid, srcFlammable, destUid, destFlammable) = flammable.OnFire
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? (uid, flammable, otherUid, otherFlammable)
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: (otherUid, otherFlammable, uid, flammable);
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// when the thing on fire is more massive than the other, the following happens:
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// - the thing on fire loses a small number of firestacks
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// - the other thing gains a large number of firestacks
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// so a person on fire engulfs a mouse, but an engulfed mouse barely does anything to a person
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var total = mass1 + mass2;
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var avg = (flammable.FireStacks + otherFlammable.FireStacks) / total;
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// if the thing on fire has less mass, spread less firestacks and vice versa
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var ratio = 0.5f;
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if (_physicsQuery.TryComp(srcUid, out var srcPhysics) && _physicsQuery.TryComp(destUid, out var destPhys))
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{
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ratio *= srcPhysics.Mass / destPhys.Mass;
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}
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var lost = srcFlammable.FireStacks * ratio;
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destFlammable.FireStacks += lost;
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Ignite(destUid, srcUid, destFlammable);
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if (srcFlammable.CanExtinguish)
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{
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srcFlammable.FireStacks -= lost;
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UpdateAppearance(srcUid, srcFlammable);
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}
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// swap the entity losing stacks depending on whichever has the most firestack kilos
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var (src, dest) = flammable.FireStacks * mass1 > otherFlammable.FireStacks * mass2
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? (-1f, 1f)
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: (1f, -1f);
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// bring each entity to the same firestack mass, firestacks being scaled by the other's mass
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AdjustFireStacks(uid, src * avg * mass2, flammable, ignite: true);
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AdjustFireStacks(otherUid, dest * avg * mass1, otherFlammable, ignite: true);
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}
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private void OnIsHot(EntityUid uid, FlammableComponent flammable, IsHotEvent args)
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@@ -283,20 +266,28 @@ namespace Content.Server.Atmos.EntitySystems
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_appearance.SetData(uid, ToggleableLightVisuals.Enabled, flammable.OnFire, appearance);
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}
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public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null)
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public void AdjustFireStacks(EntityUid uid, float relativeFireStacks, FlammableComponent? flammable = null, bool ignite = false)
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{
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if (!Resolve(uid, ref flammable))
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return;
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if (relativeFireStacks > 0)
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relativeFireStacks *= flammable.FireStackIncreaseMultiplier;
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SetFireStacks(uid, flammable.FireStacks + relativeFireStacks, flammable, ignite);
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}
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flammable.FireStacks = MathF.Min(MathF.Max(flammable.MinimumFireStacks, flammable.FireStacks + relativeFireStacks), flammable.MaximumFireStacks);
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public void SetFireStacks(EntityUid uid, float stacks, FlammableComponent? flammable = null, bool ignite = false)
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{
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if (!Resolve(uid, ref flammable))
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return;
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if (flammable.OnFire && flammable.FireStacks <= 0)
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flammable.FireStacks = MathF.Min(MathF.Max(flammable.MinimumFireStacks, stacks), flammable.MaximumFireStacks);
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if (flammable.FireStacks <= 0)
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Extinguish(uid, flammable);
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else
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{
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flammable.OnFire = ignite;
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UpdateAppearance(uid, flammable);
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}
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}
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public void Extinguish(EntityUid uid, FlammableComponent? flammable = null)
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@@ -13,8 +13,9 @@ namespace Content.Server.EntityEffects.Effects
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[DataField]
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public float Multiplier = 0.05f;
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// The fire stack multiplier if fire stacks already exist on target, only works if 0 or greater
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[DataField]
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public float MultiplierOnExisting = 1f;
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public float MultiplierOnExisting = -1f;
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public override bool ShouldLog => true;
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@@ -28,7 +29,8 @@ namespace Content.Server.EntityEffects.Effects
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if (!args.EntityManager.TryGetComponent(args.TargetEntity, out FlammableComponent? flammable))
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return;
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var multiplier = flammable.FireStacks == 0f ? Multiplier : MultiplierOnExisting;
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// Sets the multiplier for FireStacks to MultiplierOnExisting is 0 or greater and target already has FireStacks
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var multiplier = flammable.FireStacks != 0f && MultiplierOnExisting >= 0 ? MultiplierOnExisting : Multiplier;
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var quantity = 1f;
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if (args is EntityEffectReagentArgs reagentArgs)
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{
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@@ -36,7 +38,8 @@ namespace Content.Server.EntityEffects.Effects
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reagentArgs.EntityManager.System<FlammableSystem>().AdjustFireStacks(args.TargetEntity, quantity * multiplier, flammable);
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if (reagentArgs.Reagent != null)
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reagentArgs.Source?.RemoveReagent(reagentArgs.Reagent.ID, reagentArgs.Quantity);
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} else
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}
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else
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{
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args.EntityManager.System<FlammableSystem>().AdjustFireStacks(args.TargetEntity, multiplier, flammable);
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}
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@@ -36,7 +36,7 @@ public sealed class IgnitionSourceSystem : EntitySystem
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/// </summary>
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public void SetIgnited(Entity<IgnitionSourceComponent?> ent, bool ignited = true)
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{
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if (!Resolve(ent, ref ent.Comp))
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if (!Resolve(ent, ref ent.Comp, false))
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return;
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ent.Comp.Ignited = ignited;
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