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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description the adding AI is now up to y'all because i'm not touching loadout code for name datasets, but it shouldn't be too bad from here --------- Signed-off-by: sleepyyapril <123355664+sleepyyapril@users.noreply.github.com> Signed-off-by: SolStar <44028047+ewokswagger@users.noreply.github.com> Signed-off-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: themias <89101928+themias@users.noreply.github.com> Co-authored-by: Verm <32827189+Vermidia@users.noreply.github.com> Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com> Co-authored-by: Sphiral <145869023+SphiraI@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Intoxicating-Innocence <188202277+Intoxicating-Innocence@users.noreply.github.com> Co-authored-by: Saphire <lattice@saphi.re> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com> Co-authored-by: Tayrtahn <tayrtahn@gmail.com> Co-authored-by: CaasGit <87243814+CaasGit@users.noreply.github.com> Co-authored-by: BramvanZijp <56019239+BramvanZijp@users.noreply.github.com> Co-authored-by: Boaz1111 <149967078+Boaz1111@users.noreply.github.com> Co-authored-by: NakataRin <45946146+NakataRin@users.noreply.github.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com> Co-authored-by: SlamBamActionman <slambamactionman@gmail.com> Co-authored-by: Doomsdrayk <robotdoughnut@comcast.net> Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com> Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com> Co-authored-by: ElectroJr <leonsfriedrich@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Julian Giebel <juliangiebel@live.de> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: Chief-Engineer <119664036+Chief-Engineer@users.noreply.github.com> Co-authored-by: icekot8 <93311212+icekot8@users.noreply.github.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: no <165581243+pissdemon@users.noreply.github.com> Co-authored-by: Tornado Tech <54727692+Tornado-Technology@users.noreply.github.com> Co-authored-by: osjarw <62134478+osjarw@users.noreply.github.com> Co-authored-by: Simon <63975668+Simyon264@users.noreply.github.com> Co-authored-by: TGRCDev <tgrc@tgrc.dev> Co-authored-by: Milon <milonpl.git@proton.me> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: Fildrance <fildrance@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru> Co-authored-by: chavonadelal <156101927+chavonadelal@users.noreply.github.com> Co-authored-by: SolStar <44028047+ewokswagger@users.noreply.github.com> Co-authored-by: K-Dynamic <20566341+K-Dynamic@users.noreply.github.com> Co-authored-by: lzk <124214523+lzk228@users.noreply.github.com> Co-authored-by: ArchRBX <5040911+ArchRBX@users.noreply.github.com> Co-authored-by: archrbx <punk.gear5260@fastmail.com> Co-authored-by: Radezolid <snappednexus@gmail.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: MilenVolf <63782763+MilenVolf@users.noreply.github.com> Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com> Co-authored-by: Velcroboy <velcroboy333@hotmail.com> Co-authored-by: neuPanda <chriseparton@gmail.com> Co-authored-by: neuPanda <spainman0@yahoo.com> Co-authored-by: Dvir <39403717+dvir001@users.noreply.github.com> Co-authored-by: Whatstone <whatston3@gmail.com> Co-authored-by: VideoKompany <135313844+VlaDOS1408@users.noreply.github.com> (cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
234 lines
10 KiB
C#
234 lines
10 KiB
C#
using Content.Server.Atmos.Components;
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using Content.Shared.Atmos;
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using Content.Shared.Atmos.Components;
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using Content.Shared.Humanoid;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Physics;
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using Robust.Shared.Audio;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Atmos.EntitySystems
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{
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public sealed partial class AtmosphereSystem
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{
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private const int SpaceWindSoundCooldownCycles = 75;
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private int _spaceWindSoundCooldown = 0;
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[ViewVariables(VVAccess.ReadWrite)]
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public string? SpaceWindSound { get; private set; } = "/Audio/Effects/space_wind.ogg";
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private readonly HashSet<Entity<MovedByPressureComponent>> _activePressures = new(8);
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private void UpdateHighPressure(float frameTime)
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{
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var toRemove = new RemQueue<Entity<MovedByPressureComponent>>();
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foreach (var ent in _activePressures)
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{
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var (uid, comp) = ent;
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MetaDataComponent? metadata = null;
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if (Deleted(uid, metadata))
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{
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toRemove.Add((uid, comp));
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continue;
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}
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if (Paused(uid, metadata))
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continue;
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comp.Accumulator += frameTime;
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if (comp.Accumulator < 2f)
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continue;
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// Reset it just for VV reasons even though it doesn't matter
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comp.Accumulator = 0f;
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toRemove.Add(ent);
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if (TryComp<PhysicsComponent>(uid, out var body))
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{
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_physics.SetBodyStatus(uid, body, BodyStatus.OnGround);
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}
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if (TryComp<FixturesComponent>(uid, out var fixtures))
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{
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foreach (var (id, fixture) in fixtures.Fixtures)
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{
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_physics.AddCollisionMask(uid, id, fixture, (int) CollisionGroup.TableLayer, manager: fixtures);
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}
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}
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}
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foreach (var comp in toRemove)
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{
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_activePressures.Remove(comp);
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}
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}
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private void HighPressureMovements(Entity<GridAtmosphereComponent> gridAtmosphere, TileAtmosphere tile, EntityQuery<PhysicsComponent> bodies, EntityQuery<TransformComponent> xforms, EntityQuery<MovedByPressureComponent> pressureQuery, EntityQuery<MetaDataComponent> metas)
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{
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if (tile.PressureDifference < SpaceWindMinimumCalculatedMass * SpaceWindMinimumCalculatedMass)
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return;
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// TODO ATMOS finish this
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// Don't play the space wind sound on tiles that are on fire...
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if (tile.PressureDifference > 15 && !tile.Hotspot.Valid)
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{
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if (_spaceWindSoundCooldown == 0 && !string.IsNullOrEmpty(SpaceWindSound))
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{
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var coordinates = _mapSystem.ToCenterCoordinates(tile.GridIndex, tile.GridIndices);
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_audio.PlayPvs(SpaceWindSound, coordinates, AudioParams.Default.WithVariation(0.125f).WithVolume(MathHelper.Clamp(tile.PressureDifference / 10, 10, 100)));
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}
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}
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if (tile.PressureDifference > 100)
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{
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// TODO ATMOS Do space wind graphics here!
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}
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if (_spaceWindSoundCooldown++ > SpaceWindSoundCooldownCycles)
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_spaceWindSoundCooldown = 0;
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// No atmos yeets, return early.
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if (!SpaceWind)
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return;
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// Used by ExperiencePressureDifference to correct push/throw directions from tile-relative to physics world.
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var gridWorldRotation = xforms.GetComponent(gridAtmosphere).WorldRotation;
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// If we're using monstermos, smooth out the yeet direction to follow the flow
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//TODO This is bad, don't run this. It just makes the throws worse by somehow rounding them to orthogonal
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if (!MonstermosEqualization)
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{
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// We step through tiles according to the pressure direction on the current tile.
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// The goal is to get a general direction of the airflow in the area.
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// 3 is the magic number - enough to go around corners, but not U-turns.
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var curTile = tile;
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for (var i = 0; i < 3; i++)
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{
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if (curTile.PressureDirection == AtmosDirection.Invalid
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|| !curTile.AdjacentBits.IsFlagSet(curTile.PressureDirection))
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break;
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curTile = curTile.AdjacentTiles[curTile.PressureDirection.ToIndex()]!;
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}
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if (curTile != tile)
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tile.PressureSpecificTarget = curTile;
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}
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_entSet.Clear();
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_lookup.GetLocalEntitiesIntersecting(tile.GridIndex, tile.GridIndices, _entSet, 0f);
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foreach (var entity in _entSet)
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{
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// Ideally containers would have their own EntityQuery internally or something given recursively it may need to slam GetComp<T> anyway.
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// Also, don't care about static bodies (but also due to collisionwakestate can't query dynamic directly atm).
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if (!bodies.TryGetComponent(entity, out var body) ||
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!pressureQuery.TryGetComponent(entity, out var pressure) ||
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!pressure.Enabled)
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continue;
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if (_containers.IsEntityInContainer(entity, metas.GetComponent(entity))) continue;
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var pressureMovements = EnsureComp<MovedByPressureComponent>(entity);
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if (pressure.LastHighPressureMovementAirCycle < gridAtmosphere.Comp.UpdateCounter)
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{
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// tl;dr YEET
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ExperiencePressureDifference(
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(entity, pressureMovements),
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gridAtmosphere.Comp.UpdateCounter,
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tile.PressureDifference,
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tile.PressureDirection,
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tile.PressureSpecificTarget != null ? _mapSystem.ToCenterCoordinates(tile.GridIndex, tile.PressureSpecificTarget.GridIndices) : EntityCoordinates.Invalid,
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gridWorldRotation,
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xforms.GetComponent(entity),
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body);
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}
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}
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}
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// Called from AtmosphereSystem.LINDA.cs with SpaceWind CVar check handled there.
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private void ConsiderPressureDifference(GridAtmosphereComponent gridAtmosphere, TileAtmosphere tile, AtmosDirection differenceDirection, float difference)
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{
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gridAtmosphere.HighPressureDelta.Add(tile);
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if (difference <= tile.PressureDifference)
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return;
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tile.PressureDifference = difference;
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tile.PressureDirection = differenceDirection;
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}
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//INFO The EE version of this function drops pressureResistanceProbDelta, since it's not needed. If you are for whatever reason calling this function
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//INFO And if it isn't working, you've probably still got the pressureResistanceProbDelta line included.
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/// <notes>
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/// EXPLANATION:
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/// pressureDifference = Force of Air Flow on a given tile
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/// physics.Mass = Mass of the object potentially being thrown
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/// physics.InvMass = 1 divided by said Mass. More CPU efficient way to do division.
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///
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/// Objects can only be thrown if the force of air flow is greater than the SQUARE of their mass or {SpaceWindMinimumCalculatedMass}, whichever is heavier
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/// This means that the heavier an object is, the exponentially more force is required to move it
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/// The force of a throw is equal to the force of air pressure, divided by an object's mass. So not only are heavier objects
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/// less likely to be thrown, they are also harder to throw,
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/// while lighter objects are yeeted easily, and from great distance.
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///
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/// For a human sized entity with a standard weight of 80kg and a spacing between a hard vacuum and a room pressurized at 101kpa,
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/// The human shall only be moved if he is either very close to the hole, or is standing in a region of high airflow
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/// </notes>
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public void ExperiencePressureDifference(
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Entity<MovedByPressureComponent> ent,
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int cycle,
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float pressureDifference,
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AtmosDirection direction,
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EntityCoordinates throwTarget,
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Angle gridWorldRotation,
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TransformComponent? xform = null,
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PhysicsComponent? physics = null)
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{
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var (uid, component) = ent;
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if (!Resolve(uid, ref physics, false))
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return;
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if (!Resolve(uid, ref xform))
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return;
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if (physics.BodyType != BodyType.Static
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&& !float.IsPositiveInfinity(component.MoveResist))
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{
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var moveForce = pressureDifference * MathF.Max(physics.InvMass, SpaceWindMaximumCalculatedInverseMass);
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if (HasComp<HumanoidAppearanceComponent>(ent))
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moveForce *= HumanoidThrowMultiplier;
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if (moveForce > physics.Mass)
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{
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// Grid-rotation adjusted direction
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var dirVec = (direction.ToAngle() + gridWorldRotation).ToWorldVec();
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moveForce *= MathF.Max(physics.InvMass, SpaceWindMaximumCalculatedInverseMass);
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//TODO Consider replacing throw target with proper trigonometry angles.
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if (throwTarget != EntityCoordinates.Invalid)
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{
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var pos = throwTarget.ToMap(EntityManager, _transformSystem).Position - xform.WorldPosition + dirVec;
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_throwing.TryThrow(uid, pos.Normalized() * MathF.Min(moveForce, SpaceWindMaxVelocity), moveForce);
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}
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else
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{
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_throwing.TryThrow(uid, dirVec.Normalized() * MathF.Min(moveForce, SpaceWindMaxVelocity), moveForce);
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}
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component.LastHighPressureMovementAirCycle = cycle;
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}
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}
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}
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}
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}
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