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* Make All Jetpacks Go on Suit Storage + Combat First Aid Kit Easier to Find (#2501) make all jetpacks go on suit storage aswell Signed-off-by: Ghost581 <85649313+Ghost581X@users.noreply.github.com> (cherry picked from commit f3e58032028de79a9ede1171ec27b7b0dec6f087) make combat FAK easier to find Signed-off-by: Ghost581 <85649313+Ghost581X@users.noreply.github.com> (cherry picked from commit d989dd1edb40837037e6eded435b66c0764bf1b3) * Automatic Changelog Update (#2501) (cherry picked from commit 3179e7d346aadf0735a1262d99db5c84373b4a14) * Automatic Changelog Update (#2492) (cherry picked from commit e113f7e9eb8d5b39b3457b9aee93e2a97505e2af) * PDA Passport Slots (#2499) # Description By request from Ghost581 on behalf of Hullrot. I'll let the image speak for itself. Your passport won't automatically spawn in the PDA, but to be honest it's a space station 13 tradition that the ID shouldn't spawn there either, so I don't wanna hear any complaints about it lol.  # Changelog 🆑 - add: Added a PDA slot for storing your character's passport. Signed-off-by: VMSolidus <evilexecutive@gmail.com> (cherry picked from commit 016768d5e66b012d17c830c12b75e1cc18f6215a) * Automatic Changelog Update (#2499) (cherry picked from commit 9d5ddc78a360a4418f97c472fe55228338947683) * Fix Traits Anticheat (#2502) # Description Traits Anticheat was not accounting for traits having variable slot occupancy, and was treating the "0 slot traits" as if they always had a slot cost of 1. This PR corrects this by making it count the actual slot costs of traits for the purpose of checking for illegal totals. # Changelog 🆑 - fix: Fixed a bug with Traits Anticheat incorrectly triggering if the player had selected enough 0 slot traits. (cherry picked from commit 13eb1351b81f16fe26dc3fa14c9b05a8da600a31) * Automatic Changelog Update (#2502) (cherry picked from commit 3620f0ae93dae51ca425ef51802273270993ccae) * Update Credits (#2504) Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> (cherry picked from commit d1611704b5e69e66997e62d728e8a07c61a101b4) * Fix SpaceWindv5 Wall Smoothing (#2506) Update AtmosphereSystem.MAS.cs (cherry picked from commit b4c3450331e4f2b8f4f5aabb6761d6ad13ad369f) * Automatic Changelog Update (#2506) (cherry picked from commit b3b26a48554cb528f5f4eb43cffafd8dd2dcbdb4) * Fix Wizden's Division By Zero Error (#2507) Update GunComponent.cs (cherry picked from commit f36d91391b5c5a18c2f95da0ff3c2f1ea52b6914) * Disable Contraband Examine (#2511) Who fucking added this? (cherry picked from commit ce2a85ccc1ca1d146f3ed627c4483d8b3db34d90) * fix: emergency shuttle docked announcement (cherry picked from commit 559b37d747e14698c2e4fcf4359f45dee0ad8aea) * fix: non-functioning mining shuttle (cherry picked from commit 4fc049036a1a8c6839d9bfc8c35f6a8374d79059) * Disable shadows for observer pointlight (#36897) no shadows (cherry picked from commit b3b6d4731078950d3e3a8b1558ec0ab7d6cbbcb1) (cherry picked from commit 470ded5b22e7a1a8d4296ba210cd05f5c217f138) * Fix observer pointlights being broken (#37335) (cherry picked from commit dfc8934782045106b07ccf1de6ee4e66d4aa4cb2) (cherry picked from commit 11e0ed317b662f80ca7e4a754e183b18cde3506b) * Automatic Changelog Update (#2512) (cherry picked from commit 0cc861ac096ad5005f36528b7c02c8e612f5df37) --------- Signed-off-by: Ghost581 <85649313+Ghost581X@users.noreply.github.com> Co-authored-by: Ghost581 <85649313+Ghost581X@users.noreply.github.com> Co-authored-by: SimpleStation Changelogs <SimpleStation14@users.noreply.github.com> Co-authored-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
86 lines
4.6 KiB
C#
86 lines
4.6 KiB
C#
using Content.Server.Atmos.Components;
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using System.Numerics;
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using Robust.Shared.Map.Components;
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using Content.Shared.Atmos;
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namespace Content.Server.Atmos.EntitySystems;
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// WELCOME TO THE MATRIX AIRFLOW SYSTEM.
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public sealed partial class AtmosphereSystem
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{
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# pragma warning disable IDE1006
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/// <summary>
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/// The standard issue "Search Pattern" used by the Matrix Airflow System.
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/// </summary>
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private readonly List<(int, int, AtmosDirection)> MASSearchPattern = new List<(int, int, AtmosDirection)>
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{
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(-1,1, AtmosDirection.SouthEast), (0,1, AtmosDirection.South), (1,1, AtmosDirection.SouthWest),
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(-1,0, AtmosDirection.East), (1,0, AtmosDirection.West),
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(-1,-1, AtmosDirection.NorthEast), (0,-1, AtmosDirection.North), (1,-1, AtmosDirection.NorthWest)
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};
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# pragma warning restore IDE1006
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/// <summary>
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/// This function solves for the flow of air across a given tile, expressed in the format of (Vector) kg/ms^2.
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/// Multiply this output against any "Area"(such as a human cross section) in the form of meters squared to get the force of air flowing against that object in Newtons.
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/// From there, you can divide by the object's mass (in kg) to get the object's acceleration in meters per second squared.
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/// To solve for the object's change in velocity per CPU tick, you then multiply by frameTime to get Delta-V.
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/// </summary>
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/// <remarks>
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/// This function is a direct implementation of the Navier-Stokes system of partial differential equations.
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/// Simplified since we don't need to account for fluid viscosity(yet) as this is currently only being used to handle breathable atmosphere.
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/// </remarks>
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public Vector2 GetPressureVectorFromTile(GridAtmosphereComponent gridAtmos, TileAtmosphere tile)
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{
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if (!HasComp<MapGridComponent>(tile.GridIndex))
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return new Vector2(0, 0);
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var centerPressure = tile.AirArchived?.Pressure ?? 0f;
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var pressureVector = new Vector2(0, 0);
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foreach (var (x, y, dir) in MASSearchPattern)
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{
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// Create a new "Integer Vector2" using the search pattern, which will first be used to search the matrix of air tiles via its index.
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// It'll be normalized immediately after that check is performed.
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var offsetVector = new Vector2(x, y);
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offsetVector.Normalize();
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// If the tile checked doesn't exist, or has no air, or it's space,
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// then there's nothing to "push back" against our center tile's air.
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if (!gridAtmos.Tiles.TryGetValue(tile.GridIndices + (x, y), out var tileAtmosphere)
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|| tileAtmosphere.Space)
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{
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pressureVector += offsetVector * centerPressure;
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if (!gridAtmos.Tiles.TryGetValue(tile.GridIndices - (x, y), out var opposingTile)
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|| opposingTile.AirArchived is null)
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continue;
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pressureVector += offsetVector * (opposingTile.AirArchived.Pressure - centerPressure);
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continue;
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}
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// If the tile checked is blocking airflow from this direction, the center tile's air "Bounces" off it and into the
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// opposite direction.
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if (tileAtmosphere.AirtightData.BlockedDirections is AtmosDirection.All
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|| tileAtmosphere.AirtightData.BlockedDirections.HasFlag(dir)
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|| tileAtmosphere.AirArchived is null)
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{
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pressureVector -= offsetVector * centerPressure;
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if (!gridAtmos.Tiles.TryGetValue(tile.GridIndices - (x, y), out var opposingTile)
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|| opposingTile.AirArchived is null)
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continue;
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pressureVector += offsetVector * (opposingTile.AirArchived.Pressure - centerPressure);
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continue;
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}
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// Center tile now transfers its pressure across the target.
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var pressureDiff = centerPressure - tileAtmosphere.AirArchived.Pressure;
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pressureVector += offsetVector * pressureDiff;
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// And finally, the pressure in the target tile is resisting the original target pressure.
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pressureVector -= offsetVector * tileAtmosphere.AirArchived.Pressure;
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}
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// from TCJ: By this point in the equation, all possible conditions are now checked, and for any airtight vessel with a standard atmosphere, the final output will be <0, 0>.
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// Should any holes exist in the ship, the air will now flow at an exponential rate towards it, while deflecting around walls.
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return pressureVector;
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}
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}
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