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- using Content.Server.Atmos.Components;
- using Content.Shared.Atmos;
- using Content.Shared.Atmos.Components;
- using Content.Shared.Mobs.Components;
- using Content.Shared.Physics;
- using Robust.Shared.Audio;
- using Robust.Shared.Map;
- using Robust.Shared.Physics;
- using Robust.Shared.Physics.Components;
- using Robust.Shared.Random;
- using Robust.Shared.Utility;
- namespace Content.Server.Atmos.EntitySystems
- {
- public sealed partial class AtmosphereSystem
- {
- private const int SpaceWindSoundCooldownCycles = 75;
- private int _spaceWindSoundCooldown = 0;
- [ViewVariables(VVAccess.ReadWrite)]
- public string? SpaceWindSound { get; private set; } = "/Audio/Effects/space_wind.ogg";
- private readonly HashSet<Entity<MovedByPressureComponent>> _activePressures = new(8);
- private void UpdateHighPressure(float frameTime)
- {
- var toRemove = new RemQueue<Entity<MovedByPressureComponent>>();
- foreach (var ent in _activePressures)
- {
- var (uid, comp) = ent;
- MetaDataComponent? metadata = null;
- if (Deleted(uid, metadata))
- {
- toRemove.Add((uid, comp));
- continue;
- }
- if (Paused(uid, metadata))
- continue;
- comp.Accumulator += frameTime;
- if (comp.Accumulator < 2f)
- continue;
- // Reset it just for VV reasons even though it doesn't matter
- comp.Accumulator = 0f;
- toRemove.Add(ent);
- if (HasComp<MobStateComponent>(uid) &&
- TryComp<PhysicsComponent>(uid, out var body))
- {
- _physics.SetBodyStatus(uid, body, BodyStatus.OnGround);
- }
- if (TryComp<FixturesComponent>(uid, out var fixtures))
- {
- foreach (var (id, fixture) in fixtures.Fixtures)
- {
- _physics.AddCollisionMask(uid, id, fixture, (int) CollisionGroup.TableLayer, manager: fixtures);
- }
- }
- }
- foreach (var comp in toRemove)
- {
- _activePressures.Remove(comp);
- }
- }
- private void AddMobMovedByPressure(EntityUid uid, MovedByPressureComponent component, PhysicsComponent body)
- {
- if (!TryComp<FixturesComponent>(uid, out var fixtures))
- return;
- _physics.SetBodyStatus(uid, body, BodyStatus.InAir);
- foreach (var (id, fixture) in fixtures.Fixtures)
- {
- _physics.RemoveCollisionMask(uid, id, fixture, (int) CollisionGroup.TableLayer, manager: fixtures);
- }
- // TODO: Make them dynamic type? Ehh but they still want movement so uhh make it non-predicted like weightless?
- // idk it's hard.
- component.Accumulator = 0f;
- _activePressures.Add((uid, component));
- }
- private void HighPressureMovements(Entity<GridAtmosphereComponent> gridAtmosphere, TileAtmosphere tile, EntityQuery<PhysicsComponent> bodies, EntityQuery<TransformComponent> xforms, EntityQuery<MovedByPressureComponent> pressureQuery, EntityQuery<MetaDataComponent> metas)
- {
- // TODO ATMOS finish this
- // Don't play the space wind sound on tiles that are on fire...
- if (tile.PressureDifference > 15 && !tile.Hotspot.Valid)
- {
- if (_spaceWindSoundCooldown == 0 && !string.IsNullOrEmpty(SpaceWindSound))
- {
- var coordinates = _mapSystem.ToCenterCoordinates(tile.GridIndex, tile.GridIndices);
- _audio.PlayPvs(SpaceWindSound, coordinates, AudioParams.Default.WithVariation(0.125f).WithVolume(MathHelper.Clamp(tile.PressureDifference / 10, 10, 100)));
- }
- }
- if (tile.PressureDifference > 100)
- {
- // TODO ATMOS Do space wind graphics here!
- }
- if (_spaceWindSoundCooldown++ > SpaceWindSoundCooldownCycles)
- _spaceWindSoundCooldown = 0;
- // No atmos yeets, return early.
- if (!SpaceWind)
- return;
- // Used by ExperiencePressureDifference to correct push/throw directions from tile-relative to physics world.
- var gridWorldRotation = _transformSystem.GetWorldRotation(gridAtmosphere);
- // If we're using monstermos, smooth out the yeet direction to follow the flow
- if (MonstermosEqualization)
- {
- // We step through tiles according to the pressure direction on the current tile.
- // The goal is to get a general direction of the airflow in the area.
- // 3 is the magic number - enough to go around corners, but not U-turns.
- var curTile = tile;
- for (var i = 0; i < 3; i++)
- {
- if (curTile.PressureDirection == AtmosDirection.Invalid
- || !curTile.AdjacentBits.IsFlagSet(curTile.PressureDirection))
- break;
- curTile = curTile.AdjacentTiles[curTile.PressureDirection.ToIndex()]!;
- }
- if (curTile != tile)
- tile.PressureSpecificTarget = curTile;
- }
- _entSet.Clear();
- _lookup.GetLocalEntitiesIntersecting(tile.GridIndex, tile.GridIndices, _entSet, 0f);
- foreach (var entity in _entSet)
- {
- // Ideally containers would have their own EntityQuery internally or something given recursively it may need to slam GetComp<T> anyway.
- // Also, don't care about static bodies (but also due to collisionwakestate can't query dynamic directly atm).
- if (!bodies.TryGetComponent(entity, out var body) ||
- !pressureQuery.TryGetComponent(entity, out var pressure) ||
- !pressure.Enabled)
- continue;
- if (_containers.IsEntityInContainer(entity, metas.GetComponent(entity))) continue;
- var pressureMovements = EnsureComp<MovedByPressureComponent>(entity);
- if (pressure.LastHighPressureMovementAirCycle < gridAtmosphere.Comp.UpdateCounter)
- {
- // tl;dr YEET
- ExperiencePressureDifference(
- (entity, pressureMovements),
- gridAtmosphere.Comp.UpdateCounter,
- tile.PressureDifference,
- tile.PressureDirection, 0,
- tile.PressureSpecificTarget != null ? _mapSystem.ToCenterCoordinates(tile.GridIndex, tile.PressureSpecificTarget.GridIndices) : EntityCoordinates.Invalid,
- gridWorldRotation,
- xforms.GetComponent(entity),
- body);
- }
- }
- }
- // Called from AtmosphereSystem.LINDA.cs with SpaceWind CVar check handled there.
- private void ConsiderPressureDifference(GridAtmosphereComponent gridAtmosphere, TileAtmosphere tile, AtmosDirection differenceDirection, float difference)
- {
- gridAtmosphere.HighPressureDelta.Add(tile);
- if (difference <= tile.PressureDifference)
- return;
- tile.PressureDifference = difference;
- tile.PressureDirection = differenceDirection;
- }
- public void ExperiencePressureDifference(
- Entity<MovedByPressureComponent> ent,
- int cycle,
- float pressureDifference,
- AtmosDirection direction,
- float pressureResistanceProbDelta,
- EntityCoordinates throwTarget,
- Angle gridWorldRotation,
- TransformComponent? xform = null,
- PhysicsComponent? physics = null)
- {
- var (uid, component) = ent;
- if (!Resolve(uid, ref physics, false))
- return;
- if (!Resolve(uid, ref xform))
- return;
- // TODO ATMOS stuns?
- var maxForce = MathF.Sqrt(pressureDifference) * 2.25f;
- var moveProb = 100f;
- if (component.PressureResistance > 0)
- moveProb = MathF.Abs((pressureDifference / component.PressureResistance * MovedByPressureComponent.ProbabilityBasePercent) -
- MovedByPressureComponent.ProbabilityOffset);
- // Can we yeet the thing (due to probability, strength, etc.)
- if (moveProb > MovedByPressureComponent.ProbabilityOffset && _random.Prob(MathF.Min(moveProb / 100f, 1f))
- && !float.IsPositiveInfinity(component.MoveResist)
- && (physics.BodyType != BodyType.Static
- && (maxForce >= (component.MoveResist * MovedByPressureComponent.MoveForcePushRatio)))
- || (physics.BodyType == BodyType.Static && (maxForce >= (component.MoveResist * MovedByPressureComponent.MoveForceForcePushRatio))))
- {
- if (HasComp<MobStateComponent>(uid))
- {
- AddMobMovedByPressure(uid, component, physics);
- }
- if (maxForce > MovedByPressureComponent.ThrowForce)
- {
- var moveForce = maxForce;
- moveForce /= (throwTarget != EntityCoordinates.Invalid) ? SpaceWindPressureForceDivisorThrow : SpaceWindPressureForceDivisorPush;
- moveForce *= MathHelper.Clamp(moveProb, 0, 100);
- // Apply a sanity clamp to prevent being thrown through objects.
- var maxSafeForceForObject = SpaceWindMaxVelocity * physics.Mass;
- moveForce = MathF.Min(moveForce, maxSafeForceForObject);
- // Grid-rotation adjusted direction
- var dirVec = (direction.ToAngle() + gridWorldRotation).ToWorldVec();
- // TODO: Technically these directions won't be correct but uhh I'm just here for optimisations buddy not to fix my old bugs.
- if (throwTarget != EntityCoordinates.Invalid)
- {
- var pos = ((_transformSystem.ToMapCoordinates(throwTarget).Position - _transformSystem.GetWorldPosition(xform)).Normalized() + dirVec).Normalized();
- _physics.ApplyLinearImpulse(uid, pos * moveForce, body: physics);
- }
- else
- {
- moveForce = MathF.Min(moveForce, SpaceWindMaxPushForce);
- _physics.ApplyLinearImpulse(uid, dirVec * moveForce, body: physics);
- }
- component.LastHighPressureMovementAirCycle = cycle;
- }
- }
- }
- }
- }
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