Merge remote-tracking branch 'space-station-14/master' into ed-26-04-2024-upstream

# Conflicts:
#	Content.IntegrationTests/Tests/Station/EvacShuttleTest.cs
This commit is contained in:
Ed
2024-04-26 00:33:04 +03:00
254 changed files with 4595 additions and 3363 deletions

View File

@@ -48,12 +48,10 @@ namespace Content.Server.Atmos.EntitySystems
[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public const float MinimumFireStacks = -10f;
public const float MaximumFireStacks = 20f;
private const float UpdateTime = 1f;
private EntityQuery<PhysicsComponent> _physicsQuery;
public const float MinIgnitionTemperature = 373.15f;
public const string FlammableFixtureID = "flammable";
// This should probably be moved to the component, requires a rewrite, all fires tick at the same time
private const float UpdateTime = 1f;
private float _timer;
@@ -63,6 +61,8 @@ namespace Content.Server.Atmos.EntitySystems
{
UpdatesAfter.Add(typeof(AtmosphereSystem));
_physicsQuery = GetEntityQuery<PhysicsComponent>();
SubscribeLocalEvent<FlammableComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<FlammableComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<FlammableComponent, StartCollideEvent>(OnCollide);
@@ -131,7 +131,7 @@ namespace Content.Server.Atmos.EntitySystems
if (!TryComp<PhysicsComponent>(uid, out var body))
return;
_fixture.TryCreateFixture(uid, component.FlammableCollisionShape, FlammableFixtureID, hard: false,
_fixture.TryCreateFixture(uid, component.FlammableCollisionShape, component.FlammableFixtureID, hard: false,
collisionMask: (int) CollisionGroup.FullTileLayer, body: body);
}
@@ -189,7 +189,7 @@ namespace Content.Server.Atmos.EntitySystems
// Normal hard collisions, though this isn't generally possible since most flammable things are mobs
// which don't collide with one another, shouldn't work here.
if (args.OtherFixtureId != FlammableFixtureID && args.OurFixtureId != FlammableFixtureID)
if (args.OtherFixtureId != flammable.FlammableFixtureID && args.OurFixtureId != flammable.FlammableFixtureID)
return;
if (!flammable.FireSpread)
@@ -204,7 +204,17 @@ namespace Content.Server.Atmos.EntitySystems
if (flammable.OnFire && otherFlammable.OnFire)
{
// Both are on fire -> equalize fire stacks.
var avg = (flammable.FireStacks + otherFlammable.FireStacks) / 2;
// Weight each thing's firestacks by its mass
var mass1 = 1f;
var mass2 = 1f;
if (_physicsQuery.TryComp(uid, out var physics) && _physicsQuery.TryComp(otherUid, out var otherPhys))
{
mass1 = physics.Mass;
mass2 = otherPhys.Mass;
}
var total = mass1 + mass2;
var avg = (flammable.FireStacks * mass1 + otherFlammable.FireStacks * mass2) / total;
flammable.FireStacks = flammable.CanExtinguish ? avg : Math.Max(flammable.FireStacks, avg);
otherFlammable.FireStacks = otherFlammable.CanExtinguish ? avg : Math.Max(otherFlammable.FireStacks, avg);
UpdateAppearance(uid, flammable);
@@ -213,25 +223,24 @@ namespace Content.Server.Atmos.EntitySystems
}
// Only one is on fire -> attempt to spread the fire.
if (flammable.OnFire)
var (srcUid, srcFlammable, destUid, destFlammable) = flammable.OnFire
? (uid, flammable, otherUid, otherFlammable)
: (otherUid, otherFlammable, uid, flammable);
// if the thing on fire has less mass, spread less firestacks and vice versa
var ratio = 0.5f;
if (_physicsQuery.TryComp(srcUid, out var srcPhysics) && _physicsQuery.TryComp(destUid, out var destPhys))
{
otherFlammable.FireStacks += flammable.FireStacks / 2;
Ignite(otherUid, uid, otherFlammable);
if (flammable.CanExtinguish)
{
flammable.FireStacks /= 2;
UpdateAppearance(uid, flammable);
}
ratio *= srcPhysics.Mass / destPhys.Mass;
}
else
var lost = srcFlammable.FireStacks * ratio;
destFlammable.FireStacks += lost;
Ignite(destUid, srcUid, destFlammable);
if (srcFlammable.CanExtinguish)
{
flammable.FireStacks += otherFlammable.FireStacks / 2;
Ignite(uid, otherUid, flammable);
if (otherFlammable.CanExtinguish)
{
otherFlammable.FireStacks /= 2;
UpdateAppearance(otherUid, otherFlammable);
}
srcFlammable.FireStacks -= lost;
UpdateAppearance(srcUid, srcFlammable);
}
}
@@ -242,7 +251,7 @@ namespace Content.Server.Atmos.EntitySystems
private void OnTileFire(Entity<FlammableComponent> ent, ref TileFireEvent args)
{
var tempDelta = args.Temperature - MinIgnitionTemperature;
var tempDelta = args.Temperature - ent.Comp.MinIgnitionTemperature;
_fireEvents.TryGetValue(ent, out var maxTemp);
@@ -275,7 +284,7 @@ namespace Content.Server.Atmos.EntitySystems
if (!Resolve(uid, ref flammable))
return;
flammable.FireStacks = MathF.Min(MathF.Max(MinimumFireStacks, flammable.FireStacks + relativeFireStacks), MaximumFireStacks);
flammable.FireStacks = MathF.Min(MathF.Max(flammable.MinimumFireStacks, flammable.FireStacks + relativeFireStacks), flammable.MaximumFireStacks);
if (flammable.OnFire && flammable.FireStacks <= 0)
Extinguish(uid, flammable);
@@ -443,12 +452,10 @@ namespace Content.Server.Atmos.EntitySystems
EnsureComp<IgnitionSourceComponent>(uid);
_ignitionSourceSystem.SetIgnited(uid);
var damageScale = MathF.Min( flammable.FireStacks, 5);
if (TryComp(uid, out TemperatureComponent? temp))
_temperatureSystem.ChangeHeat(uid, 12500 * damageScale, false, temp);
_temperatureSystem.ChangeHeat(uid, 12500 * flammable.FireStacks, false, temp);
_damageableSystem.TryChangeDamage(uid, flammable.Damage * damageScale, interruptsDoAfters: false);
_damageableSystem.TryChangeDamage(uid, flammable.Damage * flammable.FireStacks, interruptsDoAfters: false);
AdjustFireStacks(uid, flammable.FirestackFade * (flammable.Resisting ? 10f : 1f), flammable);