CatStation/Content.Server/Atmos/EntitySystems/AtmosphereSystem.HighPressureDelta.cs
Dmitry 25c5e59248
Upstream (#3172)
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2025-05-24 11:00:17 +03:00

262 lines
11 KiB
C#

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)
&& TryComp<MovedByPressureComponent>(uid, out var component))
{
foreach (var (id, fixture) in fixtures.Fixtures)
{
if (component.TableLayerRemoved.Contains(id))
{
_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)
{
// Mark fixtures that have TableLayer removed
if ((fixture.CollisionMask & (int)CollisionGroup.TableLayer) != 0)
{
component.TableLayerRemoved.Add(id);
_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;
}
}
}
}
}