[Dependency] private readonly AudioSystem _audio = default!;
[Dependency] private readonly IRobustRandom _random = default!;
+ private EntityQuery<PhysicsComponent> _physicsQuery;
+
public const float MinimumFireStacks = -10f;
public const float MaximumFireStacks = 20f;
private const float UpdateTime = 1f;
{
UpdatesAfter.Add(typeof(AtmosphereSystem));
+ _physicsQuery = GetEntityQuery<PhysicsComponent>();
+
SubscribeLocalEvent<FlammableComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<FlammableComponent, InteractUsingEvent>(OnInteractUsing);
SubscribeLocalEvent<FlammableComponent, StartCollideEvent>(OnCollide);
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);
}
// 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);
}
}