Fix Antimatter engine maths and overplacing (#2736)

* Antimatter engine parts can't be placed overlapping

* Antimatter engine stability maths fixed

* Antimatter engine: Clean up some unused stuff
This commit is contained in:
20kdc
2020-12-16 13:31:47 +00:00
committed by GitHub
parent 27d5019df0
commit 91f2f4f599
4 changed files with 51 additions and 18 deletions

View File

@@ -5,6 +5,9 @@ using Content.Server.Explosions;
using Content.Server.GameObjects.Components.NodeContainer.Nodes;
using Content.Server.GameObjects.Components.Power.AME;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.Random;
using Robust.Shared.IoC;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
@@ -23,6 +26,9 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
[ViewVariables]
private AMEControllerComponent _masterController;
[Dependency]
private readonly IRobustRandom _random = default!;
public AMEControllerComponent MasterController => _masterController;
private readonly List<AMEShieldComponent> _cores = new();
@@ -95,16 +101,42 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
}
}
public int InjectFuel(int injectionAmount)
public int InjectFuel(int fuel, out bool overloading)
{
if(injectionAmount > 0 && CoreCount > 0)
overloading = false;
if(fuel > 0 && CoreCount > 0)
{
var instability = 2 * (injectionAmount / CoreCount);
foreach(AMEShieldComponent core in _cores)
var safeFuelLimit = CoreCount * 2;
if (fuel > safeFuelLimit)
{
core.CoreIntegrity -= instability;
// The AME is being overloaded.
// Note about these maths: I would assume the general idea here is to make larger engines less safe to overload.
// In other words, yes, those are supposed to be CoreCount, not safeFuelLimit.
var instability = 0;
var overloadVsSizeResult = fuel - CoreCount;
// fuel > safeFuelLimit: Slow damage. Can safely run at this level for burst periods if the engine is small and someone is keeping an eye on it.
if (_random.Prob(0.5f))
instability = 1;
// overloadVsSizeResult > 5:
if (overloadVsSizeResult > 5)
instability = 5;
// overloadVsSizeResult > 10: This will explode in at most 5 injections.
if (overloadVsSizeResult > 10)
instability = 20;
// Apply calculated instability
if (instability != 0)
{
overloading = true;
foreach(AMEShieldComponent core in _cores)
{
core.CoreIntegrity -= instability;
}
}
}
return CoreCount * injectionAmount * 15000; //2 core engine injecting 2 fuel per core = 60kW(?)
// Note the float conversions. The maths will completely fail if not done using floats.
return (int) ((((float) fuel) / CoreCount) * fuel * 20000);
}
return 0;
}