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