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

@@ -85,11 +85,12 @@ namespace Content.Server.GameObjects.Components.Power.AME
}
_jarSlot.ContainedEntity.TryGetComponent<AMEFuelContainerComponent>(out var fuelJar);
if(fuelJar != null && _powerSupplier != null && fuelJar.FuelAmount > InjectionAmount)
if(fuelJar != null && _powerSupplier != null)
{
_powerSupplier.SupplyRate = group.InjectFuel(InjectionAmount);
fuelJar.FuelAmount -= InjectionAmount;
InjectSound();
var availableInject = fuelJar.FuelAmount >= InjectionAmount ? InjectionAmount : fuelJar.FuelAmount;
_powerSupplier.SupplyRate = group.InjectFuel(availableInject, out var overloading);
fuelJar.FuelAmount -= availableInject;
InjectSound(overloading);
UpdateUserInterface();
}
@@ -315,9 +316,9 @@ namespace Content.Server.GameObjects.Components.Power.AME
}
private void InjectSound()
private void InjectSound(bool overloading)
{
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/bang.ogg", Owner, AudioParams.Default.WithVolume(0f));
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/bang.ogg", Owner, AudioParams.Default.WithVolume(overloading ? 10f : 0f));
}
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs args)