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.NodeContainer.Nodes;
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using Content.Server.GameObjects.Components.Power.AME;
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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.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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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
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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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[ViewVariables]
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private AMEControllerComponent _masterController;
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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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public AMEControllerComponent MasterController => _masterController;
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private readonly List<AMEShieldComponent> _cores = new();
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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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}
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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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{
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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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{
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var instability = 2 * (injectionAmount / CoreCount);
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var safeFuelLimit = CoreCount * 2;
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foreach(AMEShieldComponent core in _cores)
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if (fuel > safeFuelLimit)
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{
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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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}
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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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}
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return 0;
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return 0;
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}
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}
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@@ -85,11 +85,12 @@ namespace Content.Server.GameObjects.Components.Power.AME
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}
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}
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_jarSlot.ContainedEntity.TryGetComponent<AMEFuelContainerComponent>(out var fuelJar);
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_jarSlot.ContainedEntity.TryGetComponent<AMEFuelContainerComponent>(out var fuelJar);
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if(fuelJar != null && _powerSupplier != null && fuelJar.FuelAmount > InjectionAmount)
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if(fuelJar != null && _powerSupplier != null)
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{
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{
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_powerSupplier.SupplyRate = group.InjectFuel(InjectionAmount);
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var availableInject = fuelJar.FuelAmount >= InjectionAmount ? InjectionAmount : fuelJar.FuelAmount;
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fuelJar.FuelAmount -= InjectionAmount;
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_powerSupplier.SupplyRate = group.InjectFuel(availableInject, out var overloading);
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InjectSound();
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fuelJar.FuelAmount -= availableInject;
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InjectSound(overloading);
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UpdateUserInterface();
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UpdateUserInterface();
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}
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}
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@@ -315,9 +316,9 @@ namespace Content.Server.GameObjects.Components.Power.AME
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}
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}
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private void InjectSound()
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private void InjectSound(bool overloading)
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{
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{
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EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/bang.ogg", Owner, AudioParams.Default.WithVolume(0f));
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EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/bang.ogg", Owner, AudioParams.Default.WithVolume(overloading ? 10f : 0f));
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}
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs args)
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs args)
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@@ -1,4 +1,5 @@
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using System.Threading.Tasks;
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using System.Threading.Tasks;
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using System.Linq;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.Components.Interactable;
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@@ -35,8 +36,12 @@ namespace Content.Server.GameObjects.Components.Power.AME
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{
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{
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var mapGrid = _mapManager.GetGrid(args.ClickLocation.GetGridId(_serverEntityManager));
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var mapGrid = _mapManager.GetGrid(args.ClickLocation.GetGridId(_serverEntityManager));
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var tile = mapGrid.GetTileRef(args.ClickLocation);
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var snapPos = mapGrid.SnapGridCellFor(args.ClickLocation, SnapGridOffset.Center);
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var snapPos = mapGrid.SnapGridCellFor(args.ClickLocation, SnapGridOffset.Center);
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if (mapGrid.GetSnapGridCell(snapPos, SnapGridOffset.Center).Any(sc => sc.Owner.HasComponent<AMEShieldComponent>()))
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{
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Owner.PopupMessage(args.User, Loc.GetString("Shielding is already there!"));
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return true;
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}
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var ent = _serverEntityManager.SpawnEntity("AMEShielding", mapGrid.GridTileToLocal(snapPos));
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var ent = _serverEntityManager.SpawnEntity("AMEShielding", mapGrid.GridTileToLocal(snapPos));
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ent.Transform.LocalRotation = Owner.Transform.LocalRotation;
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ent.Transform.LocalRotation = Owner.Transform.LocalRotation;
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@@ -26,11 +26,6 @@ namespace Content.Server.GameObjects.Components.Power.AME
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Owner.TryGetComponent(out _pointLight);
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Owner.TryGetComponent(out _pointLight);
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}
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}
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internal void OnUpdate(float frameTime)
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{
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throw new NotImplementedException();
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}
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public void SetCore()
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public void SetCore()
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{
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{
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if(_isCore) { return; }
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if(_isCore) { return; }
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