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.NodeContainer.Nodes;
using Content.Server.GameObjects.Components.Power.AME; using Content.Server.GameObjects.Components.Power.AME;
using Robust.Shared.GameObjects.Components.Transform; using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.Random;
using Robust.Shared.IoC;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
@@ -23,6 +26,9 @@ namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
[ViewVariables] [ViewVariables]
private AMEControllerComponent _masterController; private AMEControllerComponent _masterController;
[Dependency]
private readonly IRobustRandom _random = default!;
public AMEControllerComponent MasterController => _masterController; public AMEControllerComponent MasterController => _masterController;
private readonly List<AMEShieldComponent> _cores = new(); 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); var safeFuelLimit = CoreCount * 2;
foreach(AMEShieldComponent core in _cores) 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; return 0;
} }

View File

@@ -85,11 +85,12 @@ namespace Content.Server.GameObjects.Components.Power.AME
} }
_jarSlot.ContainedEntity.TryGetComponent<AMEFuelContainerComponent>(out var fuelJar); _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); var availableInject = fuelJar.FuelAmount >= InjectionAmount ? InjectionAmount : fuelJar.FuelAmount;
fuelJar.FuelAmount -= InjectionAmount; _powerSupplier.SupplyRate = group.InjectFuel(availableInject, out var overloading);
InjectSound(); fuelJar.FuelAmount -= availableInject;
InjectSound(overloading);
UpdateUserInterface(); 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) async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs args)

View File

@@ -1,4 +1,5 @@
using System.Threading.Tasks; using System.Threading.Tasks;
using System.Linq;
using Content.Server.GameObjects.Components.Interactable; using Content.Server.GameObjects.Components.Interactable;
using Content.Server.Interfaces.GameObjects.Components.Items; using Content.Server.Interfaces.GameObjects.Components.Items;
using Content.Shared.GameObjects.Components.Interactable; using Content.Shared.GameObjects.Components.Interactable;
@@ -35,8 +36,12 @@ namespace Content.Server.GameObjects.Components.Power.AME
{ {
var mapGrid = _mapManager.GetGrid(args.ClickLocation.GetGridId(_serverEntityManager)); var mapGrid = _mapManager.GetGrid(args.ClickLocation.GetGridId(_serverEntityManager));
var tile = mapGrid.GetTileRef(args.ClickLocation);
var snapPos = mapGrid.SnapGridCellFor(args.ClickLocation, SnapGridOffset.Center); var snapPos = mapGrid.SnapGridCellFor(args.ClickLocation, SnapGridOffset.Center);
if (mapGrid.GetSnapGridCell(snapPos, SnapGridOffset.Center).Any(sc => sc.Owner.HasComponent<AMEShieldComponent>()))
{
Owner.PopupMessage(args.User, Loc.GetString("Shielding is already there!"));
return true;
}
var ent = _serverEntityManager.SpawnEntity("AMEShielding", mapGrid.GridTileToLocal(snapPos)); var ent = _serverEntityManager.SpawnEntity("AMEShielding", mapGrid.GridTileToLocal(snapPos));
ent.Transform.LocalRotation = Owner.Transform.LocalRotation; ent.Transform.LocalRotation = Owner.Transform.LocalRotation;

View File

@@ -26,11 +26,6 @@ namespace Content.Server.GameObjects.Components.Power.AME
Owner.TryGetComponent(out _pointLight); Owner.TryGetComponent(out _pointLight);
} }
internal void OnUpdate(float frameTime)
{
throw new NotImplementedException();
}
public void SetCore() public void SetCore()
{ {
if(_isCore) { return; } if(_isCore) { return; }