Makes the singularity engine actually work stably. (#4068)

* Add GNU Octave script for tuning singularity engine. startsingularityengine is now properly tuned & sets up radiation collectors. FTLize RadiationCollectorComponent.

* Fix bugs with radiation collectors producing infinite power.

* Ensure singularities don't instantly annihilate other singularities (causing new singularities to instantly dissolve)

Technically found by a "bug" where a singularity generator would make multiple singularities, but this renders that bug harmless.

* Tune singularity shield emitters to hopefully randomly fail less, and add an Octave script for looking into that

* Fix singularity shader

* Map in an unfinished PA into Saltern

* Correct PA particles being counted twice by singularity calculations, add singulo food component

* Hopefully stop "level 1 singulo stuck in a corner" issues by freezing it when it goes to level 1 from any other level

* Apply suggestions on 'jazz' PR
This commit is contained in:
20kdc
2021-05-28 10:44:13 +01:00
committed by GitHub
parent 3ba0c01e4f
commit a3d9562532
20 changed files with 424 additions and 153 deletions

View File

@@ -1,5 +1,6 @@
using Content.Shared.GameObjects.Components.Singularity;
using Robust.Shared.GameObjects;
using Robust.Shared.ViewVariables;
namespace Content.Client.GameObjects.Components.Singularity
{
@@ -7,18 +8,60 @@ namespace Content.Client.GameObjects.Components.Singularity
[ComponentReference(typeof(IClientSingularityInstance))]
class ClientSingularityComponent : SharedSingularityComponent, IClientSingularityInstance
{
public int Level
[ViewVariables]
public int Level { get; set; }
//I am lazy
[ViewVariables]
public float Intensity
{
get
{
return _level;
}
set
{
_level = value;
switch (Level)
{
case 0:
return 0.0f;
case 1:
return 2.7f;
case 2:
return 14.4f;
case 3:
return 47.2f;
case 4:
return 180.0f;
case 5:
return 600.0f;
case 6:
return 800.0f;
}
return -1.0f;
}
}
[ViewVariables]
public float Falloff
{
get
{
switch (Level)
{
case 0:
return 9999f;
case 1:
return 6.4f;
case 2:
return 7.0f;
case 3:
return 8.0f;
case 4:
return 10.0f;
case 5:
return 12.0f;
case 6:
return 12.0f;
}
return -1.0f;
}
}
private int _level;
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
@@ -26,7 +69,7 @@ namespace Content.Client.GameObjects.Components.Singularity
{
return;
}
_level = state.Level;
Level = state.Level;
}
}
}