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

@@ -1,4 +1,5 @@
using Robust.Shared.GameObjects;
using Robust.Shared.ViewVariables;
namespace Content.Client.GameObjects.Components.Singularity
{
@@ -8,12 +9,9 @@ namespace Content.Client.GameObjects.Components.Singularity
public class ToySingularityComponent : Component, IClientSingularityInstance
{
public override string Name => "ToySingularity";
public int Level {
get {
return 1;
}
set {
}
}
[ViewVariables(VVAccess.ReadWrite)]
public float Falloff { get; set; } = 2.0f;
[ViewVariables(VVAccess.ReadWrite)]
public float Intensity { get; set; } = 0.25f;
}
}