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
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@@ -2,6 +2,7 @@
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using Content.Server.Administration;
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using Content.Server.GameObjects.Components.Singularity;
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using Content.Server.GameObjects.Components.PA;
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using Content.Server.GameObjects.Components.Power.PowerNetComponents;
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using Content.Shared.Administration;
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using Content.Shared.GameObjects.Components;
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using Robust.Shared.Console;
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@@ -30,11 +31,15 @@ namespace Content.Server.Commands
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{
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ent.GetComponent<EmitterComponent>().SwitchOn();
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}
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foreach (var ent in entityManager.GetEntities(new TypeEntityQuery(typeof(RadiationCollectorComponent))))
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{
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ent.GetComponent<RadiationCollectorComponent>().Collecting = true;
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}
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foreach (var ent in entityManager.GetEntities(new TypeEntityQuery(typeof(ParticleAcceleratorControlBoxComponent))))
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{
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var pacb = ent.GetComponent<ParticleAcceleratorControlBoxComponent>();
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pacb.RescanParts();
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pacb.SetStrength(ParticleAcceleratorPowerState.Level1);
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pacb.SetStrength(ParticleAcceleratorPowerState.Level0);
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pacb.SwitchOn();
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}
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shell.WriteLine("Done!");
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