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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@@ -20,21 +20,7 @@ namespace Content.Server.GameObjects.Components.PA
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private ParticleAcceleratorPowerState _state;
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void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
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{
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if (otherFixture.Body.Owner.TryGetComponent<ServerSingularityComponent>(out var singularityComponent))
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{
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var multiplier = _state switch
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{
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ParticleAcceleratorPowerState.Standby => 0,
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ParticleAcceleratorPowerState.Level0 => 1,
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ParticleAcceleratorPowerState.Level1 => 3,
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ParticleAcceleratorPowerState.Level2 => 6,
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ParticleAcceleratorPowerState.Level3 => 10,
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_ => 0
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};
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singularityComponent.Energy += 10 * multiplier;
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Owner.QueueDelete();
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}
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else if (otherFixture.Body.Owner.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent))
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if (otherFixture.Body.Owner.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent))
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{
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singularityGeneratorComponent.Power += _state switch
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{
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@@ -67,6 +53,22 @@ namespace Content.Server.GameObjects.Components.PA
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}
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projectileComponent.IgnoreEntity(firer);
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if (!Owner.TryGetComponent<SinguloFoodComponent>(out var singuloFoodComponent))
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{
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Logger.Error("ParticleProjectile tried firing, but it was spawned without a SinguloFoodComponent");
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return;
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}
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var multiplier = _state switch
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{
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ParticleAcceleratorPowerState.Standby => 0,
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ParticleAcceleratorPowerState.Level0 => 1,
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ParticleAcceleratorPowerState.Level1 => 3,
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ParticleAcceleratorPowerState.Level2 => 6,
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ParticleAcceleratorPowerState.Level3 => 10,
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_ => 0
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};
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singuloFoodComponent.Energy = 10 * multiplier;
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var suffix = state switch
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{
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ParticleAcceleratorPowerState.Level0 => "0",
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