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:
@@ -0,0 +1,23 @@
|
||||
using Content.Shared.GameObjects.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.ViewVariables;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Singularity
|
||||
{
|
||||
/// <summary>
|
||||
/// Overrides exactly how much energy this object gives to a singularity.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
public class SinguloFoodComponent : Component
|
||||
{
|
||||
public override string Name => "SinguloFood";
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
[DataField("energy")]
|
||||
public int Energy { get; set; } = 1;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user