Anomaly events & science point gen tweaks (#13590)
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@@ -4,7 +4,6 @@ using Content.Server.Audio;
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using Content.Server.DoAfter;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Materials;
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using Content.Server.Popups;
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using Content.Shared.Anomaly;
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using Content.Shared.Anomaly.Components;
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using Robust.Server.GameObjects;
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@@ -24,7 +23,6 @@ public sealed partial class AnomalySystem : SharedAnomalySystem
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly ExplosionSystem _explosion = default!;
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[Dependency] private readonly MaterialStorageSystem _material = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly TransformSystem _transform = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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@@ -101,9 +99,9 @@ public sealed partial class AnomalySystem : SharedAnomalySystem
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var multiplier = 1f;
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if (component.Stability > component.GrowthThreshold)
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multiplier = 1.25f; //more points for unstable
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multiplier = component.GrowingPointMultiplier; //more points for unstable
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else if (component.Stability < component.DecayThreshold)
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multiplier = 0.75f; //less points if it's dying
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multiplier = component.DecayingPointMultiplier; //less points if it's dying
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//penalty of up to 50% based on health
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multiplier *= MathF.Pow(1.5f, component.Health) - 0.5f;
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