Anomaly events & science point gen tweaks (#13590)

This commit is contained in:
Nemanja
2023-01-20 19:42:38 -05:00
committed by GitHub
parent f57f9e9ffb
commit cd52b458df
15 changed files with 207 additions and 43 deletions

View File

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