* 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
76 lines
2.0 KiB
C#
76 lines
2.0 KiB
C#
using Content.Shared.GameObjects.Components.Singularity;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Client.GameObjects.Components.Singularity
|
|
{
|
|
[RegisterComponent]
|
|
[ComponentReference(typeof(IClientSingularityInstance))]
|
|
class ClientSingularityComponent : SharedSingularityComponent, IClientSingularityInstance
|
|
{
|
|
[ViewVariables]
|
|
public int Level { get; set; }
|
|
|
|
//I am lazy
|
|
[ViewVariables]
|
|
public float Intensity
|
|
{
|
|
get
|
|
{
|
|
switch (Level)
|
|
{
|
|
case 0:
|
|
return 0.0f;
|
|
case 1:
|
|
return 2.7f;
|
|
case 2:
|
|
return 14.4f;
|
|
case 3:
|
|
return 47.2f;
|
|
case 4:
|
|
return 180.0f;
|
|
case 5:
|
|
return 600.0f;
|
|
case 6:
|
|
return 800.0f;
|
|
}
|
|
return -1.0f;
|
|
}
|
|
}
|
|
[ViewVariables]
|
|
public float Falloff
|
|
{
|
|
get
|
|
{
|
|
switch (Level)
|
|
{
|
|
case 0:
|
|
return 9999f;
|
|
case 1:
|
|
return 6.4f;
|
|
case 2:
|
|
return 7.0f;
|
|
case 3:
|
|
return 8.0f;
|
|
case 4:
|
|
return 10.0f;
|
|
case 5:
|
|
return 12.0f;
|
|
case 6:
|
|
return 12.0f;
|
|
}
|
|
return -1.0f;
|
|
}
|
|
}
|
|
|
|
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
|
{
|
|
if (curState is not SingularityComponentState state)
|
|
{
|
|
return;
|
|
}
|
|
Level = state.Level;
|
|
}
|
|
}
|
|
}
|