Files
tbd-station-14/Content.Server/Commands/StartSingularityEngineCommand.cs
20kdc a3d9562532 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
2021-05-28 11:44:13 +02:00

49 lines
1.9 KiB
C#

#nullable enable
using Content.Server.Administration;
using Content.Server.GameObjects.Components.Singularity;
using Content.Server.GameObjects.Components.PA;
using Content.Server.GameObjects.Components.Power.PowerNetComponents;
using Content.Shared.Administration;
using Content.Shared.GameObjects.Components;
using Robust.Shared.Console;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.Commands
{
[AdminCommand(AdminFlags.Admin)]
public class StartSingularityEngineCommand : IConsoleCommand
{
public string Command => "startsingularityengine";
public string Description => "Automatically turns on the particle accelerator and containment field emitters.";
public string Help => $"{Command}";
public void Execute(IConsoleShell shell, string argStr, string[] args)
{
if (args.Length != 0)
{
shell.WriteLine($"Invalid amount of arguments: {args.Length}.\n{Help}");
return;
}
var entityManager = IoCManager.Resolve<IEntityManager>();
foreach (var ent in entityManager.GetEntities(new TypeEntityQuery(typeof(EmitterComponent))))
{
ent.GetComponent<EmitterComponent>().SwitchOn();
}
foreach (var ent in entityManager.GetEntities(new TypeEntityQuery(typeof(RadiationCollectorComponent))))
{
ent.GetComponent<RadiationCollectorComponent>().Collecting = true;
}
foreach (var ent in entityManager.GetEntities(new TypeEntityQuery(typeof(ParticleAcceleratorControlBoxComponent))))
{
var pacb = ent.GetComponent<ParticleAcceleratorControlBoxComponent>();
pacb.RescanParts();
pacb.SetStrength(ParticleAcceleratorPowerState.Level0);
pacb.SwitchOn();
}
shell.WriteLine("Done!");
}
}
}