Files
tbd-station-14/Tools/singulo.m
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

96 lines
3.0 KiB
Matlab

# This is a script to be loaded into GNU Octave.
# - Notes -
# + Be sure to check all parameters are up to date with game before use.
# + The way things are tuned, only PA level 1 is stable on Saltern.
# A singularity timestep is one second.
# - Parameters -
# It's expected that you dynamically modify these if relevant to your scenario.
global pa_particle_energy_for_level_table pa_level pa_time_between_shots
pa_particle_energy_for_level_table = [10, 30, 60, 100]
# Note that level 0 is 1 here.
pa_level = 1
pa_time_between_shots = 6
# Horizontal size (interior tiles) of mapped singulo cage
global cage_area cage_pa1 cage_pa2 cage_pa3
# __123__
# +---+---+
cage_area = 7
cage_pa1 = 2.5
cage_pa2 = 3.5
cage_pa3 = 4.5
global energy_drain_for_level_table
energy_drain_for_level_table = [1, 2, 5, 10, 15, 20]
function retval = level_for_energy (energy)
retval = 1
if energy >= 1500 retval = 6; return; endif
if energy >= 1000 retval = 5; return; endif
if energy >= 600 retval = 4; return; endif
if energy >= 300 retval = 3; return; endif
if energy >= 200 retval = 2; return; endif
endfunction
function retval = radius_for_level (level)
retval = level - 0.5
endfunction
# - Simulator -
global singulo_shot_timer
singulo_shot_timer = 0
function retval = singulo_step (energy)
global energy_drain_for_level_table
global pa_particle_energy_for_level_table pa_level pa_time_between_shots
global cage_area cage_pa1 cage_pa2 cage_pa3
global singulo_shot_timer
level = level_for_energy(energy)
energy_drain = energy_drain_for_level_table(level)
energy -= energy_drain
singulo_shot_timer += 1
if singulo_shot_timer == pa_time_between_shots
energy_gain_per_hit = pa_particle_energy_for_level_table(pa_level)
# This is the bit that's complicated: the area and probability calculation.
# Rather than try to work it out, let's do things by simply trying it.
# This is the area of the singulo.
singulo_area = radius_for_level(level) * 2
# This is therefore the area in which it can move.
effective_area = max(0, cage_area - singulo_area)
# Assume it's at some random position within the area it can move.
# (This is the weak point of the maths. It's not as simple as this really.)
singulo_lpos = (rand() * effective_area)
singulo_rpos = singulo_lpos + singulo_area
# Check each of 3 points.
n = 0.5
if singulo_lpos < (cage_pa1 + n) && singulo_rpos > (cage_pa1 - n)
energy += energy_gain_per_hit
endif
if singulo_lpos < (cage_pa2 + n) && singulo_rpos > (cage_pa2 - n)
energy += energy_gain_per_hit
endif
if singulo_lpos < (cage_pa3 + n) && singulo_rpos > (cage_pa3 - n)
energy += energy_gain_per_hit
endif
singulo_shot_timer = 0
endif
retval = energy
endfunction
# - Scenario -
global scenario_energy
scenario_energy = 100
function retval = scenario (x)
global scenario_energy
sce = scenario_energy
scenario_energy = singulo_step(sce)
retval = scenario_energy
endfunction
# x is in seconds.
x = 0:1:960
plot(x, arrayfun(@scenario, x))