Files
tbd-station-14/Content.Client/GameObjects/Components/Singularity/ClientSingularityComponent.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

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;
}
}
}