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
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@@ -1,30 +0,0 @@
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using Content.Server.GameObjects.Components.Power.PowerNetComponents;
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using Robust.Shared.GameObjects;
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namespace Content.Server.GameObjects.EntitySystems
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{
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public sealed class RadiationCollectorSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RadiationCollectorComponent, PhysicsBodyTypeChangedEvent>(BodyTypeChanged);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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UnsubscribeLocalEvent<RadiationCollectorComponent, PhysicsBodyTypeChangedEvent>();
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}
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private static void BodyTypeChanged(
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EntityUid uid,
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RadiationCollectorComponent component,
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PhysicsBodyTypeChangedEvent args)
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{
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component.OnAnchoredChanged();
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}
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}
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}
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