/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at https://mozilla.org/MPL/2.0/. */ using System.Collections.Generic; using System.Linq; using MessagePack; using Newtonsoft.Json; using UniRx; using Unity.Mathematics; using static Unity.Mathematics.math; [MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable] public class ReactorData : BehaviorData { [InspectableField, JsonProperty("charge"), Key(1), RuntimeInspectable] public PerformanceStat Charge = new PerformanceStat(); [InspectableField, JsonProperty("efficiency"), Key(2), RuntimeInspectable] public PerformanceStat Efficiency = new PerformanceStat(); [InspectableField, JsonProperty("overload"), Key(3), RuntimeInspectable] public PerformanceStat OverloadEfficiency = new PerformanceStat(); [InspectableField, JsonProperty("underload"), Key(4), RuntimeInspectable] public PerformanceStat ThrottlingFactor = new PerformanceStat(); public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item) { return new Reactor(context, this, entity, item); } } public class Reactor : IBehavior, IOrderedBehavior { private ReactorData _data; public Entity Entity { get; } public EquippedItem Item { get; } public ItemManager Context { get; } public float Draw { get; private set; } public int Order => 100; public BehaviorData Data => _data; private List _capacitors; public Reactor(ItemManager context, ReactorData data, Entity entity, EquippedItem item) { Context = context; _data = data; Entity = entity; Item = item; _capacitors = entity.GetBehaviors().ToList(); entity.Equipment.ObserveAdd().Subscribe(onAdd => { var capacitor = onAdd.Value.GetBehavior(); if (capacitor != null) _capacitors.Add(capacitor); }); entity.Equipment.ObserveRemove().Subscribe(onRemove => { var capacitor = onRemove.Value.GetBehavior(); if (capacitor != null) _capacitors.Remove(capacitor); }); } public void ConsumeEnergy(float energy) { Draw += energy; } public bool Execute(float delta) { var charge = Context.Evaluate(_data.Charge, Item) * delta; var efficiency = Context.Evaluate(_data.Efficiency, Item); // This behavior executes last, so any components drawing power have already done so // Subtract the baseline charge from draw Draw -= charge; // Generate heat using baseline efficiency var heat = charge / efficiency; // We have an energy deficit, have to overload the reactor if (Draw > .01f) { var overloadEfficiency = Context.Evaluate(_data.OverloadEfficiency, Item); // Generate heat using overload efficiency, usually much less efficient! heat += Draw / overloadEfficiency; // Overload power will always neutralize the energy deficit Draw = 0; } // We have an energy surplus, try to store energy in our capacitors if (Draw < -.01f) { int nonFullCapacitorCount; do { var chargeToAdd = -Draw; nonFullCapacitorCount = _capacitors.Count(c => c.Charge < c.Capacity - .01f); foreach (var capacitor in _capacitors) { if (capacitor.Charge < capacitor.Capacity - .01f) { var chargeAdded = min(chargeToAdd / nonFullCapacitorCount, capacitor.Capacity - capacitor.Charge); capacitor.AddCharge(chargeAdded); Draw += chargeAdded; } } } while (nonFullCapacitorCount > 0 && Draw < -.01f); } // We still have an energy surplus, try to throttle the reactor to reduce heat generation if (Draw < -.01f) { heat -= Draw / efficiency * (1 - 1 / Context.Evaluate(_data.ThrottlingFactor, Item)); Draw = 0; } Item.AddHeat(heat); return true; } }