using MessagePack; using Newtonsoft.Json; [MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable] public class ReactorData : BehaviorData { [InspectableField, JsonProperty("charge"), Key(1), RuntimeInspectable] public PerformanceStat Charge = new PerformanceStat(); [InspectableField, JsonProperty("capacitance"), Key(2), RuntimeInspectable] public PerformanceStat Capacitance = new PerformanceStat(); [InspectableField, JsonProperty("efficiency"), Key(3), RuntimeInspectable] public PerformanceStat Efficiency = new PerformanceStat(); [InspectableField, JsonProperty("overload"), Key(4), RuntimeInspectable] public PerformanceStat OverloadEfficiency = new PerformanceStat(); [InspectableField, JsonProperty("underload"), Key(5), RuntimeInspectable] public PerformanceStat ThrottlingFactor = new PerformanceStat(); public override IBehavior CreateInstance(GameContext context, Entity entity, Gear item) { return new Reactor(context, this, entity, item); } } public class Reactor : IBehavior { private ReactorData _data; public Entity Entity { get; } public Gear Item { get; } public GameContext Context { get; } public BehaviorData Data => _data; public float Capacitance; public Reactor(GameContext context, ReactorData data, Entity entity, Gear item) { Context = context; _data = data; Entity = entity; Item = item; } public bool Update(float delta) { Capacitance = Context.Evaluate(_data.Capacitance, Item, Entity); var charge = Context.Evaluate(_data.Charge, Item, Entity) * delta; var efficiency = Context.Evaluate(_data.Efficiency, Item, Entity); Entity.AddHeat(charge / efficiency); Entity.Energy += charge; if (Entity.Energy > Capacitance) { Entity.AddHeat(-(Entity.Energy - Capacitance) / efficiency * (1 - 1 / Context.Evaluate(_data.ThrottlingFactor, Item, Entity))); Entity.Energy = Capacitance; } if (Entity.Energy < 0) { Entity.AddHeat( -Entity.Energy / Context.Evaluate(_data.OverloadEfficiency, Item, Entity)); Entity.Energy = 0; } return true; } }