Aetheria/Assets/Scripts/ServerShared/Behaviors/Radiator.cs
Reinier Vens 11bfc739fe Aetheric Drive
Added Aetheric Drive hardpoint and item behavior
Added Drive RPM UI to HUD
Fixed death not disabling continue option
Disabling global input when dialog is visible
Fixed loadout generator failure when zero price item present
Replaced fixed top speed with drag coefficients
2021-04-14 03:29:14 +01:00

93 lines
No EOL
3.2 KiB
C#

/* 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 MessagePack;
using Newtonsoft.Json;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class RadiatorData : BehaviorData
{
[Inspectable, JsonProperty("emissivity"), Key(1), RuntimeInspectable]
public PerformanceStat Emissivity = new PerformanceStat();
[Inspectable, JsonProperty("pumpedHeat"), Key(2), RuntimeInspectable]
public PerformanceStat PumpedHeat = new PerformanceStat();
[InspectableTemperature, JsonProperty("temperatureFloor"), Key(3), RuntimeInspectable]
public float TemperatureFloor;
[Inspectable, JsonProperty("wasteHeat"), Key(4), RuntimeInspectable]
public PerformanceStat WasteHeat = new PerformanceStat();
[Inspectable, JsonProperty("energyUsage"), Key(5), RuntimeInspectable]
public PerformanceStat EnergyUsage = new PerformanceStat();
public override IBehavior CreateInstance(EquippedItem item)
{
return new Radiator(this, item);
}
}
public class Radiator : IBehavior, IAlwaysUpdatedBehavior, IInitializableBehavior
{
public EquippedItem Item { get; }
public float Temperature { get; private set; }
public BehaviorData Data => _data;
public float Emissivity { get; private set; }
public float PumpedHeat { get; private set; }
public float WasteHeat { get; private set; }
public float EnergyUsage { get; private set; }
private RadiatorData _data;
public Radiator(RadiatorData data, EquippedItem item)
{
_data = data;
Item = item;
}
public bool Execute(float dt)
{
PumpedHeat = Item.Evaluate(_data.PumpedHeat);
WasteHeat = Item.Evaluate(_data.WasteHeat);
EnergyUsage = Item.Evaluate(_data.EnergyUsage);
var itemTemperature = Item.Temperature;
var tempRatio = max(Temperature / itemTemperature, 1);
// Temperature ratio would cause more waste heat than pump capacity, stop executing
if (tempRatio > PumpedHeat / WasteHeat) return true;
if (!Item.Entity.TryConsumeEnergy(EnergyUsage * tempRatio * dt)) return false;
var pumpedHeat = PumpedHeat * max(itemTemperature - _data.TemperatureFloor, 0);
// Radiator temperature is below temperature floor, stop executing
if (pumpedHeat < 0.01f) return true;
var wasteHeat = WasteHeat * tempRatio;
Item.AddHeat((wasteHeat - pumpedHeat) * dt);
Temperature += pumpedHeat / Item.ItemManager.GetThermalMass(Item.EquippableItem) * dt;
return true;
}
public void Update(float delta)
{
Emissivity = Item.Evaluate(_data.Emissivity);
var rad = pow(Temperature, Item.ItemManager.GameplaySettings.HeatRadiationExponent) * Item.ItemManager.GameplaySettings.HeatRadiationMultiplier * Emissivity;
Temperature -= rad * delta;
Item.Entity.VisibilitySources[this] = rad;
}
public void Initialize()
{
Temperature = Item.Temperature;
}
}