Aetheria/Assets/Scripts/ServerShared/Behaviors/Radiator.cs
Reinier Vens 4b10923448 Heat Performance Curves + Wear & Tear
Added heat variation option for Performance Stats
Ability to toggle radiators on/off using H key
Item durability loss (Wear) is now heat dependent and incurred only when used
Restricted equip/unequip to docked (inactive) entities
Fixed race condition causing exceptions in database sync code
2021-03-04 03:58:46 +00:00

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3.5 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;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class RadiatorData : BehaviorData
{
[InspectableField, JsonProperty("emissivity"), Key(1), RuntimeInspectable]
public PerformanceStat Emissivity = new PerformanceStat();
[InspectableField, JsonProperty("pumpedHeat"), Key(2), RuntimeInspectable]
public PerformanceStat PumpedHeat = new PerformanceStat();
[TemperatureInspectable, JsonProperty("temperatureFloor"), Key(3), RuntimeInspectable]
public float TemperatureFloor;
[InspectableField, JsonProperty("wasteHeat"), Key(4), RuntimeInspectable]
public PerformanceStat WasteHeat = new PerformanceStat();
[InspectableField, JsonProperty("energyUsage"), Key(5), RuntimeInspectable]
public PerformanceStat EnergyUsage = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Radiator(context, this, entity, item);
}
}
public class Radiator : IBehavior, IAlwaysUpdatedBehavior, IInitializableBehavior
{
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { 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(ItemManager context, RadiatorData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
}
public bool Execute(float delta)
{
PumpedHeat = Context.Evaluate(_data.PumpedHeat, Item);
WasteHeat = Context.Evaluate(_data.WasteHeat, Item);
EnergyUsage = Context.Evaluate(_data.EnergyUsage, Item);
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 (!Entity.TryConsumeEnergy(EnergyUsage * tempRatio * delta)) 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) * delta);
Temperature += pumpedHeat / Context.GetThermalMass(Item.EquippableItem) * delta;
return true;
}
public void Update(float delta)
{
Emissivity = Context.Evaluate(_data.Emissivity, Item);
var rad = pow(Temperature, Context.GameplaySettings.HeatRadiationExponent) * Context.GameplaySettings.HeatRadiationMultiplier * Emissivity;
Temperature -= rad * delta;
Entity.VisibilitySources[this] = rad;
}
public void Initialize()
{
Temperature = Item.Temperature;
}
}