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
97 lines
No EOL
3.5 KiB
C#
97 lines
No EOL
3.5 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class RadiatorData : BehaviorData
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{
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[InspectableField, JsonProperty("emissivity"), Key(1), RuntimeInspectable]
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public PerformanceStat Emissivity = new PerformanceStat();
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[InspectableField, JsonProperty("pumpedHeat"), Key(2), RuntimeInspectable]
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public PerformanceStat PumpedHeat = new PerformanceStat();
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[TemperatureInspectable, JsonProperty("temperatureFloor"), Key(3), RuntimeInspectable]
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public float TemperatureFloor;
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[InspectableField, JsonProperty("wasteHeat"), Key(4), RuntimeInspectable]
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public PerformanceStat WasteHeat = new PerformanceStat();
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[InspectableField, JsonProperty("energyUsage"), Key(5), RuntimeInspectable]
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public PerformanceStat EnergyUsage = new PerformanceStat();
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new Radiator(context, this, entity, item);
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}
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}
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public class Radiator : IBehavior, IAlwaysUpdatedBehavior, IInitializableBehavior
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{
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public Entity Entity { get; }
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public EquippedItem Item { get; }
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public ItemManager Context { get; }
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public float Temperature { get; private set; }
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public BehaviorData Data => _data;
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public float Emissivity { get; private set; }
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public float PumpedHeat { get; private set; }
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public float WasteHeat { get; private set; }
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public float EnergyUsage { get; private set; }
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private RadiatorData _data;
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public Radiator(ItemManager context, RadiatorData data, Entity entity, EquippedItem item)
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{
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Context = context;
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_data = data;
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Entity = entity;
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Item = item;
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}
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public bool Execute(float delta)
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{
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PumpedHeat = Context.Evaluate(_data.PumpedHeat, Item);
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WasteHeat = Context.Evaluate(_data.WasteHeat, Item);
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EnergyUsage = Context.Evaluate(_data.EnergyUsage, Item);
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var itemTemperature = Item.Temperature;
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var tempRatio = max(Temperature / itemTemperature, 1);
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// Temperature ratio would cause more waste heat than pump capacity, stop executing
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if (tempRatio > PumpedHeat / WasteHeat) return true;
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if (!Entity.TryConsumeEnergy(EnergyUsage * tempRatio * delta)) return false;
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var pumpedHeat = PumpedHeat * max(itemTemperature - _data.TemperatureFloor, 0);
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// Radiator temperature is below temperature floor, stop executing
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if (pumpedHeat < 0.01f) return true;
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var wasteHeat = WasteHeat * tempRatio;
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Item.AddHeat((wasteHeat - pumpedHeat) * delta);
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Temperature += pumpedHeat / Context.GetThermalMass(Item.EquippableItem) * delta;
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return true;
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}
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public void Update(float delta)
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{
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Emissivity = Context.Evaluate(_data.Emissivity, Item);
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var rad = pow(Temperature, Context.GameplaySettings.HeatRadiationExponent) * Context.GameplaySettings.HeatRadiationMultiplier * Emissivity;
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Temperature -= rad * delta;
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Entity.VisibilitySources[this] = rad;
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}
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public void Initialize()
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{
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Temperature = Item.Temperature;
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}
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} |