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
130 lines
No EOL
4.4 KiB
C#
130 lines
No EOL
4.4 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 System.Collections.Generic;
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using System.Linq;
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using MessagePack;
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using Newtonsoft.Json;
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using UniRx;
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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 ReactorData : BehaviorData
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{
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[InspectableField, JsonProperty("charge"), Key(1), RuntimeInspectable]
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public PerformanceStat Charge = new PerformanceStat();
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[InspectableField, JsonProperty("efficiency"), Key(2), RuntimeInspectable]
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public PerformanceStat Efficiency = new PerformanceStat();
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[InspectableField, JsonProperty("overload"), Key(3), RuntimeInspectable]
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public PerformanceStat OverloadEfficiency = new PerformanceStat();
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[InspectableField, JsonProperty("underload"), Key(4), RuntimeInspectable]
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public PerformanceStat ThrottlingFactor = 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 Reactor(context, this, entity, item);
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}
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}
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public class Reactor : IBehavior, IOrderedBehavior
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{
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private ReactorData _data;
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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 Draw { get; private set; }
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public int Order => 100;
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public BehaviorData Data => _data;
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private List<Capacitor> _capacitors;
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public Reactor(ItemManager context, ReactorData 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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_capacitors = entity.GetBehaviors<Capacitor>().ToList();
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entity.Equipment.ObserveAdd().Subscribe(onAdd =>
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{
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var capacitor = onAdd.Value.GetBehavior<Capacitor>();
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if (capacitor != null) _capacitors.Add(capacitor);
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});
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entity.Equipment.ObserveRemove().Subscribe(onRemove =>
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{
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var capacitor = onRemove.Value.GetBehavior<Capacitor>();
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if (capacitor != null) _capacitors.Remove(capacitor);
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});
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}
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public void ConsumeEnergy(float energy)
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{
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Draw += energy;
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}
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public bool Execute(float delta)
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{
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var charge = Context.Evaluate(_data.Charge, Item) * delta;
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var efficiency = Context.Evaluate(_data.Efficiency, Item);
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// This behavior executes last, so any components drawing power have already done so
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// Subtract the baseline charge from draw
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Draw -= charge;
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// Generate heat using baseline efficiency
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var heat = charge / efficiency;
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// We have an energy deficit, have to overload the reactor
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if (Draw > .01f)
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{
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var overloadEfficiency = Context.Evaluate(_data.OverloadEfficiency, Item);
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// Generate heat using overload efficiency, usually much less efficient!
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heat += Draw / overloadEfficiency;
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// Overload power will always neutralize the energy deficit
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Draw = 0;
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}
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// We have an energy surplus, try to store energy in our capacitors
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if (Draw < -.01f)
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{
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int nonFullCapacitorCount;
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do
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{
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var chargeToAdd = -Draw;
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nonFullCapacitorCount = _capacitors.Count(c => c.Charge < c.Capacity - .01f);
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foreach (var capacitor in _capacitors)
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{
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if (capacitor.Charge < capacitor.Capacity - .01f)
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{
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var chargeAdded = min(chargeToAdd / nonFullCapacitorCount, capacitor.Capacity - capacitor.Charge);
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capacitor.AddCharge(chargeAdded);
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Draw += chargeAdded;
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}
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}
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} while (nonFullCapacitorCount > 0 && Draw < -.01f);
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}
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// We still have an energy surplus, try to throttle the reactor to reduce heat generation
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if (Draw < -.01f)
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{
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heat -= Draw / efficiency * (1 - 1 / Context.Evaluate(_data.ThrottlingFactor, Item));
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Draw = 0;
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}
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Item.AddHeat(heat);
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return true;
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}
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} |