Aetheria/Assets/Scripts/ServerShared/Behaviors/Reactor.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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4.4 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 System.Collections.Generic;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
using UniRx;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class ReactorData : BehaviorData
{
[InspectableField, JsonProperty("charge"), Key(1), RuntimeInspectable]
public PerformanceStat Charge = new PerformanceStat();
[InspectableField, JsonProperty("efficiency"), Key(2), RuntimeInspectable]
public PerformanceStat Efficiency = new PerformanceStat();
[InspectableField, JsonProperty("overload"), Key(3), RuntimeInspectable]
public PerformanceStat OverloadEfficiency = new PerformanceStat();
[InspectableField, JsonProperty("underload"), Key(4), RuntimeInspectable]
public PerformanceStat ThrottlingFactor = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Reactor(context, this, entity, item);
}
}
public class Reactor : IBehavior, IOrderedBehavior
{
private ReactorData _data;
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public float Draw { get; private set; }
public int Order => 100;
public BehaviorData Data => _data;
private List<Capacitor> _capacitors;
public Reactor(ItemManager context, ReactorData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
_capacitors = entity.GetBehaviors<Capacitor>().ToList();
entity.Equipment.ObserveAdd().Subscribe(onAdd =>
{
var capacitor = onAdd.Value.GetBehavior<Capacitor>();
if (capacitor != null) _capacitors.Add(capacitor);
});
entity.Equipment.ObserveRemove().Subscribe(onRemove =>
{
var capacitor = onRemove.Value.GetBehavior<Capacitor>();
if (capacitor != null) _capacitors.Remove(capacitor);
});
}
public void ConsumeEnergy(float energy)
{
Draw += energy;
}
public bool Execute(float delta)
{
var charge = Context.Evaluate(_data.Charge, Item) * delta;
var efficiency = Context.Evaluate(_data.Efficiency, Item);
// This behavior executes last, so any components drawing power have already done so
// Subtract the baseline charge from draw
Draw -= charge;
// Generate heat using baseline efficiency
var heat = charge / efficiency;
// We have an energy deficit, have to overload the reactor
if (Draw > .01f)
{
var overloadEfficiency = Context.Evaluate(_data.OverloadEfficiency, Item);
// Generate heat using overload efficiency, usually much less efficient!
heat += Draw / overloadEfficiency;
// Overload power will always neutralize the energy deficit
Draw = 0;
}
// We have an energy surplus, try to store energy in our capacitors
if (Draw < -.01f)
{
int nonFullCapacitorCount;
do
{
var chargeToAdd = -Draw;
nonFullCapacitorCount = _capacitors.Count(c => c.Charge < c.Capacity - .01f);
foreach (var capacitor in _capacitors)
{
if (capacitor.Charge < capacitor.Capacity - .01f)
{
var chargeAdded = min(chargeToAdd / nonFullCapacitorCount, capacitor.Capacity - capacitor.Charge);
capacitor.AddCharge(chargeAdded);
Draw += chargeAdded;
}
}
} while (nonFullCapacitorCount > 0 && Draw < -.01f);
}
// We still have an energy surplus, try to throttle the reactor to reduce heat generation
if (Draw < -.01f)
{
heat -= Draw / efficiency * (1 - 1 / Context.Evaluate(_data.ThrottlingFactor, Item));
Draw = 0;
}
Item.AddHeat(heat);
return true;
}
}