Aetheria/Assets/Scripts/ServerShared/Behaviors/Reactor.cs
Reinier Vens 4489b18452 Action Bar (WIP)
Refactor item instance to use DatabaseLink
Labels now pop up when aiming at loot
Yeeted HUD trigger group UI into the abyss
Created rebindable action bar (missing: assigning actions)
Created Consumable Items
Refactored behaviors to work on consumable items
Implemented Velocity Conversion Behavior
2021-04-18 05:13:20 +01:00

152 lines
No EOL
4.8 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;
using System.Collections.Generic;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
using UniRx;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class ReactorData : BehaviorData
{
[Inspectable, JsonProperty("charge"), Key(1), RuntimeInspectable]
public PerformanceStat Charge = new PerformanceStat();
[Inspectable, JsonProperty("efficiency"), Key(2), RuntimeInspectable]
public PerformanceStat Efficiency = new PerformanceStat();
[Inspectable, JsonProperty("overload"), Key(3), RuntimeInspectable]
public PerformanceStat OverloadEfficiency = new PerformanceStat();
[Inspectable, JsonProperty("underload"), Key(4), RuntimeInspectable]
public PerformanceStat ThrottlingFactor = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new Reactor(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new Reactor(this, item);
}
}
public class Reactor : Behavior, IOrderedBehavior, IDisposable
{
private ReactorData _data;
public float Draw { get; private set; }
public float CurrentLoadRatio { get; private set; }
public int Order => 100;
private List<Capacitor> _capacitors;
private List<IDisposable> _subscriptions = new List<IDisposable>();
public Reactor(ReactorData data, EquippedItem item) : base(data, item)
{
_data = data;
FindCapacitors();
}
public Reactor(ReactorData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
FindCapacitors();
}
private void FindCapacitors()
{
_capacitors = Entity.GetBehaviors<Capacitor>().ToList();
_subscriptions.Add(Entity.Equipment.ObserveAdd().Subscribe(onAdd =>
{
var capacitor = onAdd.Value.GetBehavior<Capacitor>();
if (capacitor != null) _capacitors.Add(capacitor);
}));
_subscriptions.Add(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 override bool Execute(float dt)
{
var charge = Evaluate(_data.Charge) * dt;
var efficiency = Evaluate(_data.Efficiency);
// 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)
{
CurrentLoadRatio = (Draw + charge) / max(charge, .01f);
var overloadEfficiency = Evaluate(_data.OverloadEfficiency);
// 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)
{
CurrentLoadRatio = (Draw + charge) / max(charge, .01f);
heat -= Draw / efficiency * (1 - 1 / Evaluate(_data.ThrottlingFactor));
Draw = 0;
}
else
{
CurrentLoadRatio = 1;
}
AddHeat(heat);
return true;
}
public void Dispose()
{
foreach(var sub in _subscriptions)
sub.Dispose();
}
}