Aetheria/Assets/Scripts/ServerShared/Behaviors/Radiator.cs
Meta Vens 6140a06a0a Swap Unity.Mathematics usings for CultMath
Every Unity.Mathematics using, alias and qualified name under Assets\Scripts
and tools now names CultMath. The nine `using static ...noise;` lines are
gone: snoise lives on CultMath's math. UnityExtensions loses float4.ToColor
and Color.ToFloat4, which duplicate the bridge's ToColor and ToCultMath; the
float3 colour pair stays because the bridge has none.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 17:39:12 +02:00

101 lines
No EOL
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 CultMath;
using static CultMath.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class RadiatorData : BehaviorData
{
[Inspectable, JsonProperty("emissivity"), Key(1), RuntimeInspectable]
public PerformanceStat Emissivity = new PerformanceStat();
[Inspectable, JsonProperty("pumpedHeat"), Key(2), RuntimeInspectable]
public PerformanceStat PumpedHeat = new PerformanceStat();
[InspectableTemperature, JsonProperty("temperatureFloor"), Key(3), RuntimeInspectable]
public float TemperatureFloor;
[Inspectable, JsonProperty("wasteHeat"), Key(4), RuntimeInspectable]
public PerformanceStat WasteHeat = new PerformanceStat();
[Inspectable, JsonProperty("energyUsage"), Key(5), RuntimeInspectable]
public PerformanceStat EnergyUsage = new PerformanceStat();
[Inspectable, JsonProperty("thermalMass"), Key(6), RuntimeInspectable]
public PerformanceStat ThermalMass = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new Radiator(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new Radiator(this, item);
}
}
public class Radiator : Behavior, IAlwaysUpdatedBehavior, IInitializableBehavior
{
public float RadiatorTemperature { get; private set; }
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(RadiatorData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public Radiator(RadiatorData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
public override bool Execute(float dt)
{
PumpedHeat = Evaluate(_data.PumpedHeat);
WasteHeat = Evaluate(_data.WasteHeat);
EnergyUsage = Evaluate(_data.EnergyUsage);
var itemTemperature = Temperature;
var tempRatio = max(RadiatorTemperature / 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 * dt)) 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;
AddHeat((wasteHeat - pumpedHeat) * dt);
RadiatorTemperature += pumpedHeat / Evaluate(_data.ThermalMass) * dt;
return true;
}
public void Update(float delta)
{
Emissivity = Evaluate(_data.Emissivity);
var rad = pow(RadiatorTemperature, ItemManager.GameplaySettings.HeatRadiationExponent) * ItemManager.GameplaySettings.HeatRadiationMultiplier * Emissivity;
RadiatorTemperature -= rad * delta;
Entity.VisibilitySources[this] = rad;
}
public void Initialize()
{
RadiatorTemperature = Temperature;
}
}