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>
154 lines
No EOL
4.9 KiB
C#
154 lines
No EOL
4.9 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 CultMath;
|
|
using static CultMath.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;
|
|
}
|
|
|
|
Item.SetAudioParameter(SpecialAudioParameter.Intensity, max(.25f, 1 - 1 / CurrentLoadRatio));
|
|
|
|
AddHeat(heat);
|
|
return true;
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
foreach(var sub in _subscriptions)
|
|
sub.Dispose();
|
|
}
|
|
} |