Behaviors and PerformanceStats are no longer associated solely with Ships, instead there's a generic Entity class which will also be used for stations and turrets.
71 lines
No EOL
2.1 KiB
C#
71 lines
No EOL
2.1 KiB
C#
using MessagePack;
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using Newtonsoft.Json;
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class ReactorData : IBehaviorData
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{
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[InspectableField, JsonProperty("charge"), Key(0)]
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public PerformanceStat Charge = new PerformanceStat();
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[InspectableField, JsonProperty("capacitance"), Key(1)]
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public PerformanceStat Capacitance = new PerformanceStat();
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[InspectableField, JsonProperty("efficiency"), Key(2)]
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public PerformanceStat Efficiency = new PerformanceStat();
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[InspectableField, JsonProperty("overload"), Key(3)]
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public PerformanceStat OverloadEfficiency = new PerformanceStat();
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[InspectableField, JsonProperty("underload"), Key(4)]
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public PerformanceStat UnderloadRecovery = new PerformanceStat();
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public IBehavior CreateInstance(GameContext context, Entity entity, Gear 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
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{
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private ReactorData _data;
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public Entity Entity { get; }
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public Gear Item { get; }
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public GameContext Context { get; }
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public IBehaviorData Data => _data;
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public Reactor(GameContext context, ReactorData data, Entity entity, Gear 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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}
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public void Initialize()
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{
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}
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public void Update(float delta)
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{
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var cap = Context.Evaluate(_data.Capacitance, Item, Entity);
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var charge = Context.Evaluate(_data.Charge, Item, Entity) * delta;
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var efficiency = Context.Evaluate(_data.Efficiency, Item, Entity);
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Entity.AddHeat(charge / efficiency);
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Entity.Energy += charge;
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if (Entity.Energy > cap)
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{
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Entity.AddHeat(-(Entity.Energy - cap) / efficiency * (1 - 1 / Context.Evaluate(_data.UnderloadRecovery, Item, Entity)));
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Entity.Energy = cap;
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}
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if (Entity.Energy < 0)
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{
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Entity.AddHeat( -Entity.Energy / Context.Evaluate(_data.OverloadEfficiency, Item, Entity));
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Entity.Energy = 0;
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}
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}
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} |