Aetheria/Assets/Scripts/ServerShared/Behaviors/Radiator.cs
Reinier Vens a51c402fc5 Reflected Visibility
Ships are now more visible in lit areas (depending on cross section stat in Reflector behavior)
Refactored all behaviors to remove context & entity references (can get them from equipped item reference if needed)
Fixed crash when enemy dies of heatstroke while targeted
Exponential decay for visibility now uses correct time-independent formula
Refactored item inspection in properties panel (now consistent between equipped items vs. inventory and store items, shows effect of heat on stats)
Reordered item properties and added spacing between groups
2021-04-12 04:20:52 +01:00

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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 Unity.Mathematics;
using static Unity.Mathematics.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();
public override IBehavior CreateInstance(EquippedItem item)
{
return new Radiator(this, item);
}
}
public class Radiator : IBehavior, IAlwaysUpdatedBehavior, IInitializableBehavior
{
public EquippedItem Item { get; }
public float Temperature { get; private set; }
public BehaviorData Data => _data;
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)
{
_data = data;
Item = item;
}
public bool Execute(float delta)
{
PumpedHeat = Item.Evaluate(_data.PumpedHeat);
WasteHeat = Item.Evaluate(_data.WasteHeat);
EnergyUsage = Item.Evaluate(_data.EnergyUsage);
var itemTemperature = Item.Temperature;
var tempRatio = max(Temperature / itemTemperature, 1);
// Temperature ratio would cause more waste heat than pump capacity, stop executing
if (tempRatio > PumpedHeat / WasteHeat) return true;
if (!Item.Entity.TryConsumeEnergy(EnergyUsage * tempRatio * delta)) 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;
Item.AddHeat((wasteHeat - pumpedHeat) * delta);
Temperature += pumpedHeat / Item.ItemManager.GetThermalMass(Item.EquippableItem) * delta;
return true;
}
public void Update(float delta)
{
Emissivity = Item.Evaluate(_data.Emissivity);
var rad = pow(Temperature, Item.ItemManager.GameplaySettings.HeatRadiationExponent) * Item.ItemManager.GameplaySettings.HeatRadiationMultiplier * Emissivity;
Temperature -= rad * delta;
Item.Entity.VisibilitySources[this] = rad;
}
public void Initialize()
{
Temperature = Item.Temperature;
}
}