Aetheria/Assets/Scripts/ServerShared/Behaviors/Reactor.cs
2026-06-13 04:56:50 +01:00

153 lines
No EOL
4.7 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 UniRx;
using Unity.Mathematics;
using static Unity.Mathematics.math;
[Inspectable, MessagePackObject, RuntimeInspectable]
public class ReactorData : BehaviorData
{
[Inspectable, Key(1), RuntimeInspectable]
public PerformanceStat Charge = new PerformanceStat();
[Inspectable, Key(2), RuntimeInspectable]
public PerformanceStat Efficiency = new PerformanceStat();
[Inspectable, Key(3), RuntimeInspectable]
public PerformanceStat OverloadEfficiency = new PerformanceStat();
[Inspectable, 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();
}
}