Aetheria/Assets/Scripts/ServerShared/Behaviors/Reactor.cs
Reinier Vens c4be204cd0 First Flight
Added MPL license headers
SectorRenderer renders entities in sector, manages particle systems for ship thrusters
Thrusters apply torque based on orientation and position relative to ship center of mass
GameManager controls the player ship's thrusters
Player can dock with station if they are near
2020-12-22 03:13:43 +00:00

73 lines
No EOL
2.7 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 MessagePack;
using Newtonsoft.Json;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class ReactorData : BehaviorData
{
[InspectableField, JsonProperty("charge"), Key(1), RuntimeInspectable]
public PerformanceStat Charge = new PerformanceStat();
[InspectableField, JsonProperty("capacitance"), Key(2), RuntimeInspectable]
public PerformanceStat Capacitance = new PerformanceStat();
[InspectableField, JsonProperty("efficiency"), Key(3), RuntimeInspectable]
public PerformanceStat Efficiency = new PerformanceStat();
[InspectableField, JsonProperty("overload"), Key(4), RuntimeInspectable]
public PerformanceStat OverloadEfficiency = new PerformanceStat();
[InspectableField, JsonProperty("underload"), Key(5), RuntimeInspectable]
public PerformanceStat ThrottlingFactor = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Reactor(context, this, entity, item);
}
}
public class Reactor : IBehavior
{
private ReactorData _data;
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public BehaviorData Data => _data;
public float Capacitance;
public Reactor(ItemManager context, ReactorData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
}
public bool Update(float delta)
{
Capacitance = Context.Evaluate(_data.Capacitance, Item.EquippableItem, Entity);
var charge = Context.Evaluate(_data.Charge, Item.EquippableItem, Entity) * delta;
var efficiency = Context.Evaluate(_data.Efficiency, Item.EquippableItem, Entity);
Item.Temperature += (charge / efficiency) / Context.GetThermalMass(Item.EquippableItem);
Entity.Energy += charge;
if (Entity.Energy > Capacitance)
{
Item.Temperature -= (Entity.Energy - Capacitance) / efficiency * (1 - 1 / Context.Evaluate(_data.ThrottlingFactor, Item.EquippableItem, Entity)) / Context.GetThermalMass(Item.EquippableItem);
Entity.Energy = Capacitance;
}
if (Entity.Energy < 0)
{
Item.Temperature += -Entity.Energy / Context.Evaluate(_data.OverloadEfficiency, Item.EquippableItem, Entity) / Context.GetThermalMass(Item.EquippableItem);
Entity.Energy = 0;
}
return true;
}
}