Aetheria/Assets/Scripts/ServerShared/Behaviors/Reactor.cs
Reinier Vens ca1ce9859d Live Demo Tweaks
Copied Main Menu to gameplay scene
Added Pause functionality (ESC key)
Save & Restore discovered zones
Applied vertical offset to asteroids (no more intersections!)
Nebula shader optimized to improve early exit
Nebula shader outputs light scattering to second render target
Modified depth of field shader to use nebula light scattering
2021-04-09 14:01:34 +01:00

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No EOL
4.6 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.Collections.Generic;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
using UniRx;
using Unity.Mathematics;
using static Unity.Mathematics.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 IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Reactor(context, this, entity, item);
}
}
public class Reactor : IBehavior, IOrderedBehavior
{
private ReactorData _data;
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public float Draw { get; private set; }
public float CurrentLoadRatio { get; private set; }
public int Order => 100;
public BehaviorData Data => _data;
private List<Capacitor> _capacitors;
public Reactor(ItemManager context, ReactorData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
_capacitors = entity.GetBehaviors<Capacitor>().ToList();
entity.Equipment.ObserveAdd().Subscribe(onAdd =>
{
var capacitor = onAdd.Value.GetBehavior<Capacitor>();
if (capacitor != null) _capacitors.Add(capacitor);
});
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 bool Execute(float delta)
{
var charge = Item.Evaluate(_data.Charge) * delta;
var efficiency = Item.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 = Item.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 / Item.Evaluate(_data.ThrottlingFactor));
Draw = 0;
}
else
{
CurrentLoadRatio = 1;
}
Item.AddHeat(heat);
return true;
}
}