Items will switch themselves off below a customizable threshold to avoid damage Player can toggle thermal override to disable safety shutdown Selecting an item allows player to select whether the item will override Clicking on the background of an inventory panel will display general ship settings (including thermal shutdown threshold) Performance Stat evaluation has been moved to EquippedItem, slight performance improvement Item online and active status are now reactive properties Created player settings file to store e.g. shutdown threshold Fixed crash when entering wormhole while enemies are visible
97 lines
No EOL
3.4 KiB
C#
97 lines
No EOL
3.4 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using MessagePack;
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using Newtonsoft.Json;
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using Unity.Mathematics;
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using static Unity.Mathematics.math;
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[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class RadiatorData : BehaviorData
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{
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[InspectableField, JsonProperty("emissivity"), Key(1), RuntimeInspectable]
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public PerformanceStat Emissivity = new PerformanceStat();
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[InspectableField, JsonProperty("pumpedHeat"), Key(2), RuntimeInspectable]
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public PerformanceStat PumpedHeat = new PerformanceStat();
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[TemperatureInspectable, JsonProperty("temperatureFloor"), Key(3), RuntimeInspectable]
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public float TemperatureFloor;
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[InspectableField, JsonProperty("wasteHeat"), Key(4), RuntimeInspectable]
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public PerformanceStat WasteHeat = new PerformanceStat();
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[InspectableField, JsonProperty("energyUsage"), Key(5), RuntimeInspectable]
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public PerformanceStat EnergyUsage = new PerformanceStat();
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public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
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{
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return new Radiator(context, this, entity, item);
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}
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}
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public class Radiator : IBehavior, IAlwaysUpdatedBehavior, IInitializableBehavior
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{
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public Entity Entity { get; }
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public EquippedItem Item { get; }
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public ItemManager Context { get; }
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public float Temperature { get; private set; }
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public BehaviorData Data => _data;
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public float Emissivity { get; private set; }
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public float PumpedHeat { get; private set; }
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public float WasteHeat { get; private set; }
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public float EnergyUsage { get; private set; }
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private RadiatorData _data;
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public Radiator(ItemManager context, RadiatorData data, Entity entity, EquippedItem 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 bool Execute(float delta)
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{
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PumpedHeat = Item.Evaluate(_data.PumpedHeat);
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WasteHeat = Item.Evaluate(_data.WasteHeat);
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EnergyUsage = Item.Evaluate(_data.EnergyUsage);
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var itemTemperature = Item.Temperature;
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var tempRatio = max(Temperature / itemTemperature, 1);
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// Temperature ratio would cause more waste heat than pump capacity, stop executing
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if (tempRatio > PumpedHeat / WasteHeat) return true;
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if (!Entity.TryConsumeEnergy(EnergyUsage * tempRatio * delta)) return false;
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var pumpedHeat = PumpedHeat * max(itemTemperature - _data.TemperatureFloor, 0);
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// Radiator temperature is below temperature floor, stop executing
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if (pumpedHeat < 0.01f) return true;
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var wasteHeat = WasteHeat * tempRatio;
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Item.AddHeat((wasteHeat - pumpedHeat) * delta);
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Temperature += pumpedHeat / Context.GetThermalMass(Item.EquippableItem) * delta;
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return true;
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}
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public void Update(float delta)
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{
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Emissivity = Item.Evaluate(_data.Emissivity);
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var rad = pow(Temperature, Context.GameplaySettings.HeatRadiationExponent) * Context.GameplaySettings.HeatRadiationMultiplier * Emissivity;
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Temperature -= rad * delta;
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Entity.VisibilitySources[this] = rad;
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}
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public void Initialize()
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{
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Temperature = Item.Temperature;
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}
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} |