Aetheria/Assets/Scripts/ServerShared/Behaviors/Shield.cs
Reinier Vens 1092159063 Thermal Performance Threshold & Thermal Override
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
2021-03-07 01:10:31 +00:00

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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;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class ShieldData : BehaviorData
{
[InspectableField, JsonProperty("efficiency"), Key(1), RuntimeInspectable]
public PerformanceStat Efficiency = new PerformanceStat();
[InspectableField, JsonProperty("energy"), Key(2), RuntimeInspectable]
public PerformanceStat EnergyUsage = new PerformanceStat();
public override IBehavior CreateInstance(ItemManager context, Entity entity, EquippedItem item)
{
return new Shield(context, this, entity, item);
}
}
public class Shield : IBehavior
{
public Entity Entity { get; }
public EquippedItem Item { get; }
public ItemManager Context { get; }
public float Efficiency { get; private set; }
public float EnergyUsage { get; private set; }
public BehaviorData Data => _data;
private ShieldData _data;
public Shield(ItemManager context, ShieldData data, Entity entity, EquippedItem item)
{
Context = context;
_data = data;
Entity = entity;
Item = item;
}
public bool Execute(float delta)
{
Efficiency = Item.Evaluate(_data.Efficiency);
EnergyUsage = Item.Evaluate(_data.EnergyUsage);
return true;
}
public bool CanTakeHit(DamageType type, float damage)
{
return Entity.CanConsumeEnergy(damage * EnergyUsage);
}
public void TakeHit(DamageType type, float damage)
{
Entity.TryConsumeEnergy(damage * EnergyUsage);
Item.AddHeat(damage / Efficiency);
}
}