Removed universal GameContext references Refactored GameContext: It's now only responsible for item management. As such it's now called ItemManager GlobalData is gone, relevant settings are distributed amongst specialized settings classes Entities are no longer database entries, references to them are now direct - Zone is reponsible for storing them in ZonePacks Controller subtypes are now generic classes, class argument is task type Inventory is now a 2D grid instead of a list Entity temperature is now a 2D grid instead of a number Item sizes are now arbitrary shapes instead of a number Hardpoints are now arbitrary shapes instead Equipped items have their own temperatures Map view now displays sunlight colors Integrated Allegorithmic Substance Plugin Imported Djinni ship and assigned Substance materials Removed Node Editor framework (might come back later but needs work to integrate with behavior system)
69 lines
No EOL
2.5 KiB
C#
69 lines
No EOL
2.5 KiB
C#
using MessagePack;
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using Newtonsoft.Json;
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[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class ReactorData : BehaviorData
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{
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[InspectableField, JsonProperty("charge"), Key(1), RuntimeInspectable]
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public PerformanceStat Charge = new PerformanceStat();
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[InspectableField, JsonProperty("capacitance"), Key(2), RuntimeInspectable]
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public PerformanceStat Capacitance = new PerformanceStat();
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[InspectableField, JsonProperty("efficiency"), Key(3), RuntimeInspectable]
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public PerformanceStat Efficiency = new PerformanceStat();
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[InspectableField, JsonProperty("overload"), Key(4), RuntimeInspectable]
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public PerformanceStat OverloadEfficiency = new PerformanceStat();
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[InspectableField, JsonProperty("underload"), Key(5), RuntimeInspectable]
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public PerformanceStat ThrottlingFactor = 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 Reactor(context, this, entity, item);
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}
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}
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public class Reactor : IBehavior
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{
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private ReactorData _data;
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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 BehaviorData Data => _data;
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public float Capacitance;
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public Reactor(ItemManager context, ReactorData 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 Update(float delta)
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{
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Capacitance = Context.Evaluate(_data.Capacitance, Item.EquippableItem, Entity);
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var charge = Context.Evaluate(_data.Charge, Item.EquippableItem, Entity) * delta;
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var efficiency = Context.Evaluate(_data.Efficiency, Item.EquippableItem, Entity);
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Item.Temperature += (charge / efficiency) / Context.GetThermalMass(Item.EquippableItem);
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Entity.Energy += charge;
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if (Entity.Energy > Capacitance)
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{
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Item.Temperature -= (Entity.Energy - Capacitance) / efficiency * (1 - 1 / Context.Evaluate(_data.ThrottlingFactor, Item.EquippableItem, Entity)) / Context.GetThermalMass(Item.EquippableItem);
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Entity.Energy = Capacitance;
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}
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if (Entity.Energy < 0)
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{
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Item.Temperature += -Entity.Energy / Context.Evaluate(_data.OverloadEfficiency, Item.EquippableItem, Entity) / Context.GetThermalMass(Item.EquippableItem);
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Entity.Energy = 0;
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}
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return true;
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}
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} |