Aetheria/Assets/Scripts/ServerShared/Behaviors/Reactor.cs
Reinier Vens fddd485262 Hellfire
Targeting
Target locking
Crosshairs
Improved HUD schematic feedback
Equipment Heat Damage
Equipment Disabling
2021-01-10 03:59:47 +00:00

125 lines
No EOL
4.5 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;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class ReactorData : BehaviorData
{
[InspectableField, JsonProperty("charge"), Key(1), RuntimeInspectable]
public PerformanceStat Charge = new PerformanceStat();
[InspectableField, JsonProperty("efficiency"), Key(2), RuntimeInspectable]
public PerformanceStat Efficiency = new PerformanceStat();
[InspectableField, JsonProperty("overload"), Key(3), RuntimeInspectable]
public PerformanceStat OverloadEfficiency = new PerformanceStat();
[InspectableField, 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 Surplus { 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 cap = onAdd.Value.Behaviors.FirstOrDefault(x => x is Capacitor);
if (cap != null)
_capacitors.Add((Capacitor) cap);
});
}
public bool Execute(float delta)
{
var charge = Context.Evaluate(_data.Charge, Item.EquippableItem, Entity) * delta;
var efficiency = Context.Evaluate(_data.Efficiency, Item.EquippableItem, Entity);
Item.AddHeat(charge / efficiency);
Entity.Energy += charge;
Surplus = Entity.Energy;
// We have an energy deficit, try to get some energy out of our capacitors first
if (Entity.Energy < 0)
{
Capacitor[] chargedCapacitors;
do
{
var chargeToRemove = -Entity.Energy;
chargedCapacitors = _capacitors.Where(x => x.Charge > 0.01f).ToArray();
foreach (var cap in chargedCapacitors)
{
var chargeRemoved = min(chargeToRemove / chargedCapacitors.Length, cap.Charge);
cap.AddCharge(-chargeRemoved);
Entity.Energy += chargeRemoved;
}
} while (chargedCapacitors.Length > 0 && Entity.Energy < -.01f);
}
// We still have an energy deficit, have to overload the reactor, run at reduced efficiency
if (Entity.Energy < -.01f)
{
var overloadEfficiency = Context.Evaluate(_data.OverloadEfficiency, Item.EquippableItem, Entity);
Item.AddHeat(-Entity.Energy / overloadEfficiency);
Entity.Energy = 0;
}
// We have an energy surplus, try to store energy in our capacitors
if (Entity.Energy > .01f)
{
Capacitor[] capacitors;
do
{
var chargeToAdd = Entity.Energy;
capacitors = _capacitors.Where(x => x.Charge < x.Capacity - .01f).ToArray();
foreach (var cap in capacitors)
{
var chargeAdded = min(chargeToAdd / capacitors.Length, cap.Capacity - cap.Charge);
cap.AddCharge(chargeAdded);
Entity.Energy -= chargeAdded;
}
} while (capacitors.Length > 0 && Entity.Energy < -.01f);
}
// We still have an energy surplus, try to throttle the reactor to reduce heat generation
if (Entity.Energy > .01f)
{
Item.AddHeat(-Entity.Energy / efficiency * (1 - 1 / Context.Evaluate(_data.ThrottlingFactor, Item.EquippableItem, Entity)));
Entity.Energy = 0;
}
return true;
}
}