Targeting Target locking Crosshairs Improved HUD schematic feedback Equipment Heat Damage Equipment Disabling
125 lines
No EOL
4.5 KiB
C#
125 lines
No EOL
4.5 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 System.Collections.Generic;
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using System.Linq;
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using MessagePack;
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using Newtonsoft.Json;
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using UniRx;
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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 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("efficiency"), Key(2), RuntimeInspectable]
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public PerformanceStat Efficiency = new PerformanceStat();
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[InspectableField, JsonProperty("overload"), Key(3), RuntimeInspectable]
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public PerformanceStat OverloadEfficiency = new PerformanceStat();
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[InspectableField, JsonProperty("underload"), Key(4), 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, IOrderedBehavior
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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 float Surplus { get; private set; }
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public int Order => 100;
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public BehaviorData Data => _data;
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private List<Capacitor> _capacitors;
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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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_capacitors = entity.GetBehaviors<Capacitor>().ToList();
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entity.Equipment.ObserveAdd().Subscribe(onAdd =>
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{
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var cap = onAdd.Value.Behaviors.FirstOrDefault(x => x is Capacitor);
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if (cap != null)
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_capacitors.Add((Capacitor) cap);
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});
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}
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public bool Execute(float delta)
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{
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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.AddHeat(charge / efficiency);
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Entity.Energy += charge;
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Surplus = Entity.Energy;
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// We have an energy deficit, try to get some energy out of our capacitors first
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if (Entity.Energy < 0)
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{
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Capacitor[] chargedCapacitors;
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do
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{
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var chargeToRemove = -Entity.Energy;
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chargedCapacitors = _capacitors.Where(x => x.Charge > 0.01f).ToArray();
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foreach (var cap in chargedCapacitors)
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{
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var chargeRemoved = min(chargeToRemove / chargedCapacitors.Length, cap.Charge);
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cap.AddCharge(-chargeRemoved);
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Entity.Energy += chargeRemoved;
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}
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} while (chargedCapacitors.Length > 0 && Entity.Energy < -.01f);
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}
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// We still have an energy deficit, have to overload the reactor, run at reduced efficiency
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if (Entity.Energy < -.01f)
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{
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var overloadEfficiency = Context.Evaluate(_data.OverloadEfficiency, Item.EquippableItem, Entity);
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Item.AddHeat(-Entity.Energy / overloadEfficiency);
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Entity.Energy = 0;
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}
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// We have an energy surplus, try to store energy in our capacitors
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if (Entity.Energy > .01f)
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{
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Capacitor[] capacitors;
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do
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{
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var chargeToAdd = Entity.Energy;
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capacitors = _capacitors.Where(x => x.Charge < x.Capacity - .01f).ToArray();
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foreach (var cap in capacitors)
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{
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var chargeAdded = min(chargeToAdd / capacitors.Length, cap.Capacity - cap.Charge);
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cap.AddCharge(chargeAdded);
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Entity.Energy -= chargeAdded;
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}
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} while (capacitors.Length > 0 && Entity.Energy < -.01f);
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}
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// We still have an energy surplus, try to throttle the reactor to reduce heat generation
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if (Entity.Energy > .01f)
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{
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Item.AddHeat(-Entity.Energy / efficiency * (1 - 1 / Context.Evaluate(_data.ThrottlingFactor, Item.EquippableItem, Entity)));
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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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} |