Unstable 0.1400.2.0 (a mimir edition)
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@@ -326,19 +326,24 @@ namespace Barotrauma.Items.Components
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tolerance = MathHelper.Lerp(5.0f, 20.0f, degreeOfSuccess);
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allowedTurbineOutput = new Vector2(correctTurbineOutput - tolerance, correctTurbineOutput + tolerance);
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DebugConsole.Log($"Degree of success: {degreeOfSuccess}");
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DebugConsole.Log($"Current load: {currentLoad}");
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DebugConsole.Log($"Max power output: {MaxPowerOutput}");
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DebugConsole.Log($"Available fuel: {AvailableFuel}");
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float desiredTurbineOutput = MathHelper.Clamp(correctTurbineOutput, 0.0f, 100.0f);
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DebugConsole.Log($"Turbine output reset: {targetTurbineOutput}, {turbineOutput} -> {desiredTurbineOutput}");
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targetTurbineOutput = desiredTurbineOutput;
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turbineOutput = desiredTurbineOutput;
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float desiredFissionRate = (optimalFissionRate.X + optimalFissionRate.Y) / 2.0f;
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DebugConsole.Log($"Fission rate reset: {targetFissionRate}, {fissionRate} -> {desiredFissionRate}");
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targetFissionRate = desiredFissionRate;
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fissionRate = desiredFissionRate;
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float desiredTemperature = (optimalTemperature.X + optimalTemperature.Y) / 2.0f;
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DebugConsole.Log($"Temperature reset: {temperature} -> {desiredTemperature}");
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temperature = desiredTemperature;
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float desiredFissionRate = GetFissionRateForTargetTemperatureAndTurbineOutput(desiredTemperature, desiredTurbineOutput);
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DebugConsole.Log($"Fission rate reset: {targetFissionRate}, {fissionRate} -> {desiredFissionRate}");
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targetFissionRate = desiredFissionRate;
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fissionRate = desiredFissionRate;
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}
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loadQueue.Enqueue(currentLoad);
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@@ -420,6 +425,12 @@ namespace Barotrauma.Items.Components
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return fissionRate * (prevAvailableFuel / 100.0f) * 2.0f;
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}
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private float GetFissionRateForTargetTemperatureAndTurbineOutput(float temperature, float turbineOutput)
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{
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if (MathUtils.NearlyEqual(AvailableFuel, 0f)) { return 0f; }
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return (temperature + turbineOutput) / (AvailableFuel / 100f) / 2f;
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}
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/// <summary>
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/// Do we need more fuel to generate enough power to match the current load.
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/// </summary>
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