Build 0.20.0.0

This commit is contained in:
Markus Isberg
2022-10-27 17:54:57 +03:00
parent 05c7b1f869
commit edaf4b09fe
197 changed files with 4344 additions and 1773 deletions
@@ -83,19 +83,24 @@ namespace Barotrauma.Items.Components
{
if (lastUser == value) { return; }
lastUser = value;
degreeOfSuccess = lastUser == null ? 0.0f : Math.Min(DegreeOfSuccess(lastUser), 1.0f);
LastUserWasPlayer = lastUser.IsPlayer;
if (lastUser == null)
{
degreeOfSuccess = 0.0f;
LastUserWasPlayer = false;
}
else
{
degreeOfSuccess = Math.Min(DegreeOfSuccess(lastUser), 1.0f);
LastUserWasPlayer = lastUser.IsPlayer;
}
}
}
[Editable(0.0f, float.MaxValue), Serialize(10000.0f, IsPropertySaveable.Yes, description: "How much power (kW) the reactor generates when operating at full capacity.", alwaysUseInstanceValues: true)]
public float MaxPowerOutput
{
get { return maxPowerOutput; }
set
{
maxPowerOutput = Math.Max(0.0f, value);
}
get => maxPowerOutput;
set => maxPowerOutput = Math.Max(0.0f, value);
}
[Editable(0.0f, float.MaxValue), Serialize(120.0f, IsPropertySaveable.Yes, description: "How long the temperature has to stay critical until a meltdown occurs.")]
@@ -144,11 +149,11 @@ namespace Barotrauma.Items.Components
turbineOutput = MathHelper.Clamp(value, 0.0f, 100.0f);
}
}
[Serialize(0.2f, IsPropertySaveable.Yes, description: "How fast the condition of the contained fuel rods deteriorates per second."), Editable(0.0f, 1000.0f, decimals: 3)]
public float FuelConsumptionRate
{
get { return fuelConsumptionRate; }
get => fuelConsumptionRate;
set
{
if (!MathUtils.IsValid(value)) return;
@@ -248,6 +253,8 @@ namespace Barotrauma.Items.Components
}
#endif
float maxPowerOut = GetMaxOutput();
if (signalControlledTargetFissionRate.HasValue && lastReceivedFissionRateSignalTime > Timing.TotalTime - 1)
{
TargetFissionRate = adjustValueWithoutOverShooting(TargetFissionRate, signalControlledTargetFissionRate.Value, deltaTime * 5.0f);
@@ -281,9 +288,9 @@ namespace Barotrauma.Items.Components
//use a smoothed "correct output" instead of the actual correct output based on the load
//so the player doesn't have to keep adjusting the rate impossibly fast when the load fluctuates heavily
if (!MathUtils.NearlyEqual(MaxPowerOutput, 0.0f))
if (!MathUtils.NearlyEqual(maxPowerOut, 0.0f))
{
CorrectTurbineOutput += MathHelper.Clamp((Load / MaxPowerOutput * 100.0f) - CorrectTurbineOutput, -20.0f, 20.0f) * deltaTime;
CorrectTurbineOutput += MathHelper.Clamp((Load / maxPowerOut * 100.0f) - CorrectTurbineOutput, -20.0f, 20.0f) * deltaTime;
}
//calculate tolerances of the meters based on the skills of the user
@@ -342,7 +349,7 @@ namespace Barotrauma.Items.Components
if (!isConnectedToFriendlyOutpost)
{
item.Condition -= fissionRate / 100.0f * fuelConsumptionRate * deltaTime;
item.Condition -= fissionRate / 100.0f * GetFuelConsumption() * deltaTime;
}
}
fuelLeft += item.ConditionPercentage;
@@ -351,10 +358,10 @@ namespace Barotrauma.Items.Components
if (fissionRate > 0.0f)
{
if (item.AiTarget != null && MaxPowerOutput > 0)
if (item.AiTarget != null && maxPowerOut > 0)
{
var aiTarget = item.AiTarget;
float range = Math.Abs(currPowerConsumption) / MaxPowerOutput;
float range = Math.Abs(currPowerConsumption) / maxPowerOut;
aiTarget.SoundRange = MathHelper.Lerp(aiTarget.MinSoundRange, aiTarget.MaxSoundRange, range);
if (item.CurrentHull != null)
{
@@ -425,15 +432,17 @@ namespace Barotrauma.Items.Components
tolerance = 3f;
}
float maxPowerOut = GetMaxOutput();
float temperatureFactor = Math.Min(temperature / 50.0f, 1.0f);
float minOutput = MaxPowerOutput * Math.Clamp(Math.Min((turbineOutput - tolerance) / 100.0f, temperatureFactor), 0, 1);
float maxOutput = MaxPowerOutput * Math.Min((turbineOutput + tolerance) / 100.0f, temperatureFactor);
float minOutput = maxPowerOut * Math.Clamp(Math.Min((turbineOutput - tolerance) / 100.0f, temperatureFactor), 0, 1);
float maxOutput = maxPowerOut * Math.Min((turbineOutput + tolerance) / 100.0f, temperatureFactor);
minUpdatePowerOut = minOutput;
maxUpdatePowerOut = maxOutput;
float reactorMax = PowerOn ? MaxPowerOutput : maxUpdatePowerOut;
float reactorMax = PowerOn ? maxPowerOut : maxUpdatePowerOut;
return new PowerRange(minOutput, maxOutput, reactorMax);
}
@@ -456,11 +465,13 @@ namespace Barotrauma.Items.Components
float output = MathHelper.Clamp(ratio * (maxUpdatePowerOut - minUpdatePowerOut) + minUpdatePowerOut, minUpdatePowerOut, maxUpdatePowerOut);
float newLoad = loadLeft;
float maxOutput = GetMaxOutput();
//Adjust behaviour for multi reactor setup
if (MaxPowerOutput != minMaxPower.ReactorMaxOutput)
if (maxOutput != minMaxPower.ReactorMaxOutput)
{
float idealLoad = MaxPowerOutput / minMaxPower.ReactorMaxOutput * loadLeft;
float loadAdjust = MathHelper.Clamp((ratio - 0.5f) * 25 + idealLoad - (turbineOutput / 100 * MaxPowerOutput), -MaxPowerOutput / 100, MaxPowerOutput / 100);
float idealLoad = maxOutput / minMaxPower.ReactorMaxOutput * loadLeft;
float loadAdjust = MathHelper.Clamp((ratio - 0.5f) * 25 + idealLoad - (turbineOutput / 100 * maxOutput), -maxOutput / 100, maxOutput / 100);
newLoad = MathHelper.Clamp(loadLeft - (expectedPower - output) + loadAdjust, 0, loadLeft);
}
@@ -501,7 +512,7 @@ namespace Barotrauma.Items.Components
//calculate the maximum output if the fission rate is cranked as high as it goes and turbine output is at max
float theoreticalMaxHeat = GetGeneratedHeat(fissionRate: maxFissionRate);
float temperatureFactor = Math.Min(theoreticalMaxHeat / 50.0f, 1.0f);
float theoreticalMaxOutput = Math.Min(maxTurbineOutput / 100.0f, temperatureFactor) * MaxPowerOutput;
float theoreticalMaxOutput = Math.Min(maxTurbineOutput / 100.0f, temperatureFactor) * GetMaxOutput();
//maximum output not enough, we need more fuel
return theoreticalMaxOutput < Load * minimumOutputRatio;
@@ -685,7 +696,7 @@ namespace Barotrauma.Items.Components
aiUpdateTimer = AIUpdateInterval;
// load more fuel if the current maximum output is only 50% of the current load
// or if the fuel rod is (almost) deplenished
float minCondition = fuelConsumptionRate * MathUtils.Pow2((degreeOfSuccess - refuelLimit) * 2);
float minCondition = GetFuelConsumption() * MathUtils.Pow2((degreeOfSuccess - refuelLimit) * 2);
if (NeedMoreFuel(minimumOutputRatio: 0.5f, minCondition: minCondition))
{
bool outOfFuel = false;
@@ -863,5 +874,8 @@ namespace Barotrauma.Items.Components
if (GameMain.NetworkMember is { IsServer: true }) { unsentChanges = true; }
}
}
private float GetMaxOutput() => item.StatManager.GetAdjustedValue(ItemTalentStats.ReactorMaxOutput, MaxPowerOutput);
private float GetFuelConsumption() => item.StatManager.GetAdjustedValue(ItemTalentStats.ReactorFuelEfficiency, fuelConsumptionRate);
}
}