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FusionReactor.cs
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FusionReactor.cs
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using Harmony;
using Klei.AI;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
namespace Egladil
{
public class FusionReactor : KMonoBehaviour, ISaveLoadable, ISim200ms
{
private static readonly HashedString radiationId = "Radiation";
public static byte RadiationIndex { get; private set; }
public static Disease RadiationInfo => Db.Get().Diseases[RadiationIndex];
public static void InitRadiation()
{
byte index = Db.Get().Diseases.GetIndex(radiationId);
if (index == byte.MaxValue)
{
Log.Error("Could not find radiation index. Make sure to load egladil's Radiation mod or another mod that provides a disease named 'Radiation'");
}
else
{
RadiationIndex = index;
}
}
[SerializeField]
public float producedHeatPerKg;
[SerializeField]
public float producedRadiationPerKg;
[SerializeField]
public float minimumCoolantMass = 100;
[MyCmpReq]
private Operational operational;
[MyCmpReq]
protected KSelectable selectable;
[SerializeField]
public Storage coolantStorage;
[SerializeField]
public Storage fusionStorage;
[MyCmpReq]
public ElementConverter elementConverter;
private Guid needsFuelStatusItemGuid;
private Guid needsCoolantStatusItemGuid;
private bool hasFuel;
private bool hasCoolant;
private HandleVector<int>.Handle heatAccumulator;
private HandleVector<int>.Handle radiationAccumulator;
public float FusionHeatRate => Game.Instance.accumulators.GetAverageRate(heatAccumulator);
public float FusionRadiationRate => Game.Instance.accumulators.GetAverageRate(radiationAccumulator);
private static StatusItem fusionHeatStatus;
private static StatusItem fusionRadiationStatus;
protected override void OnPrefabInit()
{
base.OnPrefabInit();
if (fusionHeatStatus == null)
{
fusionHeatStatus = new StatusItem("FusionHeatStatus", "BUILDING", string.Empty, StatusItem.IconType.Info, NotificationType.Neutral, false, OverlayModes.None.ID)
.SetResolveStringCallback((string str, object data) =>
{
var reactor = (FusionReactor)data;
string formattedHeatEnergy = GameUtil.GetFormattedHeatEnergyRate(reactor.FusionHeatRate * 1000f);
str = str.Replace("{FusionHeat}", formattedHeatEnergy);
return str;
});
}
if (fusionRadiationStatus == null)
{
fusionRadiationStatus = new StatusItem("FusionRadiationStatus", "BUILDING", string.Empty, StatusItem.IconType.Info, NotificationType.Neutral, false, OverlayModes.None.ID)
.SetResolveStringCallback((string str, object data) =>
{
var reactor = (FusionReactor)data;
string radiationName = GameUtil.GetFormattedDiseaseName(RadiationIndex);
string formattedRadiation = GameUtil.GetFormattedSimple(reactor.FusionRadiationRate, GameUtil.TimeSlice.PerSecond);
str = str.Replace("{RadiationName}", radiationName);
str = str.Replace("{FusionRadiation}", formattedRadiation);
return str;
});
}
}
protected override void OnSpawn()
{
base.OnSpawn();
heatAccumulator = Game.Instance.accumulators.Add("HeatProduced", this);
radiationAccumulator = Game.Instance.accumulators.Add("RadiationProduced", this);
elementConverter.SetStorage(fusionStorage);
elementConverter.onConvertMass += OnConvertMass;
}
protected override void OnCleanUp()
{
elementConverter.onConvertMass -= OnConvertMass;
Game.Instance.accumulators.Remove(heatAccumulator);
Game.Instance.accumulators.Remove(radiationAccumulator);
base.OnCleanUp();
}
private void UpdateHasFuelStatus()
{
hasFuel = elementConverter.CanConvertAtAll();
bool statusShown = needsFuelStatusItemGuid != Guid.Empty;
if (hasFuel != statusShown) return;
Log.Spam($"UpdateHasFuelStatus: {hasFuel}");
var data = new Dictionary<Tag, float>();
foreach (var input in elementConverter.consumedElements)
{
data.Add(input.tag, input.massConsumptionRate);
}
StatusItem statusItem = Db.Get().BuildingStatusItems.MaterialsUnavailable;
needsFuelStatusItemGuid = selectable.ToggleStatusItem(statusItem, needsFuelStatusItemGuid, !hasFuel, data);
}
private void UpdateCoolantStatus(float coolantMass)
{
hasCoolant = coolantMass >= minimumCoolantMass;
bool statusShown = needsCoolantStatusItemGuid != Guid.Empty;
if (hasCoolant != statusShown) return;
Log.Spam($"UpdateCoolantStatus: {hasCoolant}");
var data = new Dictionary<Tag, float>();
data.Add(GameTags.Liquid, minimumCoolantMass);
StatusItem statusItem = Db.Get().BuildingStatusItems.MaterialsUnavailable;
needsCoolantStatusItemGuid = selectable.ToggleStatusItem(statusItem, needsCoolantStatusItemGuid, !hasCoolant, data);
}
private void UpdateFusionStatus()
{
selectable.ToggleStatusItem(fusionHeatStatus, FusionHeatRate > 0, this);
selectable.ToggleStatusItem(fusionRadiationStatus, FusionRadiationRate > 0, this);
}
private bool IsFuel(PrimaryElement element)
{
foreach (var input in elementConverter.consumedElements)
{
if (element.tag == input.tag) return true;
}
return false;
}
private bool IsExhaust(PrimaryElement element)
{
foreach (var output in elementConverter.outputElements)
{
if (element.ElementID == output.elementHash) return true;
}
return false;
}
private bool IsFuelOrExhaust(PrimaryElement element) => IsFuel(element) || IsExhaust(element);
private void GetCoolantMassAndHeatCapacity(out float totalCoolantMass, out float totalCoolantHeatCapacity)
{
totalCoolantMass = 0;
totalCoolantHeatCapacity = 0;
foreach (var go in coolantStorage.items)
{
var coolant = go.GetComponent<PrimaryElement>();
if (coolant == null || coolant.Mass == 0 || IsFuelOrExhaust(coolant)) continue;
totalCoolantMass += coolant.Mass;
totalCoolantHeatCapacity += coolant.Mass * coolant.Element.specificHeatCapacity;
}
}
private void OnConvertMass(float mass)
{
if (mass <= 0) return;
Log.Spam($"Converted {mass} kg");
GetCoolantMassAndHeatCapacity(out float totalCoolantMass, out float totalCoolantHeatCapacity);
float radiationPerKg = mass * producedRadiationPerKg / totalCoolantMass;
float heatPerCapacity = mass * producedHeatPerKg / totalCoolantHeatCapacity;
int radiation = (int)(mass * producedRadiationPerKg);
foreach (var go in coolantStorage.items)
{
var coolant = go.GetComponent<PrimaryElement>();
if (coolant == null || coolant.Mass == 0 || IsFuelOrExhaust(coolant)) continue;
int radiationPart = (int)(coolant.Mass * radiationPerKg);
radiation -= radiationPart;
coolant.AddDisease(RadiationIndex, radiationPart, "FusionReactor");
float heat = coolant.Mass * coolant.Element.specificHeatCapacity * heatPerCapacity;
float temperatureChange = GameUtil.CalculateTemperatureChange(coolant.Element.specificHeatCapacity, coolant.Mass, heat);
coolant.Temperature += temperatureChange;
Game.Instance.accumulators.Accumulate(heatAccumulator, heat);
Game.Instance.accumulators.Accumulate(radiationAccumulator, radiationPart);
Log.Spam($"Added {heat} kDTU ({temperatureChange} K) and {radiationPart} radiation to {coolant.ElementID}");
}
if (radiation > 0)
{
var coolant = coolantStorage.FindFirstWithMass(GameTags.Any);
if (coolant != null)
{
Game.Instance.accumulators.Accumulate(radiationAccumulator, radiation);
coolant.AddDisease(RadiationIndex, radiation, "FusionReactor");
Log.Spam($"Added {radiation} radiation to {coolant.ElementID}");
}
}
foreach (var go in fusionStorage.items)
{
var fuel = go.GetComponent<PrimaryElement>();
if (fuel == null || fuel.Mass == 0 || !IsFuel(fuel)) continue;
fuel.Temperature = 9999;
}
}
public void Sim200ms(float dt)
{
GetCoolantMassAndHeatCapacity(out float totalCoolantMass, out float totalCoolantHeatCapacity);
UpdateHasFuelStatus();
UpdateCoolantStatus(totalCoolantMass);
UpdateFusionStatus();
operational.SetActive(operational.IsOperational && hasFuel && hasCoolant);
}
}
}