Centralize simulation balancing values
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@@ -4,20 +4,20 @@ public sealed class PipeLeakEffect : ISimulationEffect
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{
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public CellState Apply(CellState cell)
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{
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if (!cell.HasPipe || cell.LeakRate <= 0)
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if (!cell.HasPipe || cell.LeakRate <= Balancing.MinHazardValue)
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return cell;
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var hazards = cell.Pipe switch {
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EPipeMedium.Fuel => cell.Hazards with {
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LiquidFuel = cell.Hazards.LiquidFuel + cell.LeakRate,
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FuelVapor = cell.Hazards.FuelVapor + (cell.Pressure >= 7 ? cell.LeakRate : Math.Max(0, cell.Hazards.Heat - 3) / 3)
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FuelVapor = cell.Hazards.FuelVapor + (cell.Pressure >= Balancing.PressurizedFuelLeakPressureThreshold ? cell.LeakRate : Math.Max(Balancing.MinHazardValue, cell.Hazards.Heat - Balancing.PassiveFuelVaporHeatOffset) / Balancing.PassiveFuelVaporDivisor)
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},
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EPipeMedium.Coolant => cell.Hazards with {
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CoolantPooling = cell.Hazards.CoolantPooling + cell.LeakRate,
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Heat = cell.Hazards.Heat - Math.Max(1, cell.LeakRate / 2),
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Smoke = cell.Hazards.Smoke + (cell.Hazards.Heat >= 7 ? 2 : 0)
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Heat = cell.Hazards.Heat - Math.Max(Balancing.MinimumCoolantHeatReduction, cell.LeakRate / Balancing.CoolantHeatReductionDivisor),
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Smoke = cell.Hazards.Smoke + (cell.Hazards.Heat >= Balancing.CoolantSteamHeatThreshold ? Balancing.CoolantSteamSmokeIncrease : Balancing.MinHazardValue)
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},
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EPipeMedium.Pressure => cell.Hazards with { Smoke = cell.Hazards.Smoke + (cell.Pressure >= 8 ? 1 : 0) },
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EPipeMedium.Pressure => cell.Hazards with { Smoke = cell.Hazards.Smoke + (cell.Pressure >= Balancing.PressureLeakSmokeThreshold ? Balancing.PressureLeakSmokeIncrease : Balancing.MinHazardValue) },
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_ => cell.Hazards
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};
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