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@@ -1,30 +1,30 @@
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using ReactorMaintenance.Simulation;
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namespace ReactorMaintenance.Simulation.Effects;
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public sealed class FireAndElectricalHazardEffect : ISimulationEffect
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{
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public CellState Apply(CellState cell)
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{
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var hazards = cell.Hazards;
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if (hazards.CoolantPooling >= Balancing.Current.ElectrifiedCoolantPoolingThreshold && cell.Powered)
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hazards = hazards with { ElectricalCharge = hazards.ElectricalCharge + Balancing.Current.ElectricalChargeIncrease };
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var hasFuel = hazards.FuelVapor >= Balancing.Current.FuelVaporFireThreshold || hazards.LiquidFuel >= Balancing.Current.LiquidFuelFireThreshold;
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var hasIgnition = hazards.Heat >= Balancing.Current.HeatIgnitionThreshold || hazards.ElectricalCharge >= Balancing.Current.ElectricalIgnitionThreshold || cell is { Prop: ECellProp.Generator, Powered: true };
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if ((hasFuel && hasIgnition) || hazards.Fire)
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{
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hazards = hazards with {
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Fire = hasFuel || hazards.Fire,
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Heat = hazards.Heat + Balancing.Current.FireHeatIncrease,
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Smoke = hazards.Smoke + Balancing.Current.FireSmokeIncrease,
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LiquidFuel = Math.Max(Balancing.Current.MinHazardValue, hazards.LiquidFuel - Balancing.Current.FireLiquidFuelConsumption),
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FuelVapor = Math.Max(Balancing.Current.MinHazardValue, hazards.FuelVapor - Balancing.Current.FireFuelVaporConsumption)
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};
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}
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else if (hazards.Smoke > Balancing.Current.MinHazardValue)
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hazards = hazards with { Smoke = hazards.Smoke - Balancing.Current.SmokeDecay };
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return cell with { Hazards = hazards.Clamp() };
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}
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using ReactorMaintenance.Simulation;
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namespace ReactorMaintenance.Simulation.Effects;
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public sealed class FireAndElectricalHazardEffect : ISimulationEffect
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{
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public CellState Apply(CellState cell)
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{
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var hazards = cell.Hazards;
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if (hazards.CoolantPooling >= Balancing.Current.ElectrifiedCoolantPoolingThreshold && cell.Powered)
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hazards = hazards with { ElectricalCharge = hazards.ElectricalCharge + Balancing.Current.ElectricalChargeIncrease };
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var hasFuel = hazards.FuelVapor >= Balancing.Current.FuelVaporFireThreshold || hazards.LiquidFuel >= Balancing.Current.LiquidFuelFireThreshold;
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var hasIgnition = hazards.Heat >= Balancing.Current.HeatIgnitionThreshold || hazards.ElectricalCharge >= Balancing.Current.ElectricalIgnitionThreshold || cell is { Prop: ECellProp.Generator, Powered: true };
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if ((hasFuel && hasIgnition) || hazards.Fire)
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{
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hazards = hazards with {
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Fire = hasFuel || hazards.Fire,
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Heat = hazards.Heat + Balancing.Current.FireHeatIncrease,
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Smoke = hazards.Smoke + Balancing.Current.FireSmokeIncrease,
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LiquidFuel = Math.Max(Balancing.Current.MinHazardValue, hazards.LiquidFuel - Balancing.Current.FireLiquidFuelConsumption),
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FuelVapor = Math.Max(Balancing.Current.MinHazardValue, hazards.FuelVapor - Balancing.Current.FireFuelVaporConsumption)
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};
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}
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else if (hazards.Smoke > Balancing.Current.MinHazardValue)
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hazards = hazards with { Smoke = hazards.Smoke - Balancing.Current.SmokeDecay };
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return cell with { Hazards = hazards.Clamp() };
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}
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}
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