Rework simulation rules
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@@ -60,6 +60,16 @@ public abstract class Balancing
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return new() { Verb = ESurfaceInteractionVerb.Flow, Quantity = quantity, Amount = FlowTransferRatio };
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}
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public float StructuralPressureThreshold(ECarrierType carrier)
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{
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return carrier switch {
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ECarrierType.Fuel => FuelCritical,
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ECarrierType.Coolant => CoolantCritical,
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ECarrierType.Electricity => ElectricityCritical,
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_ => MaxValue
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};
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}
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private SurfaceInteractionEffect Warm(EBand rowBand, EBand colBand)
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{
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return new() {
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@@ -110,7 +120,6 @@ public abstract class Balancing
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public abstract int DefaultLevelWidth { get; }
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public abstract int DefaultLevelHeight { get; }
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public abstract int MinimumLevelSize { get; }
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public abstract int ActionsPerTurn { get; }
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public abstract int ForecastHorizon { get; }
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public abstract float MinValue { get; }
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public abstract float MaxValue { get; }
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@@ -139,6 +148,9 @@ public abstract class Balancing
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public abstract IReadOnlyList<JunctionRatioPreset> ThreeOutflowJunctionRatios { get; }
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public abstract float ConsumerRequiredAmount { get; }
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public abstract float ConsumerRequiredIntensity { get; }
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public abstract int MaxStructuralIntegrity { get; }
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public abstract int StructuralIntegrityLeakThreshold { get; }
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public abstract float StructuralIntegrityDamageScale { get; }
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public abstract float LeakBaseAmount { get; }
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public abstract float LeakAmountScale { get; }
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public abstract float LeakIntensityScale { get; }
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