28 lines
1.6 KiB
C#
28 lines
1.6 KiB
C#
using ReactorMaintenance.Simulation;
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namespace ReactorMaintenance.Simulation.Effects;
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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 <= Balancing.Current.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 >= Balancing.Current.PressurizedFuelLeakPressureThreshold ? cell.LeakRate : Math.Max(Balancing.Current.MinHazardValue, cell.Hazards.Heat - Balancing.Current.PassiveFuelVaporHeatOffset) / Balancing.Current.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(Balancing.Current.MinimumCoolantHeatReduction, cell.LeakRate / Balancing.Current.CoolantHeatReductionDivisor),
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Smoke = cell.Hazards.Smoke + (cell.Hazards.Heat >= Balancing.Current.CoolantSteamHeatThreshold ? Balancing.Current.CoolantSteamSmokeIncrease : Balancing.Current.MinHazardValue)
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},
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EPipeMedium.Pressure => cell.Hazards with { Smoke = cell.Hazards.Smoke + (cell.Pressure >= Balancing.Current.PressureLeakSmokeThreshold ? Balancing.Current.PressureLeakSmokeIncrease : Balancing.Current.MinHazardValue) },
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_ => cell.Hazards
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};
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return cell with { Hazards = hazards.Clamp() };
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}
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} |