Files
zfxaction26_2/src/ReactorMaintenance.Simulation/PipeLeakEffect.cs

26 lines
1.4 KiB
C#

namespace ReactorMaintenance.Simulation;
public sealed class PipeLeakEffect : ISimulationEffect
{
public CellState Apply(CellState cell)
{
if (!cell.HasPipe || cell.LeakRate <= Balancing.MinHazardValue)
return cell;
var hazards = cell.Pipe switch {
EPipeMedium.Fuel => cell.Hazards with {
LiquidFuel = cell.Hazards.LiquidFuel + cell.LeakRate,
FuelVapor = cell.Hazards.FuelVapor + (cell.Pressure >= Balancing.PressurizedFuelLeakPressureThreshold ? cell.LeakRate : Math.Max(Balancing.MinHazardValue, cell.Hazards.Heat - Balancing.PassiveFuelVaporHeatOffset) / Balancing.PassiveFuelVaporDivisor)
},
EPipeMedium.Coolant => cell.Hazards with {
CoolantPooling = cell.Hazards.CoolantPooling + cell.LeakRate,
Heat = cell.Hazards.Heat - Math.Max(Balancing.MinimumCoolantHeatReduction, cell.LeakRate / Balancing.CoolantHeatReductionDivisor),
Smoke = cell.Hazards.Smoke + (cell.Hazards.Heat >= Balancing.CoolantSteamHeatThreshold ? Balancing.CoolantSteamSmokeIncrease : Balancing.MinHazardValue)
},
EPipeMedium.Pressure => cell.Hazards with { Smoke = cell.Hazards.Smoke + (cell.Pressure >= Balancing.PressureLeakSmokeThreshold ? Balancing.PressureLeakSmokeIncrease : Balancing.MinHazardValue) },
_ => cell.Hazards
};
return cell with { Hazards = hazards.Clamp() };
}
}