protected override void ServerUpdate(ServerUpdateData data)
        {
            var privateState       = data.PrivateState;
            var manufacturingState = privateState.ManufacturingState;
            var worldObject        = data.GameObject;

            // update active recipe
            ManufacturingMechanic.UpdateRecipeOnly(
                worldObject,
                manufacturingState,
                this.ManufacturingConfig);

            var hasActiveRecipe = manufacturingState.HasActiveRecipe;

            bool isActive;
            var  fuelBurningState = privateState.FuelBurningState;

            if (fuelBurningState == null)
            {
                // no fuel burning state - always active
                isActive = true;
            }
            else
            {
                // progress fuel burning
                FuelBurningMechanic.Update(
                    worldObject,
                    fuelBurningState,
                    privateState.FuelBurningByproductsQueue,
                    this.ManufacturingConfig,
                    data.DeltaTime,
                    isNeedFuelNow: hasActiveRecipe &&
                    !manufacturingState.CraftingQueue.IsContainerOutputFull);

                // active only when fuel is burning
                isActive = fuelBurningState.FuelUseTimeRemainsSeconds > 0;
            }

            data.PublicState.IsManufacturingActive = isActive;

            if (isActive &&
                hasActiveRecipe)
            {
                // progress crafting
                ManufacturingMechanic.UpdateCraftingQueueOnly(
                    manufacturingState,
                    data.DeltaTime);

                // it's important to synchronize this property here
                // (because rollback might happen due to unable to spawn output items and container hash will be changed)
                // TODO: this is hack and we need a better way to track whether the container was actually changed or a better way to update the last state hash.
                manufacturingState.ContainerOutputLastStateHash
                    = manufacturingState.CraftingQueue.ContainerOutputLastStateHash;
            }
        }
Exemple #2
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        protected override void ServerUpdate(ServerUpdateData data)
        {
            var privateState         = data.PrivateState;
            var publicState          = data.PublicState;
            var liquidContainerState = privateState.LiquidState;

            var isFull = liquidContainerState.Amount >= this.LiquidContainerConfig.Capacity;

            ManufacturingMechanic.UpdateRecipeOnly(
                data.GameObject,
                privateState.ManufacturingState,
                this.ManufacturingConfig,
                force: !isFull);

            ManufacturingMechanic.UpdateCraftingQueueOnly(
                privateState.ManufacturingState,
                deltaTime: data.DeltaTime);

            // refill liquid
            LiquidContainerSystem.UpdateWithoutManufacturing(
                liquidContainerState,
                this.LiquidContainerConfig,
                data.DeltaTime,
                isProduceLiquid: false,
                wasUsed: out _,
                isUseRequested: publicState.IsActive,
                resetAmountToZeroWhenNotEnoughToUse: true);

            var isActive = publicState.ElectricityProducerState == ElectricityProducerState.PowerOnActive &&
                           privateState.LiquidState.Amount > 0;
            var fuelBurningState = privateState.FuelBurningState;

            if (fuelBurningState is not null)
            {
                // progress fuel burning
                FuelBurningMechanic.Update(
                    data.GameObject,
                    fuelBurningState,
                    privateState.FuelBurningByproductsQueue,
                    this.ManufacturingConfig,
                    data.DeltaTime,
                    byproductsQueueRate: 1,
                    isNeedFuelNow: publicState.ElectricityProducerState == ElectricityProducerState.PowerOnActive &&
                    privateState.LiquidState.Amount > 0);

                // active only when fuel is burning
                isActive = fuelBurningState.FuelUseTimeRemainsSeconds > 0;
            }

            publicState.IsActive = isActive;
        }
        protected override void ServerUpdate(ServerUpdateData data)
        {
            var worldObject   = data.GameObject;
            var privateState  = data.PrivateState;
            var objectDeposit = this.SharedGetDepositWorldObject(worldObject.OccupiedTile);

            if (objectDeposit == null)
            {
                // no deposit object - stop progressing
                privateState.LiquidContainerState.Amount = 0;
                privateState.FuelBurningState.FuelUseTimeRemainsSeconds = 0;
                return;
            }

            var fuelBurningState = privateState.FuelBurningState;

            // Please note: fuel is used only to produce oil.
            // Fuel is not used for "petroleum canister" crafting.
            var isFull = privateState.LiquidContainerState.Amount >= this.LiquidContainerConfig.Capacity;

            FuelBurningMechanic.Update(
                worldObject,
                fuelBurningState,
                null,
                this.ManufacturingConfig,
                data.DeltaTime,
                isNeedFuelNow: !isFull);

            var isFuelBurning = fuelBurningState.FuelUseTimeRemainsSeconds > 0;

            data.PublicState.IsManufacturingActive = isFuelBurning;

            LiquidContainerSystem.UpdateWithManufacturing(
                worldObject,
                data.PrivateState.LiquidContainerState,
                this.LiquidContainerConfig,
                data.PrivateState.ManufacturingState,
                this.ManufacturingConfig,
                data.DeltaTime,
                // the pump produce petroleum only when fuel is burning
                isProduceLiquid: isFuelBurning,
                forceUpdateRecipe: true);
        }
Exemple #4
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        protected override void ServerUpdate(ServerUpdateData data)
        {
            var privateState       = data.PrivateState;
            var manufacturingState = privateState.ManufacturingState;
            var worldObject        = data.GameObject;

            // update active recipe
            ManufacturingMechanic.UpdateRecipeOnly(
                worldObject,
                manufacturingState,
                this.ManufacturingConfig);

            var hasActiveRecipe = manufacturingState.HasActiveRecipe;

            var isActive         = false;
            var fuelBurningState = privateState.FuelBurningState;

            if (fuelBurningState is null)
            {
                // no fuel burning state
                if (this.ElectricityConsumptionPerSecondWhenActive <= 0)
                {
                    // no fuel burning and no electricity consumption - always active
                    isActive = true;
                }
                else
                {
                    // Consuming electricity.
                    // Active only if electricity state is on and has active recipe.
                    var publicState = data.PublicState;
                    if (publicState.ElectricityConsumerState == ElectricityConsumerState.PowerOnActive)
                    {
                        isActive = hasActiveRecipe &&
                                   !manufacturingState.CraftingQueue.IsContainerOutputFull;
                    }
                }
            }
            else
            {
                // progress fuel burning
                FuelBurningMechanic.Update(
                    worldObject,
                    fuelBurningState,
                    privateState.FuelBurningByproductsQueue,
                    this.ManufacturingConfig,
                    deltaTime: data.DeltaTime,
                    byproductsQueueRate: StructureConstants.ManufacturingSpeedMultiplier,
                    isNeedFuelNow: hasActiveRecipe &&
                    !manufacturingState.CraftingQueue.IsContainerOutputFull);

                // active only when fuel is burning
                isActive = fuelBurningState.FuelUseTimeRemainsSeconds > 0;
            }

            data.PublicState.IsActive = isActive;

            if (isActive &&
                hasActiveRecipe)
            {
                // progress crafting
                ManufacturingMechanic.UpdateCraftingQueueOnly(
                    manufacturingState,
                    deltaTime: data.DeltaTime
                    * StructureConstants.ManufacturingSpeedMultiplier
                    * this.ManufacturingSpeedMultiplier);

                // it's important to synchronize this property here
                // (because rollback might happen due to unable to spawn output items and container hash will be changed)
                // TODO: this is hack and we need a better way to track whether the container was actually changed or a better way to update the last state hash.
                manufacturingState.ContainerOutputLastStateHash
                    = manufacturingState.CraftingQueue.ContainerOutputLastStateHash;
            }
        }
        protected override void ServerUpdate(ServerUpdateData data)
        {
            var worldObject   = data.GameObject;
            var privateState  = data.PrivateState;
            var objectDeposit = this.SharedGetDepositWorldObject(worldObject.OccupiedTile);

            var isPvEserver      = PveSystem.ServerIsPvE;
            var fuelBurningState = privateState.FuelBurningState;

            if (objectDeposit == null &&
                !isPvEserver)
            {
                // no deposit object - stop progressing
                privateState.LiquidContainerState.Amount = 0;
                if (fuelBurningState != null)
                {
                    fuelBurningState.FuelUseTimeRemainsSeconds = 0;
                }

                return;
            }

            var deltaTime = data.DeltaTime;
            var deltaTimeForManufacturing = deltaTime;

            if (objectDeposit == null &&
                isPvEserver)
            {
                // On PvE servers extractors work on reduced speed
                // if there is no deposit (the extractor built by player anywhere).
                deltaTimeForManufacturing *= PveSystem.DepositExtractorWithoutDepositActionSpeedMultiplier;
            }
            else if (objectDeposit != null &&
                     !isPvEserver &&
                     objectDeposit.ProtoStaticWorldObject is IProtoObjectDeposit protoObjectDeposit &&
                     protoObjectDeposit.LifetimeTotalDurationSeconds <= 0)
            {
                // Public extractor (for infinite deposit) in PvP. Much faster extraction.
                deltaTimeForManufacturing *= PublicExtractorSpeedMultiplierInPvP;
            }

            // apply extraction rate multiplier
            deltaTimeForManufacturing *= StructureConstants.ManufacturingSpeedMultiplier;

            var isActive = false;
            var isFull   = privateState.LiquidContainerState.Amount >= this.LiquidContainerConfig.Capacity;

            if (fuelBurningState == null)
            {
                // no fuel burning state
                if (this.ElectricityConsumptionPerSecondWhenActive <= 0)
                {
                    // no fuel burning and no electricity consumption - always active
                    isActive = true;
                }
                else
                {
                    // Consuming electricity.
                    // Active only if electricity state is on and has active recipe.
                    var publicState = data.PublicState;
                    if (publicState.ElectricityConsumerState == ElectricityConsumerState.PowerOn)
                    {
                        isActive = !isFull;
                    }
                }
            }
            else
            {
                // Please note: fuel is used only to produce oil.
                // Fuel is not used for "petroleum canister" crafting.
                FuelBurningMechanic.Update(
                    worldObject,
                    fuelBurningState,
                    byproductsCraftQueue: null,
                    this.ManufacturingConfig,
                    deltaTime,
                    byproductsQueueRate: 1,
                    isNeedFuelNow: !isFull);

                var isFuelBurning = fuelBurningState.FuelUseTimeRemainsSeconds > 0;
                isActive = isFuelBurning;
            }

            data.PublicState.IsActive = isActive;

            LiquidContainerSystem.UpdateWithManufacturing(
                worldObject,
                data.PrivateState.LiquidContainerState,
                this.LiquidContainerConfig,
                data.PrivateState.ManufacturingState,
                this.ManufacturingConfig,
                deltaTimeForManufacturing,
                // the pump produce petroleum only when active
                isProduceLiquid: data.PublicState.IsActive,
                forceUpdateRecipe: true);
        }
Exemple #6
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        protected override void ServerUpdate(ServerUpdateData data)
        {
            var privateState         = data.PrivateState;
            var publicState          = data.PublicState;
            var liquidContainerState = privateState.LiquidState;

            var isFull = liquidContainerState.Amount >= this.LiquidContainerConfig.Capacity;

            ManufacturingMechanic.UpdateRecipeOnly(
                data.GameObject,
                privateState.ManufacturingState,
                this.ManufacturingConfig,
                force: !isFull);

            ManufacturingMechanic.UpdateCraftingQueueOnly(
                privateState.ManufacturingState,
                deltaTime: data.DeltaTime);

            // refill liquid
            LiquidContainerSystem.UpdateWithoutManufacturing(
                liquidContainerState,
                this.LiquidContainerConfig,
                data.DeltaTime,
                isProduceLiquid: false,
                wasUsed: out _,
                isUseRequested: privateState.CurrentTemperature >= SteamTemperatureGenerationStart,
                resetAmountToZeroWhenNotEnoughToUse: true);

            var isActive         = privateState.LiquidState.Amount > 0;
            var fuelBurningState = privateState.FuelBurningState;

            if (fuelBurningState != null)
            {
                // progress fuel burning
                FuelBurningMechanic.Update(
                    data.GameObject,
                    fuelBurningState,
                    privateState.FuelBurningByproductsQueue,
                    this.ManufacturingConfig,
                    data.DeltaTime * FuelBurningSpeedMultiplier,
                    byproductsQueueRate: 1,
                    isNeedFuelNow: publicState.ElectricityProducerState == ElectricityProducerState.PowerOnActive &&
                    privateState.LiquidState.Amount > 0);

                // active only when fuel is burning
                isActive = fuelBurningState.FuelUseTimeRemainsSeconds > 0;
            }

            publicState.IsActive = isActive;

            // update the temperature
            var temperature = privateState.CurrentTemperature;

            var delta = isActive
                            ? (float)(SteamTemperatureIncreasePerSecond * data.DeltaTime)
                            : -(float)(SteamTemperatureDecreasePerSecond * data.DeltaTime);

            // apply some variance in temperature gain
            delta *= RandomHelper.Range(0.8f, 1.2f);

            temperature += delta;

            privateState.CurrentTemperature = MathHelper.Clamp(temperature,
                                                               SteamTemperatureMin,
                                                               SteamTemperatureMax);
        }
Exemple #7
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        protected override void ServerUpdate(ServerUpdateData data)
        {
            var worldObject           = data.GameObject;
            var privateState          = data.PrivateState;
            var objectDepletedDeposit =
                ObjectDepletedDeposit.SharedGetDepletedDepositWorldObject(worldObject.OccupiedTile);
            var objectDeposit = this.SharedGetDepositWorldObject(worldObject.OccupiedTile);

            var fuelBurningState = privateState.FuelBurningState;

            if (objectDepletedDeposit is not null)
            {
                // this is a depleted deposit - stop extraction
                data.PublicState.IsActive = false;
                privateState.LiquidContainerState.Amount = 0;
                if (fuelBurningState is not null)
                {
                    fuelBurningState.FuelUseTimeRemainsSeconds = 0;
                }

                return;
            }

            var isActive = false;
            var isFull   = privateState.LiquidContainerState.Amount >= this.LiquidContainerConfig.Capacity;

            if (fuelBurningState is null)
            {
                // no fuel burning state
                if (this.ElectricityConsumptionPerSecondWhenActive <= 0)
                {
                    // no fuel burning and no electricity consumption - always active
                    isActive = true;
                }
                else
                {
                    // Consuming electricity.
                    // Active only if electricity state is on and has active recipe.
                    var publicState = data.PublicState;
                    if (publicState.ElectricityConsumerState == ElectricityConsumerState.PowerOnActive)
                    {
                        isActive = !isFull;
                    }
                }
            }
            else
            {
                // Please note: fuel is used only to produce oil.
                // Fuel is not used for "petroleum canister" crafting.
                FuelBurningMechanic.Update(
                    worldObject,
                    fuelBurningState,
                    byproductsCraftQueue: null,
                    this.ManufacturingConfig,
                    data.DeltaTime * FuelBurningSpeedMultiplier,
                    byproductsQueueRate: 1,
                    isNeedFuelNow: !isFull);

                var isFuelBurning = fuelBurningState.FuelUseTimeRemainsSeconds > 0;
                isActive = isFuelBurning;
            }

            data.PublicState.IsActive = isActive;

            LiquidContainerSystem.UpdateWithManufacturing(
                worldObject,
                data.PrivateState.LiquidContainerState,
                this.LiquidContainerConfig,
                data.PrivateState.ManufacturingState,
                this.ManufacturingConfig,
                data.DeltaTime * SharedGetSpeedMultiplier(objectDeposit),
                // the pump produce petroleum only when active
                isProduceLiquid: data.PublicState.IsActive,
                forceUpdateRecipe: true);
        }
Exemple #8
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        protected override void ServerUpdate(ServerUpdateData data)
        {
            var worldObject      = data.GameObject;
            var deltaTime        = data.DeltaTime;
            var privateState     = data.PrivateState;
            var fuelBurningState = privateState.FuelBurningState;
            var manufacturingStateRawPetroleum        = data.PrivateState.ManufacturingState;
            var manufacturingStateProcessedGasoline   = data.PrivateState.ManufacturingStateGasoline;
            var manufacturingStateProcessedMineralOil = data.PrivateState.ManufacturingStateMineralOil;
            var liquidStateRawPetroleum        = privateState.LiquidStateRawPetroleum;
            var liquidStateProcessedGasoline   = privateState.LiquidStateGasoline;
            var liquidStateProcessedMineralOil = privateState.LiquidStateMineralOil;

            // Force update all recipes:
            // it will auto-detect and verify current recipes for every crafting queue.
            var isLiquidStatesChanged = privateState.IsLiquidStatesChanged;

            ManufacturingMechanic.UpdateRecipeOnly(
                worldObject,
                manufacturingStateRawPetroleum,
                this.ManufacturingConfig,
                force: isLiquidStatesChanged);

            ManufacturingMechanic.UpdateRecipeOnly(
                worldObject,
                manufacturingStateProcessedGasoline,
                this.ManufacturingConfigGasoline,
                force: isLiquidStatesChanged);

            ManufacturingMechanic.UpdateRecipeOnly(
                worldObject,
                manufacturingStateProcessedMineralOil,
                this.ManufacturingConfigMineralOil,
                force: isLiquidStatesChanged);

            privateState.IsLiquidStatesChanged = false;

            // Update fuel state:
            // need fuel when processed liquids capacities are not full
            // or any of the manufacturing states has active recipe.
            var isLiquidsCapacitiesFull = liquidStateProcessedGasoline.Amount
                                          >= this.LiquidConfigGasoline.Capacity &&
                                          liquidStateProcessedMineralOil.Amount
                                          >= this.LiquidConfigMineralOil.Capacity;

            var isNeedFuelNow = (!isLiquidsCapacitiesFull && liquidStateRawPetroleum.Amount > 0) ||
                                manufacturingStateProcessedGasoline.HasActiveRecipe ||
                                manufacturingStateProcessedMineralOil.HasActiveRecipe;

            // update fuel burning progress
            FuelBurningMechanic.Update(
                worldObject,
                fuelBurningState,
                privateState.FuelBurningByproductsQueue,
                this.ManufacturingConfig,
                data.DeltaTime,
                isNeedFuelNow,
                forceRefreshFuel: isLiquidStatesChanged);

            var isFuelBurning = fuelBurningState.FuelUseTimeRemainsSeconds > 0;

            // set IsActive flag in public state - this is used to play sound and animation on client
            data.PublicState.IsManufacturingActive = isFuelBurning;

            // Update crafting queue for raw petroleum:
            // on complete it will consume petroleum canister (if available), increase oil level, produce empty canister.
            ManufacturingMechanic.UpdateCraftingQueueOnly(manufacturingStateRawPetroleum, deltaTime);

            if (!isFuelBurning)
            {
                // cannot progress while fuel is not burning
                return;
            }

            // fuel is burning, we can "transfer" liquids and progress crafting queues for processed liquids
            // try transfer ("use") raw petroleum bar
            LiquidContainerSystem.UpdateWithoutManufacturing(
                liquidStateRawPetroleum,
                this.LiquidConfigRawPetroleum,
                deltaTime,
                // petroleum is not produced via this system (it's produced on recipe completion)
                isProduceLiquid: false,
                // use petroleum liquid if other capacities are not full
                isUseRequested: !isLiquidsCapacitiesFull,
                wasUsed: out var wasUsedPetroleum,
                resetAmountToZeroWhenNotEnoughToUse: true);

            if (wasUsedPetroleum)
            {
                // increase gasoline level (if possible)
                LiquidContainerSystem.UpdateWithoutManufacturing(
                    liquidStateProcessedGasoline,
                    this.LiquidConfigGasoline,
                    deltaTime,
                    isProduceLiquid: true,
                    isUseRequested: false,
                    wasUsed: out _);

                // increase mineral oil level (if possible)
                LiquidContainerSystem.UpdateWithoutManufacturing(
                    liquidStateProcessedMineralOil,
                    this.LiquidConfigMineralOil,
                    deltaTime,
                    isProduceLiquid: true,
                    isUseRequested: false,
                    wasUsed: out _);

                // this flag is required to force recipes checking on next iteration
                privateState.IsLiquidStatesChanged = true;
            }

            // progress crafting queues for processed liquids (craft canisters with according liquids)
            ManufacturingMechanic.UpdateCraftingQueueOnly(manufacturingStateProcessedGasoline, deltaTime);
            ManufacturingMechanic.UpdateCraftingQueueOnly(manufacturingStateProcessedMineralOil, deltaTime);
        }