Aetheria/Assets/Scripts/ServerShared/Behaviors/EnergyDraw.cs

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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
Move the ServerShared data model onto CultLib's CultCache Cut 8b. Aetheria.Shared builds headless against GameCult.Caching and GameCult.Caching.MessagePack at the pinned CultLib; the pin guard also checks the Caching project exists. Documents: [CultDocument("aetheria.<type>", "1")] with [MessagePackObject] and integer [Key]s on the Q7 concrete types (the eight ItemData leaves, Faction, FactionProductData, PersonalityAttribute, NameFile, OrbitData, the four BodyData leaves, SavedZone, SavedGame, PlayerSettings, InputLayout). SavedGame and PlayerSettings are [CultGlobal]; Name members are [CultName]. ItemData, CraftedItemData, EquippableItemData, BodyData and AgentTask lose [MessagePackObject]; BodyData and AgentTask lose their [Union]s. InputLayout moves into ServerShared so AetheriaStores can route it. References: Guid and DatabaseLink<T> members become CultRecordRef<T>; Guid-keyed maps become ref-keyed with [CultReference(..., many: true)]; ZonePack holds refs to orbit and body records. Runtime maps (Zone orbits, bodies and belts, cargo ItemsOfType, agent targets) key by CultRecordKey. Identity is the record key: ID comparisons become reference or key comparisons. StatModifierData.RequireBehavior is a simple type name. AetheriaStores.Open composes the catalog (read-only unless writable), run and player stores, one home per type. CultRecordRefs carries IsSet, a null-safe Get(ref), RefOf (key from TryGetHandle) and Upsert. ItemManager.GetData is the one item resolution path. MathResolver is declared by [assembly: CultCacheFormatterResolver]. Inspector attributes: text, range and asset path map onto CultLib's CultInspector attributes (asset path only on string members); every replaced Aetheria attribute keeps [Inspectable] for the runtime panel. Builds: Aetheria.Shared. Does not build: AetherDb and the Unity project, which follow. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:00:42 +02:00
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class EnergyDrawData : BehaviorData
{
[Inspectable, JsonProperty("draw"), Key(1), RuntimeInspectable]
public PerformanceStat EnergyDraw = new PerformanceStat();
[Inspectable, JsonProperty("perSecond"), Key(2)]
public bool PerSecond;
public override Behavior CreateInstance(EquippedItem item)
{
return new EnergyDraw(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new EnergyDraw(this, item);
}
}
public class EnergyDraw : Behavior, IPowerConsumer
{
private EnergyDrawData _data;
public EnergyDraw(EnergyDrawData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public EnergyDraw(EnergyDrawData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
// Cut 3 (docs/stats-and-power-cut.md): the request PowerBus needs before Execute runs, in place of the
// direct Entity.TryConsumeEnergy spend that used to happen inside Execute.
Resolve request/brownout conflict: evaluate power requests nominally A power request may not depend on power supply (Cut 6/F6), and continuous consumers brown out through a power term on their own performance stats (Cut 7). For Radiator (PumpedHeat) and AetherDrive (Torque) those were the same stat, making six shipped catalog records illegal and leaving six BrownoutTests cases skipped. Resolved per the operator's ruling: a power request is evaluated nominally -- what the item wants at full supply, not what it is currently managing. EquippedItem.EvaluateNominalPower (mirroring ConditionRatio's own NominalContext) pins only PowerSupplyFactor to 1; Heat/Durability stay live, since they are not the term a request would be circular through. Every PowerRequest/RefreshReserve/RefreshInputCapacitor implementation now reads a StatValidation.PowerRequestFields stat through it, so the same stat can carry a brownout curve and be a request field without the request depending on its own answer. StatValidation.ValidateNoPowerSupplyOnRequest (F6's static half of the rule, forbidding the term outright) is deleted -- nominal evaluation removes the circularity at the root instead. Only the dynamic modifier-chain half (StatModifier.ValidateNoPowerSupplyChain) still refuses anything, since EvaluateNominalPower forwards ScaleModifier/ ConstantModifier unchanged (real, not nominal). Un-skips BrownoutTests' six Radiator/AetherDrive cases and adds two new regression tests (a direct EvaluateNominalPower probe, and a two-tick Radiator demand check) backed by a new mutation harness. Updates the four PowerCurveTests/AetheriaStoresTests cases that pinned the now-superseded static refusal to instead assert acceptance. GameData/Aetheria.cc is unchanged and still validates. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 06:58:57 +02:00
//
// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): EnergyDraw is a
// registered request field (StatValidation.PowerRequestFields) -- read nominally, same reasoning as every
// other IPowerConsumer in this cut.
public float PowerRequest(float dt) => EvaluateNominalPower(_data.EnergyDraw) * (_data.PerSecond ? dt : 1);
Cut 5: priority tiers replace PowerBus's single shared GrantRatio PowerTiers.cs names five tiers (Critical/High/Medium/Low/Utility) and their per-behaviour-kind defaults: Radiator is Critical (the closest thing this game has to life support -- a starved radiator cascades into wear and shutdown across the whole hull), Shield is High, Thruster/AetherDrive are Medium, ConstantWeapon/InstantWeapon are Low, and Sensor/EnergyDraw are Utility. IPowerConsumer.DefaultPowerTier lets each behaviour own its own default. EquippableItem.PowerTier (Key 12) is the stored, player-choosable tier on the unit rather than the design; EquippedItem's constructor seeds a kind default the first time a unit is equipped, only when the field is still PowerTiers.Unassigned, and never again -- a tier is a stored choice, not something the bus re-derives. PowerBus.AllocateTiers walks tiers lowest-number-first: a tier is granted in full before the next tier sees anything left, an empty tier passes its whole share down, and within a tier every consumer rations by the same grant/demand fraction so unequal requests still divide proportionally. A new TierGrantRatio[] exposes each tier's own ratio for a future UI (Cut 8) to read starvation from directly, instead of reconstructing it from every item's PowerSupply. Deletes EquippedItem.SortPosition, IOrderedBehavior and Reactor.Order (its only implementer): the bus already steps before any equipment's Execute, so equip/behaviour order never decided who got fed even before this cut, and nothing else needed the interface (subject to the map's O3 operator check). docs/stats-and-power-cut.md Cut 5 / §1.3. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 02:58:38 +02:00
// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Utility -- the generic/unclassified draw. An item
// that declares power use without asking for a specific tier should not accidentally outrank a named one.
public int DefaultPowerTier => PowerTiers.Utility;
public override bool Execute(float dt)
{
// A consumable-hosted instance (Item null) has no PowerBus entry (§1.2's grants are keyed by
// EquippedItem); named rather than silently assumed away, it always succeeds here, the same way every
// other context-dependent factor a ConsumableItemEffect answers with the identity elsewhere in this cut.
//
// Cut 7 (docs/stats-and-power-target.md): unlike the other four continuous consumers, EnergyDraw has no
// performance stat of its own to curve -- its Execute return value IS its whole effect, the gate that
// decides whether the rest of its BehaviorGroup runs at all (Entity.cs's per-group Execute chain). There
// is nothing here for a PowerSupply term to degrade continuously, so brownout is expressed the only way
// this behaviour can express it: a partial grant still passes (no more flicking off at 80%), and only a
// true zero grant closes the gate.
return Item == null || Item.PowerSupply > 1e-4f;
}
}