2020-12-22 03:13:43 +00:00
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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2020-03-22 19:05:26 +00:00
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2021-03-21 01:55:25 +00:00
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using System;
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using System.Collections.Generic;
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2026-08-10 14:57:50 +01:00
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using MessagePack;
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using Newtonsoft.Json;
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2026-09-14 17:39:12 +02:00
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using CultMath;
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using static CultMath.math;
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2026-08-10 14:57:50 +01:00
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class SensorData : BehaviorData
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{
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[Inspectable, JsonProperty("sensitivity"), Key(3), RuntimeInspectable]
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public PerformanceStat Sensitivity = new PerformanceStat();
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[InspectableAnimationCurve, JsonProperty("sensCurve"), Key(4), RuntimeInspectable]
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public BezierCurve SensitivityCurve;
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[Inspectable, JsonProperty("pingBoost"), Key(5), RuntimeInspectable]
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public PerformanceStat PingBoost;
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[Inspectable, JsonProperty("pingEnergy"), Key(6), RuntimeInspectable]
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public PerformanceStat PingEnergy;
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[Inspectable, JsonProperty("pingVisibility"), Key(7), RuntimeInspectable]
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public PerformanceStat PingVisibility;
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[Inspectable, JsonProperty("pingRange"), Key(8), RuntimeInspectable]
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public PerformanceStat PingRange;
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[Inspectable, JsonProperty("pingCooldown"), Key(9), RuntimeInspectable]
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public PerformanceStat PingCooldown;
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[Inspectable, JsonProperty("pingDuration"), Key(10)]
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public float PingDuration = 2;
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[Inspectable, JsonProperty("pingRadiusExponent"), Key(11)]
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public float PingRadiusExponent = .5f;
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Sensor(this, item);
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}
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public override Behavior CreateInstance(ConsumableItemEffect item)
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{
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return new Sensor(this, item);
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}
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}
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2020-03-22 19:05:26 +00:00
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Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00
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public class Sensor : Behavior, IEventBehavior, IPowerConsumer
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2020-03-22 19:05:26 +00:00
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{
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private SensorData _data;
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Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00
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// Cut 4 (docs/stats-and-power-cut.md, Cut 4): replaces the direct Entity.TrySpendCapacitorCharge spend in
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// Ping() below -- the named, temporary exception Cut 3 left standing.
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private readonly InputCapacitor _capacitor = new InputCapacitor();
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private float _pingCooldown;
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private float _pingLerp;
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private bool _pinging;
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private float _pingRadius;
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private HashSet<Entity> _pingedEntities = new HashSet<Entity>();
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public float Cooldown
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{
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get => saturate(_pingCooldown);
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}
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public float PingRadius
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{
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get => _pingRadius;
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}
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public float PingBrightness => pow(1 - _pingLerp, _data.PingRadiusExponent);
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public event Action OnPingStart;
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public event Action OnPingEnd;
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public void ResetEvents()
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{
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OnPingStart = null;
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OnPingEnd = null;
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}
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Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00
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// Cut 4: capacity/rate, resolved fresh (Capacitor.ResolveCapacity's precedent -- PowerBus.Step calls
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// PowerRequest below before this behaviour's own Execute runs this tick).
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2026-09-19 06:58:57 +02:00
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//
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// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): PingEnergy and
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// PingCooldown are registered request fields (StatValidation.PowerRequestFields) -- read nominally, same
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// reasoning as InstantWeapon's own RefreshInputCapacitor.
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Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00
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private void RefreshInputCapacitor()
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{
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2026-09-19 06:58:57 +02:00
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var energy = EvaluateNominalPower(_data.PingEnergy);
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var cooldown = EvaluateNominalPower(_data.PingCooldown);
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Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00
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_capacitor.UpdateStats(energy, cooldown);
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}
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// Cut 4: the request PowerBus needs before Execute runs.
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public float PowerRequest(float dt)
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{
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RefreshInputCapacitor();
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return _capacitor.RequestedFill(dt);
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}
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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
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// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Utility -- everything else.
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public int DefaultPowerTier => PowerTiers.Utility;
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2021-03-21 01:55:25 +00:00
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public void Ping()
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{
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Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00
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// Whole-or-nothing against the ping's own input capacitor -- fires only at full charge (operator
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// ruling: no fraction of a shot). A consumable-hosted instance (Item == null) has no PowerBus entry, so
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// nothing would ever fill this capacitor; bypass it rather than starving such an instance forever.
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if(_pingCooldown < 0 && (Item == null || _capacitor.TrySpend(_capacitor.Capacity)))
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{
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2026-08-10 14:57:50 +01:00
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Entity.VisibilitySources[this] = Evaluate(_data.PingVisibility);
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_pinging = true;
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_pingCooldown = 1;
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_pingLerp = 0;
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_pingRadius = 0;
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_pingedEntities.Clear();
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OnPingStart?.Invoke();
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}
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}
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2020-03-22 19:05:26 +00:00
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2026-08-10 14:57:50 +01:00
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public Sensor(SensorData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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}
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public Sensor(SensorData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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2020-03-22 19:05:26 +00:00
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}
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2021-04-18 05:13:20 +01:00
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public override bool Execute(float dt)
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2020-03-22 19:05:26 +00:00
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{
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Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00
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// Cut 4: this tick's grant, read back via Item.PowerSupply -- Item is non-null here because a null-Item
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// instance never reaches PowerBus.Step (see Ping()) and so never accrues charge.
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if (Item != null)
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_capacitor.AddCharge(_capacitor.RequestedFill(dt) * Item.PowerSupply);
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if (_pinging)
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{
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_pingLerp += dt / _data.PingDuration;
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_pingRadius = lerp(0, Evaluate(_data.PingRange), pow(_pingLerp, _data.PingRadiusExponent));
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2021-03-21 01:55:25 +00:00
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if (_pingLerp > 1)
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{
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_pinging = false;
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OnPingEnd?.Invoke();
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}
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}
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2026-08-10 14:57:50 +01:00
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_pingCooldown -= dt / Evaluate(_data.PingCooldown);
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2021-04-18 05:13:20 +01:00
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var forward = Direction.xz;
|
|
|
|
|
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foreach (var entity in Entity.Zone.Entities)
|
2021-02-26 19:01:47 +00:00
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|
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{
|
2021-04-18 05:13:20 +01:00
|
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|
|
if (entity == Entity) continue;
|
2026-09-30 12:56:13 +02:00
|
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|
|
|
2026-08-10 14:57:50 +01:00
|
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|
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var diff = entity.Position.xz - Entity.Position.xz;
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2021-04-12 04:20:52 +01:00
|
|
|
|
var dist = length(diff);
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2026-10-09 20:22:16 +02:00
|
|
|
|
var obscuration = Entity.Zone.Obscuration(Entity.Position.xz, entity.Position.xz);
|
2021-04-12 04:20:52 +01:00
|
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|
|
float previous, next;
|
2021-04-18 05:13:20 +01:00
|
|
|
|
Entity.EntityInfoGathered.TryGetValue(entity, out previous);
|
2021-04-12 04:20:52 +01:00
|
|
|
|
if (!_pingedEntities.Contains(entity) && dist < _pingRadius)
|
2021-02-26 19:01:47 +00:00
|
|
|
|
{
|
2021-04-12 04:20:52 +01:00
|
|
|
|
_pingedEntities.Add(entity);
|
2026-10-09 20:22:16 +02:00
|
|
|
|
next = saturate(previous + Gain(entity.Visibility, Evaluate(_data.Sensitivity), Evaluate(_data.PingBoost), dist, dt, true, obscuration));
|
2021-02-26 19:01:47 +00:00
|
|
|
|
}
|
2021-04-12 04:20:52 +01:00
|
|
|
|
else
|
|
|
|
|
|
{
|
2026-09-30 12:56:13 +02:00
|
|
|
|
var angle = acos(dot(forward, normalize(diff)));
|
2026-10-09 20:22:16 +02:00
|
|
|
|
next = saturate(previous + Gain(entity.Visibility, Evaluate(_data.Sensitivity), _data.SensitivityCurve.Evaluate(angle / PI), dist, dt, false, obscuration));
|
2021-04-12 04:20:52 +01:00
|
|
|
|
}
|
2021-04-18 05:13:20 +01:00
|
|
|
|
next *= 1 - ItemManager.GameplaySettings.TargetInfoDecay * dt;
|
2021-04-12 04:20:52 +01:00
|
|
|
|
//Context.Log($"{entity.Name} visibility {(int)(previous * 100)}% -> {(int)(next * 100)}%");
|
2021-04-18 05:13:20 +01:00
|
|
|
|
Entity.EntityInfoGathered[entity] = next;
|
2021-02-11 03:14:20 +00:00
|
|
|
|
}
|
2020-05-11 01:17:10 +01:00
|
|
|
|
return true;
|
|
|
|
|
|
}
|
2026-09-30 12:56:13 +02:00
|
|
|
|
|
|
|
|
|
|
// Mining Cut 3 (docs/mining-cut-refresh.md): the one detection gain rule -- the info one observation of a
|
|
|
|
|
|
// target adds. A ping adds `visibility × sensitivity × PingBoost × distance` once; a passive tick adds
|
|
|
|
|
|
// `visibility × sensitivity × curve(angle/π) × dt / distance`. `response` is PingBoost for a ping and the
|
2026-10-09 20:22:16 +02:00
|
|
|
|
// sensitivity curve at the bearing for a passive tick. `obscuration` is the fraction of the signal that
|
|
|
|
|
|
// survives the vapour clouds on the sight line (Zone.Obscuration, 1f with none), scaling both. The entity
|
|
|
|
|
|
// loop above and the chunk query (Entity.ChunkInfo, through PassiveRate) both call this; nothing else
|
|
|
|
|
|
// multiplies these terms.
|
|
|
|
|
|
public static float Gain(float visibility, float sensitivity, float response, float distance, float dt, bool ping, float obscuration) =>
|
|
|
|
|
|
(ping
|
2026-09-30 12:56:13 +02:00
|
|
|
|
? visibility * sensitivity * response * distance
|
2026-10-09 20:22:16 +02:00
|
|
|
|
: visibility * sensitivity * response * dt / distance) * obscuration;
|
2026-09-30 12:56:13 +02:00
|
|
|
|
|
|
|
|
|
|
// The passive gain per second this sensor draws from a target of `visibility` at the planar `position`:
|
|
|
|
|
|
// Gain over one second, with the bearing measured from this sensor's own facing exactly as Execute does.
|
|
|
|
|
|
public float PassiveRate(float visibility, float2 position)
|
|
|
|
|
|
{
|
|
|
|
|
|
var diff = position - Entity.Position.xz;
|
|
|
|
|
|
var angle = acos(dot(Direction.xz, normalize(diff)));
|
2026-10-09 20:22:16 +02:00
|
|
|
|
return Gain(visibility, Evaluate(_data.Sensitivity), _data.SensitivityCurve.Evaluate(angle / PI), length(diff), 1f, false,
|
|
|
|
|
|
Entity.Zone.Obscuration(Entity.Position.xz, position));
|
2026-09-30 12:56:13 +02:00
|
|
|
|
}
|
2026-10-03 15:02:51 +02:00
|
|
|
|
|
|
|
|
|
|
// An upper bound on sensitivity x response over every bearing, so PassiveRate(v, p) <= v x this / distance
|
|
|
|
|
|
// (Entity.DetectionReachPerVisibility). The curve lies within its control points' hull.
|
|
|
|
|
|
public float PassiveGainBound()
|
|
|
|
|
|
{
|
|
|
|
|
|
var sensitivity = Evaluate(_data.Sensitivity);
|
|
|
|
|
|
var response = _data.SensitivityCurve.HullRange();
|
|
|
|
|
|
return max(sensitivity * response.x, sensitivity * response.y);
|
|
|
|
|
|
}
|
2026-08-10 14:57:50 +01:00
|
|
|
|
}
|