Launch suppressor: scale the ship's own launch flash inside SetSignature, paying heat to its own cell

LaunchSuppressorData (union key 49; key 48 is held by cut loot-2 on eureka/aetheria-release-loot-2)
and LaunchSuppressor: Entity.SetSignature folds each light signature through the equipped
suppressors in equipment order. Only LaunchFlash is scaled, only while the item is Active and at
or below its rated temperature; each pays (removed x HeatPerUnit) through Behavior.AddHeat.
Fixture gear and LaunchSuppressorTests added. Not yet built or run (verify job follows).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-13 05:11:55 +02:00
commit 15b12cb95b
6 changed files with 379 additions and 13 deletions

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@ -189,6 +189,7 @@ public interface IPowerConsumer
Union(45, typeof(MunitionSeekerData)),
Union(46, typeof(MunitionControlData)),
Union(47, typeof(MunitionFuelData)),
Union(49, typeof(LaunchSuppressorData)),
JsonObject(MemberSerialization.OptIn)]
public abstract class BehaviorData
{

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@ -0,0 +1,62 @@
/* 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 MessagePack;
using Newtonsoft.Json;
using static CultMath.math;
// Electronic warfare, hide-launch (campaign aetheria-ew, invariants lie-is-own-emission and lies-cost-real-heat): a
// gear that thins its own ship's launch flash. It never stores a factor and never writes a signature: Entity.SetSignature
// asks each equipped suppressor at write time, so the order in which a weapon and a suppressor execute decides nothing.
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class LaunchSuppressorData : BehaviorData
{
// The multiplier on the flash, clamped to 0..1: a suppressor never brightens a launch.
[Inspectable, JsonProperty("factor"), Key(1), RuntimeInspectable]
public PerformanceStat Factor = new PerformanceStat();
// Heat paid to the suppressor's own cell per unit of strength it removed.
[Inspectable, JsonProperty("heatPerUnit"), Key(2)]
public PerformanceStat HeatPerUnit = new PerformanceStat();
// Above this item temperature the suppressor scales nothing and pays nothing.
[Inspectable, JsonProperty("ratedTemperature"), Key(3)]
public PerformanceStat RatedTemperature = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new LaunchSuppressor(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new LaunchSuppressor(this, item);
}
}
public class LaunchSuppressor : Behavior
{
private readonly LaunchSuppressorData _data;
public LaunchSuppressor(LaunchSuppressorData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public LaunchSuppressor(LaunchSuppressorData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
// Called by Entity.SetSignature for every light signature the ship writes; the strength passes through unchanged
// unless this is a launch flash and the suppressor is running below its rated temperature.
internal float Suppress(SignatureChannel channel, float strength)
{
if (channel != SignatureChannel.LaunchFlash || Item == null || !Item.Active.Value || Temperature > Evaluate(_data.RatedTemperature))
return strength;
var scaled = strength * clamp(Evaluate(_data.Factor), 0f, 1f);
AddHeat((strength - scaled) * Evaluate(_data.HeatPerUnit));
return scaled;
}
public override bool Execute(float dt) => true;
}

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@ -0,0 +1,11 @@
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@ -99,6 +99,10 @@ public abstract class Entity
{
if (channel == SignatureChannel.Emission)
throw new ArgumentException("Emission is active emission, never a light signature.", nameof(channel));
// A light signature is thinned by the ship's own gear at the moment it is written (aetheria-ew, lie-is-own-emission):
// each equipped suppressor folds the strength in equipment order and pays for what it alone removed.
foreach (var suppressor in GetBehaviors<LaunchSuppressor>())
strength = suppressor.Suppress(channel, strength);
_visibilitySources[source] = new Signature(channel, strength, item);
}
public readonly ReactiveDictionary<Entity, float> EntityInfoGathered = new ReactiveDictionary<Entity, float>();

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@ -66,19 +66,13 @@ public sealed partial class ContactRevealTests : IDisposable
{
Emissivity = Const(3), PumpedHeat = Const(0), TemperatureFloor = 0, WasteHeat = Const(0), EnergyUsage = Const(0), ThermalMass = Const(1000)
}));
var gun = new InstantWeaponData { Count = Const(1), BurstTime = Const(0), Cooldown = Const(1) };
gun.Damage = Const(100);
gun.Range = Const(40);
gun.MinRange = Const(0);
gun.Velocity = Const(0);
gun.Spread = Const(0);
gun.DamageSpread = Const(0);
gun.Penetration = Const(0);
gun.Energy = Const(50);
gun.Heat = Const(0);
gun.Visibility = Const(5);
gun.MagazineSize = 5;
gun.DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } };
// Launch suppressors (aetheria-ew): one solid cell each, so the heat they pay has a cell to land in. Rated 400.
cache.Upsert(Suppressor("Suppressor", factor: .1f, heatPerUnit: 2f));
cache.Upsert(Suppressor("SuppressorCold", factor: .1f, heatPerUnit: 0f));
cache.Upsert(Suppressor("SuppressorOpen", factor: 1f, heatPerUnit: 2f));
cache.Upsert(Suppressor("SuppressorHalf", factor: .5f, heatPerUnit: 1f));
cache.Upsert(Suppressor("SuppressorFifth", factor: .2f, heatPerUnit: 10f));
var gun = Armed(new InstantWeaponData { Count = Const(1), BurstTime = Const(0), Cooldown = Const(1) }, 5);
cache.Upsert(new WeaponItemData
{
Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
@ -86,6 +80,13 @@ public sealed partial class ContactRevealTests : IDisposable
Fuse = WeaponFuse.Proximity, BlastRadius = 30f,
Behaviors = { gun }
});
cache.Upsert(new WeaponItemData
{
Name = "Beam", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Fuse = WeaponFuse.Proximity, BlastRadius = 30f,
Behaviors = { Armed(new ConstantWeaponData(), 0) }
});
cache.Upsert(Locker("Locker", interceptFactor: null));
cache.Upsert(Locker("Hushed", interceptFactor: 4f));
cache.Upsert(new ConsumableItemData
@ -132,6 +133,36 @@ public sealed partial class ContactRevealTests : IDisposable
private static PerformanceStat Const(float v) => new PerformanceStat { Min = v, Max = v };
// The weapon fields every fixture weapon shares; a gun and a beam differ only in their behaviour type and magazine.
private static WeaponData Armed(WeaponData weapon, int magazine)
{
weapon.Damage = Const(100);
weapon.Range = Const(40);
weapon.MinRange = Const(0);
weapon.Velocity = Const(0);
weapon.Spread = Const(0);
weapon.DamageSpread = Const(0);
weapon.Penetration = Const(0);
weapon.Energy = Const(50);
weapon.Heat = Const(0);
weapon.Visibility = Const(5);
weapon.MagazineSize = magazine;
weapon.DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } };
return weapon;
}
private static GearData Suppressor(string name, float factor, float heatPerUnit)
{
var cell = new Shape(1, 1);
cell[new int2(0, 0)] = true;
return new GearData
{
Name = name, Hardpoint = HardpointType.Tool, Shape = cell, Durability = 10,
MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
Behaviors = { new LaunchSuppressorData { Factor = Const(factor), HeatPerUnit = Const(heatPerUnit), RatedTemperature = Const(400f) } }
};
}
// A launcher with Range 1000, heard at that Range over its intercept factor while it paints.
private static GearData Locker(string name, float? interceptFactor) => new GearData
{

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@ -0,0 +1,257 @@
using System;
using System.Linq;
using CultMath;
using GameCult.Caching.MessagePack;
using MessagePack;
using Xunit;
using static CultMath.math;
using float3 = CultMath.float3;
using int2 = CultMath.int2;
// Electronic warfare, hide-launch (campaign aetheria-ew; invariants lie-is-own-emission and lies-cost-real-heat; ruling
// ew-imitation-availability-ruled makes this the hiding tier). A fitted suppressor thins its own ship launch flash inside
// Entity.SetSignature, the one writer of light, and pays for what it removed in its own cell. The fixtures drive that writer:
// real guns and beams fired inside Zone.Update for the reveal and the per-tick cost, and direct SetSignature calls (before any
// update, so no conduction blurs the cell) for the exact heat arithmetic. A gun Visibility is 5 and the observer reveals
// above .1 over its Eye, so a flash of 5 from 50 away is revealed (5 x 2 / (50 x .5) = .4) and a flash scaled by the
// Suppressor factor .1 is not (.04). Factor, HeatPerUnit and RatedTemperature (400) are authored in the constructor.
public sealed partial class ContactRevealTests
{
private static EquippedItem SuppressorItem(Entity e, string dataName) =>
e.Equipment.Single(i => i.Behaviors.Any(b => b is LaunchSuppressor) && i.Data.Name == dataName);
private static EquippedItem BeamItem(Entity e) => e.Equipment.Single(i => i.Behaviors.Any(b => b is ConstantWeapon));
private static int2 CellOf(EquippedItem item) => item.InsetShape.Coordinates.Single();
private static float[,] Snapshot(Entity e) => (float[,]) e.Temperature.Clone();
// Every cell of the hull except the named ones: the heat a suppressor pays must land in its own cell and nowhere else.
private static void AssertOnlyCellsMoved(float[,] before, Entity e, params int2[] cells)
{
for (var x = 0; x < before.GetLength(0); x++)
for (var y = 0; y < before.GetLength(1); y++)
if (!cells.Contains(new int2(x, y)))
Assert.Equal(before[x, y], e.Temperature[x, y]);
}
private static void AssertHeat(float expectedHeat, Entity e, int2 cell, float before)
{
var expected = expectedHeat / e.ThermalMass[cell.x, cell.y];
var actual = e.Temperature[cell.x, cell.y] - before;
Assert.InRange(actual, expected * .999f, expected * 1.001f);
}
// ---- ASuppressedLaunchIsNotRevealedWhileAControlLaunchIs ----
[Fact]
public void ASuppressedLaunchIsNotRevealedWhileAControlLaunchIs()
{
var control = Add(float3(30, 0, 40), new[] { "Gun" });
var hidden = Add(float3(-30, 0, 40), new[] { "Gun" }, new[] { "Suppressor" });
var o = Add(float3(0, 0, 0), new[] { "Eye" });
Fire(control, Guns(control).Single());
Fire(hidden, Guns(hidden).Single());
var reveal = Assert.Single(o.RevealsOf(control));
Assert.Equal(SignatureChannel.LaunchFlash, reveal.Channel);
AssertBearing(.6f, .8f, reveal.Bearing);
Assert.Empty(o.RevealsOf(hidden));
var controlFlash = control.VisibilitySources[Guns(control).Single().Behaviors.Single(b => b is InstantWeapon)].Strength;
var hiddenFlash = hidden.VisibilitySources[Guns(hidden).Single().Behaviors.Single(b => b is InstantWeapon)].Strength;
Assert.Equal(5f, controlFlash, 3);
Assert.Equal(.1f * controlFlash, hiddenFlash, 3); // Factor times the gun Visibility, whatever it is authored as
}
// ---- SuppressionHeatLandsInTheSuppressorsOwnCell ----
[Fact]
public void SuppressionHeatLandsInTheSuppressorsOwnCell()
{
var ship = Add(float3(0, 0, 0), null, new[] { "Suppressor" });
var cell = CellOf(SuppressorItem(ship, "Suppressor"));
var before = Snapshot(ship);
ship.SetSignature(new object(), SignatureChannel.LaunchFlash, 5f, null);
AssertHeat((5f - .5f) * 2f, ship, cell, before[cell.x, cell.y]); // removed 4.5 at 2 heat a unit
AssertOnlyCellsMoved(before, ship, cell);
}
[Fact]
public void ASuppressorThatRemovesNothingOrChargesNothingPaysNothing()
{
var free = Add(float3(0, 0, 0), null, new[] { "SuppressorCold" });
var open = Add(float3(100, 0, 0), null, new[] { "SuppressorOpen" });
var freeBefore = Snapshot(free);
var openBefore = Snapshot(open);
var source = new object();
free.SetSignature(source, SignatureChannel.LaunchFlash, 5f, null);
open.SetSignature(source, SignatureChannel.LaunchFlash, 5f, null);
Assert.Equal(.5f, free.VisibilitySources[source].Strength, 3); // it still thins the flash...
AssertOnlyCellsMoved(freeBefore, free); // ...at no cost with HeatPerUnit 0
Assert.Equal(5f, open.VisibilitySources[source].Strength, 3); // Factor 1 removes nothing
AssertOnlyCellsMoved(openBefore, open);
}
[Fact]
public void AFiredGunHeatsTheSuppressorsCellAboveItsFreeTwin()
{
var paying = Add(float3(30, 0, 40), new[] { "Gun" }, new[] { "Suppressor" });
var twin = Add(float3(-30, 0, 40), new[] { "Gun" }, new[] { "SuppressorCold" });
Fire(paying, Guns(paying).Single());
Fire(twin, Guns(twin).Single());
var p = CellOf(SuppressorItem(paying, "Suppressor"));
var t = CellOf(SuppressorItem(twin, "SuppressorCold"));
Assert.Equal(p, t); // the same fit puts them in the same cell
Assert.True(paying.Temperature[p.x, p.y] > twin.Temperature[t.x, t.y]);
}
// ---- NothingIsSuppressedAboveRatedTemperature ----
[Fact]
public void NothingIsSuppressedAboveRatedTemperature()
{
var ship = Add(float3(0, 0, 0), null, new[] { "Suppressor" });
var cell = CellOf(SuppressorItem(ship, "Suppressor"));
var source = new object();
ship.Temperature[cell.x, cell.y] = 600f; // past the rated 400
var hot = Snapshot(ship);
ship.SetSignature(source, SignatureChannel.LaunchFlash, 5f, null);
Assert.Equal(5f, ship.VisibilitySources[source].Strength, 3); // the flash is as bright as a control
AssertOnlyCellsMoved(hot, ship); // and the call paid nothing, in any cell
Assert.Equal(600f, ship.Temperature[cell.x, cell.y]);
ship.Temperature[cell.x, cell.y] = 300f; // cooled below
ship.SetSignature(source, SignatureChannel.LaunchFlash, 5f, null);
Assert.Equal(.5f, ship.VisibilitySources[source].Strength, 3);
Assert.True(ship.Temperature[cell.x, cell.y] > 300f);
}
// ---- OnlyTheLaunchFlashChannelIsScaled ----
[Fact]
public void OnlyTheLaunchFlashChannelIsScaled()
{
var ship = Add(float3(0, 0, 0), null, new[] { "Suppressor" });
var before = Snapshot(ship);
var thermal = new object();
var plume = new object();
ship.SetSignature(thermal, SignatureChannel.Thermal, 5f, null);
ship.SetSignature(plume, SignatureChannel.DrivePlume, 5f, null);
Assert.Equal(5f, ship.VisibilitySources[thermal].Strength, 3);
Assert.Equal(5f, ship.VisibilitySources[plume].Strength, 3);
AssertOnlyCellsMoved(before, ship);
Assert.Throws<ArgumentException>(() => ship.SetSignature(new object(), SignatureChannel.Emission, 5f, null));
}
// ---- AnUnpoweredOrSwitchedOffSuppressorDoesNothing ----
[Fact]
public void AnUnpoweredOrSwitchedOffSuppressorDoesNothing()
{
var ship = Add(float3(0, 0, 0), null, new[] { "Suppressor" });
var item = SuppressorItem(ship, "Suppressor");
var source = new object();
item.Enabled.Value = false;
Assert.False(item.Active.Value);
var before = Snapshot(ship);
ship.SetSignature(source, SignatureChannel.LaunchFlash, 5f, null);
Assert.Equal(5f, ship.VisibilitySources[source].Strength, 3);
AssertOnlyCellsMoved(before, ship);
item.Enabled.Value = true;
ship.SetSignature(source, SignatureChannel.LaunchFlash, 5f, null);
Assert.Equal(.5f, ship.VisibilitySources[source].Strength, 3);
}
// ---- TwoSuppressorsScaleInEquipmentOrderAndEachPaysForItsOwnRemoval ----
[Theory]
[InlineData(false)]
[InlineData(true)]
public void TwoSuppressorsScaleInEquipmentOrderAndEachPaysForItsOwnRemoval(bool halfFirst)
{
var ship = Add(float3(0, 0, 0), null, halfFirst ? new[] { "SuppressorHalf", "SuppressorFifth" } : new[] { "SuppressorFifth", "SuppressorHalf" });
var half = SuppressorItem(ship, "SuppressorHalf");
var fifth = SuppressorItem(ship, "SuppressorFifth");
var halfCell = CellOf(half);
var fifthCell = CellOf(fifth);
var before = Snapshot(ship);
var source = new object();
ship.SetSignature(source, SignatureChannel.LaunchFlash, 5f, null);
Assert.Equal(5f * .5f * .2f, ship.VisibilitySources[source].Strength, 3);
// The first in equipment order sees 5, the second sees what the first left: the removals, and so the heat, differ by order.
var halfRemoved = halfFirst ? 5f * .5f : 5f * .2f * .5f; // factor .5 of what it is given
var fifthRemoved = halfFirst ? 5f * .5f * .8f : 5f * .8f; // factor .2 of what it is given
AssertHeat(halfRemoved * 1f, ship, halfCell, before[halfCell.x, halfCell.y]);
AssertHeat(fifthRemoved * 10f, ship, fifthCell, before[fifthCell.x, fifthCell.y]);
AssertOnlyCellsMoved(before, ship, halfCell, fifthCell);
}
// ---- ABeamPaysSuppressionHeatPerTick ----
[Fact]
public void ABeamPaysSuppressionHeatPerTick()
{
var paying = Add(float3(30, 0, 40), new[] { "Beam" }, new[] { "Targeting", "Reactor", "Suppressor" });
var twin = Add(float3(-30, 0, 40), new[] { "Beam" }, new[] { "Targeting", "Reactor", "SuppressorCold" });
var control = Add(float3(100, 0, 40), new[] { "Beam" }, new[] { "Targeting", "Reactor" });
foreach (var ship in new[] { paying, twin, control })
{
ship.SetTarget(TargetRef.None);
BeamItem(ship).Behaviors.Single(b => b is ConstantWeapon).Activate();
}
var p = CellOf(SuppressorItem(paying, "Suppressor"));
var t = CellOf(SuppressorItem(twin, "SuppressorCold"));
var excess = new float[3];
for (var tick = 0; tick < 3; tick++)
{
Tick(.1f);
excess[tick] = paying.Temperature[p.x, p.y] - twin.Temperature[t.x, t.y];
var controlFlash = control.VisibilitySources[BeamItem(control).Behaviors.Single(b => b is ConstantWeapon)].Strength;
Assert.Equal(5f, controlFlash, 3);
Assert.Equal(.1f * controlFlash, paying.VisibilitySources[BeamItem(paying).Behaviors.Single(b => b is ConstantWeapon)].Strength, 3); // scaled on every tick write
}
Assert.True(excess[0] > 0f);
Assert.True(excess[2] > excess[0]); // the cost is paid again on later ticks, not once
}
// ---- LaunchSuppressorDataRoundTripsAsUnionKey49 ----
[Fact]
public void LaunchSuppressorDataRoundTripsAsUnionKey49()
{
var options = CultDocumentMessagePackSerialization.OptionsFor(typeof(ZonePack).Assembly);
var data = new LaunchSuppressorData { Factor = Const(.25f), HeatPerUnit = Const(3f), RatedTemperature = Const(450f) };
var bytes = MessagePackSerializer.Serialize<BehaviorData>(data, options);
var reader = new MessagePackReader(bytes);
Assert.Equal(2, reader.ReadArrayHeader());
Assert.Equal(49, reader.ReadInt32()); // loot-2 holds 48; a key reused across branches would collide on the wire
Assert.Equal(4, reader.ReadArrayHeader()); // Group is key 0, then the three stats
var back = Assert.IsType<LaunchSuppressorData>(MessagePackSerializer.Deserialize<BehaviorData>(bytes, options));
Assert.Equal(.25f, back.Factor.Min);
Assert.Equal(3f, back.HeatPerUnit.Min);
Assert.Equal(450f, back.RatedTemperature.Min);
var unions = typeof(BehaviorData).GetCustomAttributes(typeof(UnionAttribute), false).Cast<UnionAttribute>().ToArray();
Assert.Single(unions, u => u.Key == 49);
Assert.Equal(typeof(MunitionFuelData), unions.Single(u => u.Key == 47).SubType);
Assert.Equal(unions.Length, unions.Select(u => u.Key).Distinct().Count());
}
}