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>
This commit is contained in:
parent
fc80c8944b
commit
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12 changed files with 677 additions and 90 deletions
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@ -67,6 +67,13 @@ public class ChargedWeapon : InstantWeapon
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public float ChargeTime { get; protected set; }
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public float ChargeEnergy { get; protected set; }
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public float ChargeHeat { get; protected set; }
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// Cut 4 (docs/stats-and-power-cut.md, Cut 4): "its charge cycle already is a buffer, and ChargeEnergy
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// should become the fill rate rather than a separate concept." ChargeEnergy was authored but never spent
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// by anything (Trigger() always paid the base Weapon.Energy per shot); it becomes this weapon's input
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// capacitor rate instead of the InstantWeapon default (Capacity / Cooldown), so a charged weapon's own
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// authored charge-up speed IS its sustained rate of fire, not a second, disconnected number.
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protected override float RateOverride => Evaluate(_data.ChargeEnergy);
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public override float DamagePerSecond => Damage * _data.ChargeFiringDamageMultiplier / (Cooldown + ChargeTime);
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public override float RangeDamagePerSecond(float range)
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59
Assets/Scripts/ServerShared/Behaviors/InputCapacitor.cs
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59
Assets/Scripts/ServerShared/Behaviors/InputCapacitor.cs
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@ -0,0 +1,59 @@
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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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using static CultMath.math;
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// Cut 4 (docs/stats-and-power-cut.md §1.2, §0b "An input capacitor"): the input-only buffer that lets an
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// instant activation (a shot, a ping, a shield's damage reserve) draw from the PowerBus continuously instead
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// of spending stored charge directly -- closing Cut 3's named, temporary exception
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// (Entity.TrySpendCapacitorCharge/CanSpendCapacitorCharge, both deleted with their last caller this cut).
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//
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// Not a Behavior of its own: per §0b, an input capacitor is identified by the Behavior instance that owns it
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// (InstantWeapon, Sensor, Shield), which holds one of these as a plain field. Two writers, disjoint signs,
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// named: the bus fills it, through AddCharge, called only from the owning behaviour's own Execute after it
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// reads back its granted fraction from Item.PowerSupply; the owning behaviour drains it, through TrySpend,
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// called only when it actually activates. Nothing else may touch Charge.
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public class InputCapacitor
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{
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public float Capacity { get; private set; }
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public float Rate { get; private set; }
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public float Charge { get; private set; }
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// Cut 4 (§7 Q4, operator ruling): "derived from the item's Energy and Cooldown ... with an authored
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// override" so burst capacity and sustained rate stay separate levers. capacityOverride/rateOverride of 0
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// mean "not authored, use the derived default" -- the same identity-when-absent convention PerformanceStat
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// itself already uses (a term-less stat resolves to its identity factor). Cutting Charge down here (rather
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// than only clamping in AddCharge) is what lets a Capacity that shrinks under a stat change immediately
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// stop promising a shot it can no longer pay for.
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public void UpdateStats(float energy, float cooldown, float capacityOverride = 0f, float rateOverride = 0f)
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{
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Capacity = capacityOverride > 0f ? capacityOverride : max(0f, energy);
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Rate = rateOverride > 0f ? rateOverride : (cooldown > 0f ? Capacity / cooldown : Capacity);
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Charge = clamp(Charge, 0f, Capacity);
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}
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// What PowerBus should count as this consumer's demand this tick (via the owning behaviour's
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// IPowerConsumer.PowerRequest), and what that behaviour should scale by its own Item.PowerSupply and pass
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// to AddCharge once its own Execute runs. The two calls must agree on dt and must not have let Charge move
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// in between, because PowerBus.Step calls this before any behaviour's Execute runs this tick (§1.2:
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// "computable from state that is already current at that point").
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public float RequestedFill(float dt) => min(Rate * dt, max(0f, Capacity - Charge));
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public void AddCharge(float amount) => Charge = clamp(Charge + amount, 0f, Capacity);
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public bool CanSpend(float cost) => Charge >= cost;
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// Atomic and whole-or-nothing, mirroring Entity.TrySpendCapacitorCharge's old contract exactly (down to the
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// near-zero shortcut) but scoped to this one behaviour's own buffer instead of the entity's shared bus
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// capacitors: either the cost is covered in full, or nothing moves. This is the mechanism behind the
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// operator's ruling that no item ever receives a fraction of a shot -- callers that want that guarantee
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// spend exactly Capacity, which only ever succeeds at full charge.
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public bool TrySpend(float cost)
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{
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if (cost < .01f) return true;
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if (!CanSpend(cost)) return false;
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Charge -= cost;
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return true;
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}
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}
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11
Assets/Scripts/ServerShared/Behaviors/InputCapacitor.cs.meta
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11
Assets/Scripts/ServerShared/Behaviors/InputCapacitor.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 2323335634942be0e17abf63f5c6d256
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -32,10 +32,14 @@ public class InstantWeaponData : WeaponData
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}
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}
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public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
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public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer
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{
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private InstantWeaponData _data;
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// Cut 4 (docs/stats-and-power-cut.md, Cut 4): replaces the direct Entity.TrySpendCapacitorCharge spend at
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// both Trigger() and Execute() below -- the named, temporary exception Cut 3 left standing.
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protected readonly InputCapacitor _capacitor = new InputCapacitor();
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protected int _burstRemaining;
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private float _burstTimer;
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private float _burstInterval;
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@ -95,10 +99,7 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
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// If 1 ammo is consumed per burst, perform ammo and energy consumption here
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// UseAmmo returns false when triggering reload; cancel firing if that is the case
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// Cut 3 (docs/stats-and-power-cut.md): one of the four instant draws out of scope for the bus this cut
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// (a burst) -- named, temporary exception, spending capacitor charge directly. Cut 4's input capacitor
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// closes this.
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if(_data.SingleAmmoBurst && (!Entity.TrySpendCapacitorCharge(Energy) || !UseAmmo())) return;
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if(_data.SingleAmmoBurst && (!TrySpendActivationEnergy() || !UseAmmo())) return;
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_burstRemaining = (int) BurstCount;
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_burstInterval = BurstTime / _burstRemaining;
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@ -119,6 +120,36 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
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Energy /= (int) BurstCount;
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}
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// Cut 4 (docs/stats-and-power-cut.md §7 Q4): capacity and rate, resolved fresh rather than off the cached
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// Energy/Cooldown properties above -- Capacitor.ResolveCapacity's precedent (PowerBus.Step, which calls
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// PowerRequest below, runs before this behaviour's own Execute this tick, so those cached properties would
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// still hold last tick's value). Capacity is one shot's own energy cost, exactly what the two deleted
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// direct-spend call sites measured. Default rate keeps sustained fire exactly at Cooldown's pace when the
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// bus grants the full request; RateOverride lets an owner replace that (ChargedWeapon does).
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protected virtual float RateOverride => 0f;
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protected void RefreshInputCapacitor()
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{
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var burstCount = max(1, (int) Evaluate(_data.Count));
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var perShotEnergy = Evaluate(_data.Energy) / burstCount;
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var cooldown = Evaluate(_data.Cooldown);
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_capacitor.UpdateStats(perShotEnergy, cooldown, rateOverride: RateOverride);
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}
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// Cut 4: the request PowerBus needs before Execute runs, mirroring EnergyDraw's IPowerConsumer pattern.
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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 4: whole-or-nothing against this behaviour's own input capacitor -- the operator's ruling ("no item
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// ever receives a fraction of a shot") means a fire attempt only ever succeeds at full charge, so the cost
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// spent is always exactly Capacity, never the possibly-stale cached Energy. A consumable-hosted instance
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// (Item == null) has no PowerBus entry (Behaviors.cs: "no PowerBus entry ... always succeeds"), so nothing
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// would ever fill this capacitor -- bypass it entirely rather than starving such an instance forever.
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protected bool TrySpendActivationEnergy() => Item == null || _capacitor.TrySpend(_capacitor.Capacity);
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private bool UseAmmo()
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{
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if (_data.MagazineSize <= 1) return true;
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@ -156,6 +187,10 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
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public override bool Execute(float dt)
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{
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base.Execute(dt);
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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 TrySpendActivationEnergy) 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 (_coolingDown)
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{
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_cooldown -= dt / (_data.MagazineSize > 0 && _ammo == 0 ? _data.ReloadTime : Cooldown);
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@ -178,9 +213,7 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior
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{
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// If multiple ammo is consumed per burst, perform ammo and energy consumption here
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// UseAmmo returns false when triggering reload; cancel firing if that is the case
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// Cut 3 (docs/stats-and-power-cut.md): one of the four instant draws out of scope this cut (a shot);
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// see Trigger()'s SingleAmmoBurst branch above for the same named exception.
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if (!_data.SingleAmmoBurst && (!Entity.TrySpendCapacitorCharge(Energy) || !UseAmmo()))
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if (!_data.SingleAmmoBurst && (!TrySpendActivationEnergy() || !UseAmmo()))
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{
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_burstRemaining = 0;
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return false;
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@ -50,9 +50,13 @@ public class SensorData : BehaviorData
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}
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}
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public class Sensor : Behavior, IEventBehavior
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public class Sensor : Behavior, IEventBehavior, IPowerConsumer
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{
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private SensorData _data;
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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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@ -80,11 +84,28 @@ public class Sensor : Behavior, IEventBehavior
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OnPingEnd = null;
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}
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// Cut 3 (docs/stats-and-power-cut.md): one of the four instant draws out of scope for the bus this cut (a
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// ping) -- named, temporary exception, spending capacitor charge directly. Cut 4 closes this.
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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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private void RefreshInputCapacitor()
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{
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var energy = Evaluate(_data.PingEnergy);
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var cooldown = Evaluate(_data.PingCooldown);
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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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public void Ping()
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{
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if(_pingCooldown < 0 && Entity.TrySpendCapacitorCharge(Evaluate(_data.PingEnergy)))
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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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Entity.VisibilitySources[this] = Evaluate(_data.PingVisibility);
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_pinging = true;
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@ -108,6 +129,10 @@ public class Sensor : Behavior, IEventBehavior
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public override bool Execute(float dt)
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{
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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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@ -26,13 +26,24 @@ public class ShieldData : BehaviorData
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}
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}
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public class Shield : Behavior, IProgressBehavior
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public class Shield : Behavior, IProgressBehavior, IPowerConsumer
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{
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public float Efficiency { get; private set; }
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public float EnergyUsage { get; private set; }
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private ShieldData _data;
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// Cut 4 (docs/stats-and-power-cut.md, Cut 4): "a shield hit is not an activation the player chose, so its
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// 'instant' draw is really a continuous reserve. Name it as such rather than giving it an activation
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// buffer." Unlike InstantWeapon/Sensor above, TrySpend below is never called with exactly Capacity -- a hit
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// can partially draw the reserve, same as the old direct capacitor spend could. Shield has no Energy/
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// Cooldown pair to derive a size from (only EnergyUsage, a per-damage-point multiplier), so this is a
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// judgment call, not a formula the map states: the reserve's Capacity and Rate both default to EnergyUsage
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// itself, refilling in full every second (Cooldown's implicit identity value -- the same "absent means
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// identity" convention InputCapacitor and PerformanceStat itself already use). Flagged for operator review
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// against real catalog EnergyUsage magnitudes rather than presented as spec'd.
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private readonly InputCapacitor _reserve = new InputCapacitor();
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public Shield(ShieldData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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_data = data;
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}
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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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private void RefreshReserve()
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{
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var energyUsage = Evaluate(_data.EnergyUsage);
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_reserve.UpdateStats(energyUsage, cooldown: 1f);
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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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RefreshReserve();
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return _reserve.RequestedFill(dt);
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}
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public override bool Execute(float dt)
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{
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Efficiency = Evaluate(_data.Efficiency);
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EnergyUsage = Evaluate(_data.EnergyUsage);
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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 CanTakeHit/TakeHit) and so never accrues charge.
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if (Item != null)
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_reserve.AddCharge(_reserve.RequestedFill(dt) * Item.PowerSupply);
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return true;
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}
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// Cut 3 (docs/stats-and-power-cut.md): one of the four instant draws out of scope for the bus this cut (a
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// hit taken, not a chosen activation) -- named, temporary exception, spending capacitor charge directly
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// instead of through PowerBus. Cut 4 gives it a real continuous reserve model and closes this.
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// Cut 4 (docs/stats-and-power-cut.md, Cut 4): a hit taken, not a chosen activation, drawing from the
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// shield's own continuous reserve instead of the entity's shared bus capacitors -- closing Cut 3's named,
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// temporary exception. A consumable-hosted instance (Item == null) has no PowerBus entry, so nothing would
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// ever fill this reserve; bypass it rather than starving such an instance forever.
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public bool CanTakeHit(DamageType type, float damage)
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{
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return Entity.CanSpendCapacitorCharge(damage * EnergyUsage);
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return Item == null || _reserve.CanSpend(damage * EnergyUsage);
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}
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public void TakeHit(DamageType type, float damage)
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{
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Entity.TrySpendCapacitorCharge(damage * EnergyUsage);
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if (Item != null) _reserve.TrySpend(damage * EnergyUsage);
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AddHeat(damage / Efficiency);
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}
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@ -78,7 +78,6 @@ public abstract class Entity
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private EquippedItem[] _orderedEquipment;
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private List<Weapon> _weapons = new List<Weapon>();
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private List<Capacitor> _capacitors = new List<Capacitor>();
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private List<Radiator> _heatsinks = new List<Radiator>();
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private List<ConsumableItemEffect> _activeConsumables = new List<ConsumableItemEffect>();
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@ -610,8 +609,6 @@ public abstract class Entity
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_weapons.Remove(weapon);
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foreach (var group in WeaponGroups) { group.items.Remove(item); group.weapons.Remove(weapon); }
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}
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if (b is Capacitor capacitor)
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_capacitors.Remove(capacitor);
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if (b is Radiator heatsink)
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_heatsinks.Remove(heatsink);
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if (b is Shield)
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@ -793,8 +790,6 @@ public abstract class Entity
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{
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if (b is Weapon weapon)
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_weapons.Add(weapon);
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if(b is Capacitor capacitor)
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_capacitors.Add(capacitor);
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if(b is Radiator heatsink)
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_heatsinks.Add(heatsink);
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if (b is Shield shield)
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@ -858,37 +853,11 @@ public abstract class Entity
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return true;
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}
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// Cut 3 (docs/stats-and-power-cut.md): replaces CanConsumeEnergy/TryConsumeEnergy for the four instant draws
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// the cut map names as out of scope for the bus this cut (a burst, a shot, a ping, a hit taken) -- the named,
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// temporary exception the map accepts, closed by Cut 4's input capacitors. Capacitor charge only: a reactor
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// no longer bails out a draw it cannot cover for free, which is exactly the behaviour Cut 3 exists to remove
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// (§0.5 -- "every draw succeeds while one reactor is online"). Atomic: either every capacitor together holds
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// enough charge and it is spent, or nothing moves -- never TryConsumeEnergy's old partial drain-then-refuse.
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public bool CanSpendCapacitorCharge(float energy) => _capacitors.Sum(cap => cap.Charge) >= energy;
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public bool TrySpendCapacitorCharge(float energy)
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{
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if (energy < .01f) return true;
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if (!CanSpendCapacitorCharge(energy)) return false;
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var remaining = energy;
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int chargedCapacitors;
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do
|
||||
{
|
||||
chargedCapacitors = _capacitors.Count(capacitor => capacitor.Charge > .01f);
|
||||
if (chargedCapacitors == 0) break;
|
||||
var share = remaining / chargedCapacitors;
|
||||
foreach (var cap in _capacitors)
|
||||
{
|
||||
if (cap.Charge <= .01f) continue;
|
||||
var drawn = min(share, cap.Charge);
|
||||
cap.AddCharge(-drawn);
|
||||
remaining -= drawn;
|
||||
}
|
||||
} while (chargedCapacitors > 0 && remaining > .01f);
|
||||
|
||||
return true;
|
||||
}
|
||||
// Cut 4 (docs/stats-and-power-cut.md, Cut 4): CanSpendCapacitorCharge/TrySpendCapacitorCharge died here with
|
||||
// their last caller. Cut 3 named them a temporary exception for the four instant draws (a burst, a shot, a
|
||||
// ping, a hit taken); all four now spend from their own InputCapacitor instead (InstantWeapon, Sensor,
|
||||
// Shield), fed continuously by PowerBus like every other consumer. The entity's shared bus capacitors are
|
||||
// now touched only by PowerBus itself (§0b: "the bus fills; the owning behaviour spends").
|
||||
|
||||
private void AddChild(Entity entity)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -16,9 +16,10 @@ using static CultMath.math;
|
|||
// (§0.5), not a replacement for it.
|
||||
//
|
||||
// Bus capacitors are charged and drained only here (§0b): Reactor no longer touches them, and neither does any
|
||||
// IPowerConsumer. The four instant draws the cut map names (a burst, a shot, a ping, a hit taken) are out of
|
||||
// scope for this cut and spend capacitor charge directly instead, through Entity.TrySpendCapacitorCharge -- a
|
||||
// named, temporary exception this cut accepts, closed by Cut 4.
|
||||
// IPowerConsumer. The four instant draws the cut map names (a burst, a shot, a ping, a hit taken) are
|
||||
// IPowerConsumers too as of Cut 4: each spends from its own InputCapacitor (InstantWeapon, Sensor, Shield),
|
||||
// never from these bus capacitors directly. Entity.TrySpendCapacitorCharge/CanSpendCapacitorCharge, Cut 3's
|
||||
// named, temporary exception, died with their last caller.
|
||||
public class PowerBus
|
||||
{
|
||||
private readonly Entity _entity;
|
||||
|
|
|
|||
Loading…
Reference in a new issue