Consumable host: initialise at activation, dispose at expiry, instantiate consumables
ActivateConsumable runs Initialize on the effect's behaviours; expiry disposes them before Resolver.Forget, so a consumable's modifiers exist exactly while its effect is active. ItemManager.CreateInstance returns a ConsumableItem for a consumable design. StatResolver.DetachModifier drops an entry left with nothing attached, so ModifierEntryCount returns to baseline. LoadoutTests' hand-built ConsumableItem goes through CreateInstance. Builds. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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5 changed files with 20 additions and 7 deletions
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@ -860,7 +860,13 @@ public abstract class Entity
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public void ActivateConsumable(ConsumableItem item)
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{
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_activeConsumables.Add(new ConsumableItemEffect(item, this));
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var effect = new ConsumableItemEffect(item, this);
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// The same hook Activate runs over Equipment: a behaviour that computes its targets there (StatModifier)
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// would otherwise reach its second tick uninitialised.
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foreach (var behavior in effect.Behaviors)
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if (behavior is IInitializableBehavior initializable)
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initializable.Initialize();
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_activeConsumables.Add(effect);
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}
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public ConsumableItemEffect FindActiveConsumable(ConsumableItemData data)
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@ -1453,6 +1459,11 @@ public abstract class Entity
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// Cut 2 Gate 1 fix (docs/stats-and-power-cut.md): an expired consumable dropped out of this
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// list without ever telling the resolver, leaving its generation/cache/modifier entries
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// reachable (keyed by this ConsumableItemEffect instance) for the rest of the process.
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// A StatModifier's attachments are keyed by its target items, not by the effect, so Forget alone
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// leaves a boost attached to its targets: dispose each behaviour first.
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foreach (var behavior in _activeConsumables[i].Behaviors)
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if (behavior is IDisposable disposable)
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disposable.Dispose();
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Resolver.Forget(_activeConsumables[i]);
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_activeConsumables.RemoveAt(i--);
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}
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@ -183,6 +183,9 @@ public class ItemManager
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};
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}
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if (design is ConsumableItemData)
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return new ConsumableItem { Data = l.Design, Lot = lot };
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return new CompoundCommodity
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{
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Data = l.Design, Lot = lot
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@ -141,6 +141,9 @@ public class StatResolver
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{
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set.Scale.Remove(modifierKey);
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set.Constant.Remove(modifierKey);
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// An entry with nothing attached is no entry: a modifier that is gone leaves no trace in the resolver.
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if (set.Scale.Count == 0 && set.Constant.Count == 0)
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_modifiers.Remove(entry);
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}
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_cache.Remove(entry);
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}
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@ -113,7 +113,7 @@ public sealed class ConsumableTests : IDisposable
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Assert.Equal(20f, rig.Engine.Evaluate(rig.Thrust), 3);
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Assert.True(resolver.ModifierEntryCount > baseline);
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Tick(rig, 3, .3f); // 0.9s elapsed in all: expired on the third of these ticks
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Tick(rig, 3, .3f); // 1.5s elapsed in all: the effect ran out on the fourth tick
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Assert.Equal(10f, rig.Engine.Evaluate(rig.Thrust), 3);
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Assert.Equal(baseline, resolver.ModifierEntryCount);
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}
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@ -760,11 +760,7 @@ public sealed class LoadoutTests : IDisposable
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var items = new ItemManager(cache, new ProvenanceLedger(), RunSaveTests.TestSettings(), _ => { });
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var hullItem = (EquippableItem) items.CreateInstance(items.CreateLot(hullData, maker, .5f));
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var ship = new Ship(items, null, hullItem, new EntitySettings());
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// ItemManager.CreateInstance has no ConsumableItemData branch (it only special-cases EquippableItemData,
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// falling back to CompoundCommodity otherwise); build the instance directly, as that method does for
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// EquippableItem.
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var consumableLot = items.CreateLot(consumableData, maker, .5f);
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var consumableItem = new ConsumableItem { Data = cache.RefOf<ItemData>(consumableData), Lot = consumableLot };
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var consumableItem = (ConsumableItem) items.CreateInstance(items.CreateLot(consumableData, maker, .5f));
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var effect = new ConsumableItemEffect(consumableItem, ship);
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effect.Update(5f); // half the duration elapsed -> progress .5 -> effectiveness .5 on a linear ramp
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