F3: an empty tier is not a satisfied tier, and sub-epsilon demand pays its way

AllocateTiers treated any tier whose summed demand was at or below 1e-4 as
"fully met" (ratio 1) without ever subtracting it from `remaining`. Two bugs:
a tier with no consumers equipped in it at all read as 1f, the exact "fully
supplied" signal a UI is meant to trust, even on a fully blacked-out ship
(measured: Critical 0 demand reads "fine" right next to a genuinely starved
High); and a tier with a real but tiny demand (down to 5e-5) was granted out
of nothing and never charged against the ship's actual generation, letting a
lower tier get overfed by the sliver the higher one was never billed for.

AllocateTiers now tracks which tiers actually have a consumer separately from
their summed demand. A tier with no consumer reports the new PowerBus.NoDemand
sentinel (NaN), never 1f. A tier with a consumer whose own request truly is
zero this tick is trivially satisfied (ratio 1, nothing to be short of). Any
other demand, however small, goes through the same grant/remaining arithmetic
as every other tier.

Pinned in tests/Aetheria.Shared.Tests/PowerTierTests.cs:
SubEpsilonDemandGetsNoGrantAtTotalBlackout,
HigherTierSubEpsilonDemandIsStillSubtractedFromRemaining, and
EmptyTierAtBlackoutReportsNoDemandNotFullySupplied -- all fail under the
reverted (<=1e-4 free-pass) mutation. Updated
ATierWithNoDemandPassesItsShareDown's own empty-tier assertion, which had
pinned the bug itself ("empty tiers read as fully met").

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-19 05:15:30 +02:00
commit f36effd70b
2 changed files with 85 additions and 6 deletions

View file

@ -52,16 +52,25 @@ public class PowerBus
// TierGrantRatio or the item's own PowerSupply for that.
public float GrantRatio { get; private set; } = 1f;
// F3 (docs/stats-and-power-cut.md, Soul pass 2026-09-19): the sentinel AllocateTiers writes for a tier with no
// consumers equipped in it at all. Distinct from 1f -- an empty tier has not been "fully supplied," there was
// nothing to supply, and reporting it as 1f is exactly the fully-satisfied signal a UI is meant to read as
// "this tier is fine," on a ship that may be fully blacked out. A reader must treat NaN as "nothing to report
// here," not as satisfied or starved.
public const float NoDemand = float.NaN;
// Cut 5: this tick's within-tier grant ratio, indexed by PowerTiers.Critical..Utility. 1f means that tier's
// demand was fully met (including a tier with no demand at all, per the array's own default-init); anything
// below 1f is exactly the "starved" state a future UI (Cut 8) reads instead of reconstructing it from
// demand was fully met; NoDemand (NaN) means the tier has no consumers at all (see NoDemand above); anything
// else below 1f is exactly the "starved" state a future UI (Cut 8) reads instead of reconstructing it from
// per-item PowerSupply. A tier below a starved one is always 0f -- §1.3's "a tier boundary does not leak".
public float[] TierGrantRatio { get; } = InitFullTiers();
// Before the bus has ever run a Step, there is no grant information at all yet -- not "fully supplied,"
// "nothing to report" (NoDemand), same as an empty tier reads once Step does run.
private static float[] InitFullTiers()
{
var ratios = new float[PowerTiers.Count];
for (var i = 0; i < ratios.Length; i++) ratios[i] = 1f;
for (var i = 0; i < ratios.Length; i++) ratios[i] = NoDemand;
return ratios;
}
@ -157,14 +166,28 @@ public class PowerBus
private void AllocateTiers(List<Draw> draws)
{
var tierDemand = new float[PowerTiers.Count];
foreach (var draw in draws) tierDemand[draw.Tier] += draw.Request;
// F3 (docs/stats-and-power-cut.md, Soul pass 2026-09-19): demand alone cannot tell "no consumer is
// equipped in this tier" from "a real consumer is equipped here and its own request happens to be 0 (or
// effectively 0) this tick" -- both sum to the same tierDemand. Only the first is actually empty; the
// second still has an item reading this tier's ratio back as its own PowerSupply, and that item is owed
// a real answer (trivially 1: it asked for nothing, so nothing it could be short of), not NoDemand.
var tierHasConsumer = new bool[PowerTiers.Count];
foreach (var draw in draws) { tierDemand[draw.Tier] += draw.Request; tierHasConsumer[draw.Tier] = true; }
var remaining = TotalGrant;
var ratios = TierGrantRatio;
for (var tier = 0; tier < PowerTiers.Count; tier++)
{
// A tier with genuinely no consumers is not satisfied, it is empty: report NoDemand, not the "fully
// supplied" signal 1f. Nothing to subtract from `remaining` either way.
if (!tierHasConsumer[tier]) { ratios[tier] = NoDemand; continue; }
var demand = tierDemand[tier];
if (demand <= 1e-4f) { ratios[tier] = 1f; continue; }
// This used to short-circuit ANY demand at or below 1e-4 the same way as a genuinely empty tier,
// which both reported a grant nobody made (an item reading ratio 1 while the ship generates nothing,
// down to Soul's own probe at 5e-5) and leaked that tier's unsubtracted share to every lower one. A
// consumer requesting truly nothing (demand <= 0f exactly) is trivially fully met; anything above
// that, however tiny, is rationed like any other tier.
if (demand <= 0f) { ratios[tier] = 1f; continue; }
var grant = min(demand, remaining);
ratios[tier] = saturate(grant / demand);
remaining -= grant;