The bus billed every active IPowerConsumer, but a behaviour group stops at its
Thermotoggle: a heater above its target never runs its EnergyDraw, yet its
full draw (1000-2500/s) was charged every tick. On an idle station that kept
the reactor in permanent deficit, overloading at overload efficiency. The bus
now skips a consumer whose group has a closed thermostat ahead of it, the same
rule it already applies to inactive items; Thermotoggle.Open is the one
statement of when a thermostat is open, and Execute returns it.
Tests (Soul's F2; S17 survived before): from a hull at one uniform temperature,
one tick below the heater's target raises its cells and one above does not, so
the heater's own contribution is measured with no reactor heat in it; and the
bus bills the heater's draw below its target and not above.
This does not keep an idle station warm (Soul's F1, reported separately): the
reactor's throttled idle heat alone still drives it past its plateau.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
PowerBus.Step billed every equipped IPowerConsumer's request unconditionally
and admitted a reactor on Item.Online alone, but Entity.Update only ever runs
a behaviour's Execute when the item is Active (Enabled && Online). A consumer
the player switched off never executes and never spends anything, yet was
still billed, starving live consumers and draining capacitors for nobody. A
reactor switched off stayed Online and kept generating even though
Reactor.Execute (which produces the heat receipt) never ran for it: free,
heat-free power.
Both directions now gate on the same predicate the rest of Entity uses:
item.Active.Value.
Pinned in tests/Aetheria.Shared.Tests/PowerBusTests.cs:
DisabledConsumerContributesNoDemand and DisabledReactorGeneratesNoPower --
both fail under the reverted (Online-only / unconditional) mutation.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
docs/stats-and-power-cut.md Cut 6, purely additive per its own map: the enum member, the
resolver's generation-cache and the bus's PowerSupply write already existed (Cuts 2/3/5)
as an identity everywhere. This lands the two things Cut 6 actually adds.
The curve: EquippedItem.PowerSupplyFactor now returns pow(PowerSupply, exponent) instead
of the Cut-3 identity stub, so a stat that declares a PowerSupply term degrades as this
tick's grant falls and reads unchanged at full supply (pow(1, n) == 1 regardless of n).
PowerBus.AllocateTiers now invalidates StatSource.PowerSupply once per draw per tick -- the
missing half of the wiring named in the cut map -- so the resolver actually recomputes when
the grant moves, using the same per-source generation scheme Heat/Durability already use
(unconditional, at most once per tick, never touching a stat that did not declare the
source).
The request-independence rule: a stat that decides a power request may not depend on power
supply, directly or through a modifier chain. Direct dependency is checked statically
(StatValidation.ValidateNoPowerSupplyOnRequest, ItemData.cs) against a fixed registry of
(BehaviorData type, field) pairs -- the one PerformanceStat each IPowerConsumer's own
PowerRequest evaluates as its request, a compile-time fact rather than something authored
per instance -- and runs at catalog load (AetheriaStores.Open), at Upsert, and again at
equip (EquippedItem's constructor) as defense against the two named bypasses that write a
catalog document without going through Upsert. The modifier-chain half is dynamic
(StatModifier.ValidateNoPowerSupplyChain): a modifier's own magnitude stat is walked
through the same magnitude->target edges ValidateNoCycle already builds for the self-cycle
check, and refused at Initialize (equip time) if it is power-tainted and targets a known
request stat, naming both items.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
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>
Deletes Entity.CanConsumeEnergy/TryConsumeEnergy and Reactor's own capacitor
draining/filling (the demand-mechanism halves of Reactor.cs:90-141); adds
PowerBus (one per Entity, stepped once per tick before equipment executes),
IPowerConsumer on the five continuous draw sites (EnergyDraw, Thruster,
AetherDrive, Radiator, ConstantWeapon), and EquippedItem.PowerSupply as the
bus's grant ratio. Reactor keeps only its heat/throttle arithmetic, now driven
by PowerBus.NetDraw instead of an accumulator any behaviour could add into.
The four instant draws (InstantWeapon's burst/shot, Sensor's ping, Shield's hit
taken) are out of scope for the bus this cut per the map; they spend capacitor
charge directly and atomically via the new Entity.TrySpendCapacitorCharge/
CanSpendCapacitorCharge, replacing TryConsumeEnergy's old partial-drain-then-
refuse bug for that path too. Named, temporary exception closed by Cut 4.
docs/stats-and-power-cut.md Cut 3.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>