/* 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 System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Reflection; using GameCult.Caching; using MessagePack; using Newtonsoft.Json; using CultMath; using static CultMath.math; using float2 = CultMath.float2; using int2 = CultMath.int2; [Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)] public class Shape { [JsonProperty("name"), Key(0)] public bool[,] Cells; private bool _dirty = true; public Shape() { Cells = new bool[1,1]; Cells[0, 0] = true; } public Shape(int width, int height) { Cells = new bool[width, height]; } [IgnoreMember] public int Width { get { return Cells.GetLength(0); } set { Resize(value, Height); } } [IgnoreMember] public int Height { get { return Cells.GetLength(1); } set { Resize(Width, value); } } public void Resize(int width, int height) { var newCells = new bool[width, height]; for (int x = 0; x < width; x++) { for (int y = 0; y < height; y++) { newCells[x, y] = x >= Width || y >= Height || Cells[x, y]; } } Cells = newCells; } private static int mod(int x, int m) { int r = x%m; return r<0 ? r+m : r; } public int2 Rotate(int2 position, ItemRotation rotation) { return rotation switch { ItemRotation.Clockwise => int2(position.y, Width - 1 - position.x), ItemRotation.Reversed => int2(Width - 1 - position.x, Height - 1 - position.y), ItemRotation.CounterClockwise => int2(Height - 1 - position.y, position.x), _ => int2(position.x, position.y) }; } private int2[] _cachedShapeCoordinates; [IgnoreMember] public int2[] Coordinates { get { if (_dirty) { _cachedShapeCoordinates = EnumerateShapeCoordinates().ToArray(); _dirty = false; } return _cachedShapeCoordinates; } } private IEnumerable EnumerateShapeCoordinates() { for (int y = 0; y < Height; y++) { for(int x = 0; x < Width; x++) { if(Cells[x,y]) yield return int2(x, y); } } } private int2[] _cachedAllShapeCoordinates; [IgnoreMember] public int2[] AllCoordinates => _cachedAllShapeCoordinates ?? (_cachedAllShapeCoordinates = EnumerateAllShapeCoordinates().ToArray()); private IEnumerable EnumerateAllShapeCoordinates() { for (int y = 0; y < Height; y++) { for(int x = 0; x < Width; x++) { yield return int2(x, y); } } } private float2? _centerOfMass; [IgnoreMember] public float2 CenterOfMass => _centerOfMass ?? (_centerOfMass = Coordinates .Aggregate(float2.zero, (total, coord) => total + coord) / Coordinates.Length).Value; public bool this[int2 pos] { get { return pos.x >= 0 && pos.y >= 0 && pos.x < Width && pos.y < Height && Cells[pos.x, pos.y]; } set { if (pos.x < 0 || pos.y < 0 || pos.x >= Width || pos.y >= Height) return; _dirty = true; Cells[pos.x, pos.y] = value; } } public Shape Shrink() { var shape = new Shape(Width, Height); foreach(var shapeCoord in Coordinates) shape[shapeCoord] = ( this[shapeCoord + int2(-1,-1)] && this[shapeCoord + int2(0,-1)] && this[shapeCoord + int2(1,-1)] && this[shapeCoord + int2(-1,0)] && this[shapeCoord + int2(1,0)] && this[shapeCoord + int2(-1,1)] && this[shapeCoord + int2(0,1)] && this[shapeCoord + int2(1,1)] ); return shape; } public Shape Inset(Shape inset, int2 insetPosition, ItemRotation rotation = ItemRotation.None) { var shape = new Shape(max(Width,insetPosition.x + inset.Width - 1), max(Height, insetPosition.y + inset.Height - 1)); foreach (var v in inset.Coordinates) { var insetCoord = inset.Rotate(v, rotation) + insetPosition; shape[insetCoord] = true; } return shape; } public Shape Expand() { var shape = new Shape(Width, Height); foreach (var shapeCoord in AllCoordinates) shape[shapeCoord] = ( this[shapeCoord + int2(-1,-1)] || this[shapeCoord + int2(0,-1)] || this[shapeCoord + int2(1,-1)] || this[shapeCoord + int2(-1,0)] || this[shapeCoord] || this[shapeCoord + int2(1,0)] || this[shapeCoord + int2(-1,1)] || this[shapeCoord + int2(0,1)] || this[shapeCoord + int2(1,1)] ); return shape; } // TODO: Use the power of math to optimize this function! // Try to find a rotation and position with which a shape can be placed to fit within another shape public bool FitsWithin(Shape other, out ItemRotation rotation, out int2 position) { // Try every item orientation foreach(var rot in (ItemRotation[])Enum.GetValues(typeof(ItemRotation))) { rotation = rot; if (FitsWithin(other, rot, out var pos)) { position = pos; return true; } } rotation = ItemRotation.None; position = int2.zero; return false; } // Try to find a position with which a shape can be placed to fit within another shape public bool FitsWithin(Shape other, ItemRotation rotation, out int2 position) { var width = rotation == ItemRotation.Clockwise || rotation == ItemRotation.CounterClockwise ? Height : Width; var height = rotation == ItemRotation.Clockwise || rotation == ItemRotation.CounterClockwise ? Width : Height; // Try every item position that could possibly fit for(int x = 0; x < other.Width - width + 1; x++) { for (int y = 0; y < other.Height - height + 1; y++) { position = int2(x, y); var fits = true; foreach (var v in Coordinates) { fits = fits && other[Rotate(v, rotation) + position]; if (!fits) break; } if (fits) return true; } } position = int2.zero; return false; } // Set every cell on the line from a to b to true according to Bresenham's Line Algorithm public void SetLine(float2 a, float2 b) { if (a.Equals(b)) { return; } // If line gradient is steep, swap x and y bool steep = Math.Abs(b.y - a.y) > Math.Abs(b.x - a.x); if (steep) { a = new float2(a.y, a.x); b = new float2(b.y, b.x); } // If b is closer to the origin than a, swap a and b. if (a.x > b.x) { var temp = a; a = b; b = temp; } float dx = b.x - a.x; float dy = b.y - a.y; float derr = Math.Abs(dy / dx); // dx != 0 int y = (int) Math.Round(a.y); int xStart = (int) Math.Round(a.x); float error = (a.y - y) + (xStart - a.x) * derr; for (int x = xStart; x <= (int) Math.Round(b.x); x++) { if (x >= 0 && x < Width && y >= 0 && y < Height) { Cells[steep ? y : x, steep ? x : y] = true; } error += derr; if (error >= 0.5f) { y += Math.Sign(dy); error -= 1f; } } } } [JsonObject(MemberSerialization.OptIn)] public abstract class ItemData { [Inspectable, CultName, JsonProperty("name"), Key(1)] public string Name; [Inspectable, CultInspectorTextArea, JsonProperty("description"), Key(2)] public string Description; // MessagePack key 3 belonged to a removed creator/faction reference field; do not reuse it. That provenance // now lives on FactionProductData, and branding is derived, never stored on the design. [Inspectable, JsonProperty("mass"), Key(4)] public float Mass; [InspectableSchematicShape, JsonProperty("shape"), Key(5)] public Shape Shape; // Heat needed to change temperature of 1 gram by 1 degree [Inspectable, JsonProperty("specificHeat"), Key(6)] public float SpecificHeat = 1; [Inspectable, JsonProperty("conductivity"), Key(7)] public float Conductivity = 1; [Inspectable, JsonProperty("price"), Key(8)] public int Price = 0; } [CultDocument("aetheria.simplecommoditydata", "1"), Inspectable, MessagePackObject] public class SimpleCommodityData : ItemData { // MessagePack keys 6, 7, 8 and 11 belonged to removed resource-distribution fields; do not reuse them. [Inspectable, JsonProperty("maxStackSize"), Key(9)] public int MaxStack = 10; [Inspectable, JsonProperty("category"), Key(10)] public SimpleCommodityCategory Category; } [JsonObject(MemberSerialization.OptIn)] public abstract class CraftedItemData : ItemData { // The named slots this design is assembled from. A stat may read the quality of the part filling one. [Inspectable, JsonProperty("roles"), Key(9)] public List Roles = new List(); } // One slot in a design: every laser has a focusing array. A role is a name and nothing else. What fills it is // a quality, authored per role by each manufacturer's product; the part itself earns a record when crafting // needs one to exist. [MessagePackObject, JsonObject(MemberSerialization.OptIn)] public class ItemRole { [Inspectable, JsonProperty("name"), Key(0)] public string Name; } [CultDocument("aetheria.compoundcommoditydata", "1"), Inspectable, MessagePackObject] public class CompoundCommodityData : CraftedItemData { [Inspectable, CultReference(typeof(PersonalityAttribute), many: true), JsonProperty("demandProfile"), Key(10)] public Dictionary, float> DemandProfile = new Dictionary, float>(); [Inspectable, JsonProperty("category"), Key(11)] public CompoundCommodityCategory Category; } [CultDocument("aetheria.consumableitemdata", "1"), Inspectable, MessagePackObject] public class ConsumableItemData : CraftedItemData { [Inspectable, JsonProperty("behaviors"), Key(10)] public List Behaviors = new List(); [Inspectable, JsonProperty("stackable"), Key(11)] public bool Stackable; [Inspectable, JsonProperty("duration"), Key(12)] public float Duration; [Inspectable, CultInspectorAssetGuid, JsonProperty("icon"), Key(13)] public string Icon; [Inspectable, JsonProperty("effectiveness"), Key(14)] public BezierCurve Effectiveness; } [JsonObject(MemberSerialization.OptIn)] public abstract class EquippableItemData : CraftedItemData { [Inspectable, CultInspectorAssetGuid, JsonProperty("schematic"), Key(10)] public string Schematic; [Inspectable, JsonProperty("behaviors"), Key(11)] public List Behaviors = new List(); [Inspectable, JsonProperty("durability"), Key(12)] public float Durability; // R-heat requires every equippable to carry a coherent heat response (StatValidation.ValidateHeatResponse // refuses a zero-span range), so these four fields default to a legal, non-degenerate placeholder rather // than to a zero-span trap -- the same shape HeatResponseTests' own fixture authors by hand. A design that // cares about its thermal behaviour overrides all four; one that does not (most test fixtures, most gear // that predates R-heat and has not been reviewed) still opens and evaluates sanely instead of refusing to // load or resolving to a permanently-dead Performance(). [InspectableTemperature, JsonProperty("minTemp"), Key(13)] public float MinimumTemperature = 0; [InspectableTemperature, JsonProperty("maxTemp"), Key(14)] public float MaximumTemperature = 100; // [InspectableField, JsonProperty("durabilityExponent"), Key(15), SimplePerformanceStat] // public PerformanceStat DurabilityExponent = new PerformanceStat(); // // [InspectableField, JsonProperty("heatExponent"), Key(16), SimplePerformanceStat] // public PerformanceStat HeatExponent = new PerformanceStat(); // MessagePack key 17 belonged to HeatPerformanceCurve, a BezierCurve; R-heat (docs/stats-and-power-cut.md) // replaced the authored shape with minimum, maximum, optimum and plateau width. Do not reuse. [Inspectable, JsonProperty("resilience"), Key(18)] public float ThermalResilience = 1; // [Inspectable, JsonProperty("sfx"), Key(19)] // public string SoundEffectTrigger; [Inspectable, CultInspectorAssetGuid, JsonProperty("actionIcon"), Key(20)] public string ActionBarIcon; [Inspectable, JsonProperty("soundBank"), Key(21)] public uint SoundBank; [Inspectable, JsonProperty("audioStats"), Key(22)] public List AudioStats = new List(); [IgnoreMember] public abstract HardpointType HardpointType { get; } // R-heat (docs/stats-and-power-cut.md): the authored shape is minimum, maximum (both above), optimum and // plateau width. Where the part likes to be, and how forgiving it is. Authored, not derived -- the 100-sample // bezier scan that used to infer this from HeatPerformanceCurve is gone, and so is its cache. [InspectableTemperature, JsonProperty("optimalTemperature"), Key(30)] public float OptimalTemperature = 50; // The band, centered on OptimalTemperature, across which performance is 1. Plateau width is the // operational-lifespan lever: inside it, Wear's thermal term is zero (Performance() returns exactly 1), so a // well-managed item takes wear only from deltaTemp (Entity.cs UpdatePerformance). [Inspectable, JsonProperty("plateauWidth"), Key(31)] public float PlateauWidth = 20; // Performance is 1 across the plateau and falls linearly to 0 at each bound -- asymmetric whenever the // optimum is off-centre, which is how most gear behaves and how negent gear inverts. The plateau clamps to // the bounds rather than poking past them, defensively, though StatValidation already refuses an authored // overshoot at load -- this is redundant, not load-bearing. public float Performance(float temperature) { if (temperature <= MinimumTemperature || temperature >= MaximumTemperature) return 0f; var halfPlateau = PlateauWidth * 0.5f; var plateauLow = max(MinimumTemperature, OptimalTemperature - halfPlateau); var plateauHigh = min(MaximumTemperature, OptimalTemperature + halfPlateau); if (temperature >= plateauLow && temperature <= plateauHigh) return 1f; if (temperature < plateauLow) return saturate(unlerp(MinimumTemperature, plateauLow, temperature)); return saturate(unlerp(MaximumTemperature, plateauHigh, temperature)); } } [Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)] public class AudioStat { [Inspectable, JsonProperty("parameter"), Key(0)] public uint Parameter; [Inspectable, JsonProperty("stat"), Key(1)] public PerformanceStat Stat = new PerformanceStat(); } [CultDocument("aetheria.geardata", "1"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)] public class GearData : EquippableItemData { [Inspectable, JsonProperty("hardpointType"), Key(23)] public HardpointType Hardpoint; [IgnoreMember] public override HardpointType HardpointType => Hardpoint; } [CultDocument("aetheria.cargobaydata", "1"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)] public class CargoBayData : EquippableItemData { [Inspectable, JsonProperty("interiorShape"), Key(24)] public Shape InteriorShape; [IgnoreMember] public override HardpointType HardpointType => HardpointType.Tool; } [CultDocument("aetheria.dockingbaydata", "1"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)] public class DockingBayData : CargoBayData { [Inspectable, JsonProperty("maxSize"), Key(25)] public int2 MaxSize; } [CultDocument("aetheria.weaponitemdata", "1"), MessagePackObject, JsonObject(MemberSerialization.OptIn)] public class WeaponItemData : GearData { [Inspectable, JsonProperty("range"), Key(24)] public WeaponRange WeaponRange; [Inspectable, JsonProperty("caliber"), Key(25)] public WeaponCaliber WeaponCaliber; [Inspectable, JsonProperty("weaponType"), Key(26)] public WeaponType WeaponType; [Inspectable, JsonProperty("fireTypes"), Key(27)] public WeaponFireType WeaponFireTypes; [Inspectable, JsonProperty("modifiers"), Key(28)] public WeaponModifiers WeaponModifiers; } [CultDocument("aetheria.hulldata", "1"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)] public class HullData : EquippableItemData { [Inspectable, JsonProperty("hardpoints"), Key(23)] public List Hardpoints = new List(); [Inspectable, CultInspectorAssetGuid, JsonProperty("prefab"), Key(24)] public string Prefab; [Inspectable, JsonProperty("hullType"), Key(25)] public HullType HullType; [Inspectable, JsonProperty("gridOffset"), Key(26)] public float GridOffset; [Inspectable, JsonProperty("armor"), Key(27)] public float Armor; [Inspectable, JsonProperty("drag"), Key(28)] public float Drag; [Inspectable, JsonProperty("canTow"), Key(29)] public bool CanTow; [IgnoreMember] public Shape InteriorCells { get { if (_interiorCells == null) { _interiorCells = Shape.Shrink(); } return _interiorCells; } } private Shape _interiorCells; [IgnoreMember] public override HardpointType HardpointType => HardpointType.Hull; } [Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)] public class HardpointData { [Inspectable, JsonProperty("type"), Key(0)] public HardpointType Type; [Inspectable, JsonProperty("position"), Key(1)] public int2 Position; [Inspectable, JsonProperty("shape"), Key(2)] public Shape Shape = new Shape(); [Inspectable, JsonProperty("transform"), Key(3)] public string Transform; [Inspectable, JsonProperty("rotation"), Key(4)] public ItemRotation Rotation; [Inspectable, JsonProperty("armor"), Key(5)] public float Armor; public override string ToString() { return $"{Enum.GetName(typeof(HardpointType), Type)} Hardpoint {Rotation.Arrow()}"; } [IgnoreMember] public float3 TintColor { get { return GetColor(Type); } } public static float3 GetColor(HardpointType type) { if (_tintColors == null) { var hardpointTypes = (HardpointType[]) Enum.GetValues(typeof(HardpointType)); _tintColors = hardpointTypes.ToDictionary(x => x, x => ColorMath.HsvToRgb(float3(frac((float)(int)x/hardpointTypes.Length + .25f), 1, 1))); } return _tintColors.ContainsKey(type) ? _tintColors[type] : _tintColors[HardpointType.Hull]; } private static Dictionary _tintColors; } // What a PerformanceStat reads to resolve one number: the lot it prices quality against, and the per-context // factors that used to be three separate Evaluate bodies. EquippedItem, ConsumableItemEffect and the // unequipped case (ItemManager's own private context) are the three implementations; each supplies only the // sources it has, and says so through what it returns rather than through a second, quietly different formula. // Cut 1 (docs/stats-and-power-cut.md): each factor now takes the declaring term's own exponent rather than // reading a fixed field off the stat, because the stat no longer carries one fixed field per source. public interface IStatContext { Lot Lot { get; } float HeatFactor(float exponent); float DurabilityFactor(float exponent); // Progress through a consumable effect's duration, standing in for "condition" on a consumable the way heat // does for equipped gear. Only ConsumableItemEffect has one; every other context is the identity (1). float ConsumableProgressFactor(float exponent); // Cut 6 (the power bus) wires this to a real brownout curve. Until then no catalog stat declares a // PowerSupply term, and every context answers the identity so the enum member can exist now without a // resolver to back it. float PowerSupplyFactor(float exponent); float ScaleModifier(PerformanceStat stat); float ConstantModifier(PerformanceStat stat); } // The declared sources a stat term can read. Closed: adding a member is a schema change with a census // (docs/stats-and-power-cut.md §2). public enum StatSource { Heat, Durability, Quality, PowerSupply, ConsumableProgress } // One declared dependency of a stat: a source and the exponent it is raised to inside the stat's Min/Max // interpolation. Role is meaningful only for Quality; PerformanceStat.Evaluate refuses it elsewhere. [MessagePackObject, JsonObject(MemberSerialization.OptIn)] public class StatTerm { [JsonProperty("source"), Key(0)] public StatSource Source; [JsonProperty("exponent"), Key(1)] public float Exponent; // The design role whose part quality this term reads; unset reads the item's own workmanship quality. // Njordr states the same rule as a derivation over dimensions; this is that rule with one dimension. [Inspectable, JsonProperty("role"), Key(2)] public string Role; } [MessagePackObject, JsonObject(MemberSerialization.OptIn)] public class PerformanceStat { [JsonProperty("min"), Key(0)] public float Min; [JsonProperty("max"), Key(1)] public float Max; // MessagePack keys 2, 3, 4 and 5 belonged to fixed exponent fields (HeatExponentMultiplier, // DurabilityExponentMultiplier, QualityExponent, FromRole) now expressed as declared Terms below; do not // reuse them. [Inspectable, JsonProperty("terms"), Key(6)] public List Terms = new List(); // Cut 2 (docs/stats-and-power-cut.md): this catalog object used to hold two Dictionary fields // here, keyed by every entity that ever evaluated it, with no removal -- the leak (§0.3). A stat is shared; // a resolved value, and the modifiers that shape it, are not. Both now live in the entity's own StatResolver // (StatResolver.cs), reachable only from the entity, so they die when the entity does instead of when the // process does. Do not reintroduce per-entity state here under any name. // The one evaluation path. A stat with no terms resolves to Max (the identity factor, 1, times Min/Max // interpolation lands on the top) -- that is the same number a stat with all-zero exponents produced before // this cut, because pow(x, 0) == 1 regardless of x. Callers keep their own NaN handling: an unequipped read // throws with diagnostic detail, an equipped or consumable read falls back to Min. That disagreement is not // named as a defect, so it is not touched here. public float Evaluate(IStatContext context) { var factor = 1f; foreach (var term in Terms) { factor *= term.Source switch { // F6 (docs/stats-and-power-cut.md Cut 2 Soul pass): nothing ever calls Resolver.InvalidateSource // for StatSource.Quality. Harmless today because EquippedItem.Lot is set once in the constructor // and never reassigned, so the value this reads never actually moves under a live resolver entry. // §0b designs an upgrade as a lot swap the resolver must see ("an upgrade mints a new lot and // repoints the item, which the resolver sees as a quality-source change") -- that repoint does not // exist yet. Whichever cut adds it must also call InvalidateSource(item, StatSource.Quality) at // the point EquippedItem.Lot is reassigned, or every Quality-termed stat keeps the pre-upgrade // value forever. StatSource.Quality => pow(context.Lot.QualityForRole(term.Role), term.Exponent), StatSource.Heat => context.HeatFactor(term.Exponent), StatSource.Durability => context.DurabilityFactor(term.Exponent), StatSource.ConsumableProgress => context.ConsumableProgressFactor(term.Exponent), StatSource.PowerSupply => context.PowerSupplyFactor(term.Exponent), _ => throw new ArgumentOutOfRangeException(nameof(term.Source), term.Source, $"Unknown StatSource on {Min}-{Max} stat") }; } return lerp(Min, Max, factor) * context.ScaleModifier(this) + context.ConstantModifier(this); } } // Cut 1's loud refusal: the heat-response shape (min, max, optimum, plateau width) must describe a coherent // range. Runs at catalog load (AetheriaStores.Open) and at every catalog write that goes through // CultRecordRefs.Upsert (AetheriaStores.cs). That is not, in fact, every catalog write in this repository: two // named holes exist, not one. // - CultCache Studio's generic document editor writes straight through CultCache, bypassing Upsert, and Studio // exposes no per-document validation hook to attach to yet. // - tools/AetherDb/Program.cs's Dangling command (:271-274) lands its repaired records through // `db.Cache.Commit(batch => batch.Upsert(document.GetType(), document, key))` -- CultCache's own batch API, // keyed explicitly to preserve the record's existing identity, not the validating extension method above. A // dangling-ref fixup can therefore land an EquippableItemData or ConsumableItemData with an invalid heat // response or an unresolvable stat modifier reference, and `Open` would refuse it only the next time someone // reopens the file, not at the moment `apply` writes it. Both gaps are named here rather than silently assumed // closed. public static class StatValidation { public static void ValidateHeatResponse(EquippableItemData data) { if (float.IsNaN(data.MinimumTemperature) || float.IsNaN(data.MaximumTemperature) || float.IsNaN(data.OptimalTemperature) || float.IsNaN(data.PlateauWidth)) throw new InvalidOperationException( $"{data.Name}: heat response carries NaN (min {data.MinimumTemperature}, max {data.MaximumTemperature}, " + $"optimum {data.OptimalTemperature}, plateau {data.PlateauWidth})"); if (data.MinimumTemperature == data.MaximumTemperature) throw new InvalidOperationException( $"{data.Name}: MinimumTemperature and MaximumTemperature are both {data.MinimumTemperature} -- a " + "zero-span range is dead at every temperature, which is an authoring error, not an authored immunity"); if (data.OptimalTemperature < data.MinimumTemperature || data.OptimalTemperature > data.MaximumTemperature) throw new InvalidOperationException( $"{data.Name}: OptimalTemperature {data.OptimalTemperature} lies outside its bounds " + $"[{data.MinimumTemperature}, {data.MaximumTemperature}]"); if (data.PlateauWidth < 0) throw new InvalidOperationException($"{data.Name}: PlateauWidth {data.PlateauWidth} is negative"); var halfPlateau = data.PlateauWidth * 0.5f; var plateauLow = data.OptimalTemperature - halfPlateau; var plateauHigh = data.OptimalTemperature + halfPlateau; if (plateauLow < data.MinimumTemperature || plateauHigh > data.MaximumTemperature) throw new InvalidOperationException( $"{data.Name}: plateau [{plateauLow}, {plateauHigh}] pokes past its bounds " + $"[{data.MinimumTemperature}, {data.MaximumTemperature}] -- the plateau must clamp to the bounds, " + "not exceed them"); } // Cut 2 (docs/stats-and-power-cut.md): a StatReference names its target by (type name, field name) so a // modifier can point at any design or behaviour without a hard type reference -- but before this cut an // unresolvable reference failed silently: StatModifier.Initialize left `_stats` null and the first // ApplyModifier threw an unhelpful NullReferenceException at random equip time. Resolving it here, once, // memoized, and failing loudly at catalog load or Upsert (through ValidateStatModifiers below) names the // record instead of leaving the bug for whoever equips the item first. private static readonly Dictionary<(string Target, string Stat), (Type Type, FieldInfo Field)> _resolvedStatFields = new Dictionary<(string, string), (Type, FieldInfo)>(); private static Type[] _statReferenceTypes; private static Type[] StatReferenceTypes => _statReferenceTypes ??= typeof(BehaviorData).GetAllChildClasses() .Concat(typeof(EquippableItemData).GetAllChildClasses()).ToArray(); public static (Type Type, FieldInfo Field) ResolveStatField(StatReference reference) { var key = (reference.Target, reference.Stat); if (_resolvedStatFields.TryGetValue(key, out var cached)) return cached; var targetType = StatReferenceTypes.FirstOrDefault(t => t.Name == reference.Target); var field = targetType?.GetFields().FirstOrDefault(f => f.FieldType == typeof(PerformanceStat) && f.Name == reference.Stat); if (targetType == null || field == null) throw new InvalidOperationException( $"stat modifier targets \"{reference.Target}.{reference.Stat}\", which does not resolve to a PerformanceStat field"); var resolved = (targetType, field); _resolvedStatFields[key] = resolved; return resolved; } // Runs wherever ValidateHeatResponse runs (AetheriaStores.Open, CultRecordRefs.Upsert): every StatModifierData // authored on this design must resolve, named here rather than at whichever equip happens to hit it first. public static void ValidateStatModifiers(string ownerName, IEnumerable behaviors) { foreach (var behavior in behaviors) if (behavior is StatModifierData modifier) try { ResolveStatField(modifier.Stat); } catch (InvalidOperationException ex) { throw new InvalidOperationException($"{ownerName}: {ex.Message}"); } } // Cut 6 (docs/stats-and-power-cut.md): "a stat that decides a power request may not depend on power supply, // directly or through a modifier chain, and no stat may depend on itself." IPowerConsumer.PowerRequest(dt) // never hands the bus a number it invented on the spot -- each implementation evaluates exactly one fixed // PerformanceStat field on its own BehaviorData (Thruster reads EnergyUsage, EnergyDraw reads EnergyDraw, and // so on). That field is a compile-time fact about the C# type, not something authored per catalog instance, // so it is named here once -- the same (type, field) address ResolveStatField already uses for // StatReference -- rather than adding a second reflection idiom or a per-instance flag. Naming it here (not a // new interface member on IPowerConsumer) means the check needs no Behavior instance, no EquippedItem and no // Entity: it can run over the catalog's own Data objects, at load and at Upsert, before anything is ever // equipped. public static readonly (Type Type, string Field)[] PowerRequestFields = { (typeof(EnergyDrawData), nameof(EnergyDrawData.EnergyDraw)), (typeof(ThrusterData), nameof(ThrusterData.EnergyUsage)), (typeof(ConstantWeaponData), nameof(WeaponData.Energy)), (typeof(InstantWeaponData), nameof(WeaponData.Energy)), (typeof(SensorData), nameof(SensorData.PingEnergy)), (typeof(ShieldData), nameof(ShieldData.Capacity)), (typeof(RadiatorData), nameof(RadiatorData.EnergyUsage)), (typeof(AetherDriveData), nameof(AetherDriveData.EnergyDraw)), }; // The direct half of the rule: a request stat's own declared Terms must not name PowerSupply. Runs wherever // ValidateHeatResponse/ValidateStatModifiers run (AetheriaStores.Open, CultRecordRefs.Upsert) plus once more // at equip (EquippedItem's constructor, Entity.cs) as defense against the two named bypasses that write a // catalog document without going through Upsert (CultCache Studio's generic editor, AetherDb's dangling-ref // apply -- see the comment above ValidateHeatResponse). The modifier-chain half of the rule is dynamic and // lives in StatModifier.Initialize (StatModifier.cs), because a modifier's target only resolves against a // concrete entity's actual equipment. public static void ValidateNoPowerSupplyOnRequest(string ownerName, IEnumerable behaviors) { foreach (var behavior in behaviors) foreach (var (type, field) in PowerRequestFields) { if (!type.IsInstanceOfType(behavior)) continue; if (!(type.GetField(field)?.GetValue(behavior) is PerformanceStat stat)) continue; foreach (var term in stat.Terms) if (term.Source == StatSource.PowerSupply) throw new InvalidOperationException( $"{ownerName}: {behavior.GetType().Name}.{field} is a power request -- its own Terms may not " + "declare a PowerSupply term, or the request would depend on how much power it receives to " + "decide how much power it asks for"); } } // Whether `stat` is the request stat of some IPowerConsumer behaviour on `data` -- used by StatModifier's // equip-time chain check to tell "an ordinary modifier target" from "a modifier target that would corrupt a // power request." Returns the owning behaviour's type name for the error message. public static bool TryGetPowerRequestBehaviorName(EquippableItemData data, PerformanceStat stat, out string behaviorName) { foreach (var behavior in data.Behaviors) foreach (var (type, field) in PowerRequestFields) { if (!type.IsInstanceOfType(behavior)) continue; if (ReferenceEquals(type.GetField(field)?.GetValue(behavior), stat)) { behaviorName = type.Name; return true; } } behaviorName = null; return false; } } [CultDocument("aetheria.personalityattribute", "1"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)] public class PersonalityAttribute { [Inspectable, CultName, JsonProperty("name"), Key(1)] public string Name; [Inspectable, JsonProperty("low"), Key(2)] public string LowName; [Inspectable, JsonProperty("high"), Key(3)] public string HighName; }