/* 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 GameCult.Caching; using MessagePack; using Newtonsoft.Json; using CultMath; using static CultMath.math; [Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), EntityTypeRestriction(HullType.Ship), RuntimeInspectable] public class ThrusterData : BehaviorData { [Inspectable, JsonProperty("thrust"), Key(1), RuntimeInspectable] public PerformanceStat Thrust = new PerformanceStat(); [Inspectable, JsonProperty("visibility"), Key(2), RuntimeInspectable] public PerformanceStat Visibility = new PerformanceStat(); [Inspectable, JsonProperty("heat"), Key(3), RuntimeInspectable] public PerformanceStat Heat = new PerformanceStat(); [Inspectable, JsonProperty("energy"), Key(4), RuntimeInspectable] public PerformanceStat EnergyUsage = new PerformanceStat(); [Inspectable, CultInspectorAssetGuid, JsonProperty("Particles"), Key(5)] public string ParticlesPrefab; // The gimbal's slew rate in degrees per second: the part's own stat, as a weapon's traverse is // (ruling mount-arc-gun-traverse). The swing limit is the hardpoint's FiringArc, the row its Row. [Inspectable, JsonProperty("slew"), Key(6), RuntimeInspectable] public PerformanceStat Slew = new PerformanceStat(); public override Behavior CreateInstance(EquippedItem item) { return new Thruster(this, item); } public override Behavior CreateInstance(ConsumableItemEffect item) { return new Thruster(this, item); } } public class Thruster : Behavior, IPowerConsumer { // Live: heat, quality, durability and power move this stat after construction, so it is read, never cached. public float Thrust => Evaluate(_data.Thrust); // Thrust at a full grant, the same stat read without the power-supply term: what a column promises. Live, like Thrust. public float NominalThrust => EvaluateNominalPower(_data.Thrust); public float Torque { get; } // This thruster's effect per unit throttle at the given thrust, in the body frame: xy is the push (x starboard, y // forward), z the clockwise yaw rate in rad/s. Zero when the item is absent or offline. The one geometry owner for // the allocator and the envelope. public float3 Column(float thrust) { if (Item == null || !Item.Active.Value) return default; var push = -float2(0, 1).Rotate(Item.EquippableItem.Rotation) * thrust / Entity.Mass; return float3(push.x, push.y, Torque * thrust * ItemManager.GameplaySettings.TorqueMultiplier / Entity.Mass); } public float Axis { get => _input; set => _input = saturate(value); } private ThrusterData _data; private float _input; // Cut 8 (operator ask 2026-09-19): presentation's read of "how healthy does this thruster actually look" -- // Thrust is the stat that governs this behaviour's real output, so it is the equivalent quantity to condition // against. 1f for the ConsumableItemEffect constructor's item-less case; that path has no durability, heat or // power-supply state to be broken by, so it always reads perfect. public float Condition => Item?.ConditionRatio(_data.Thrust) ?? 1f; public Thruster(ThrusterData data, EquippedItem item) : base(data, item) { _data = data; var hullData = ItemManager.GetData(Entity.Hull) as HullData; var hullCenter = hullData.Shape.CenterOfMass; var itemData = ItemManager.GetData(item.EquippableItem); var itemCenter = hullData.Shape.Inset(itemData.Shape, item.Position, item.EquippableItem.Rotation).CenterOfMass; var toCenter = hullCenter - itemCenter; Torque = -dot(normalize(toCenter), float2(1, 0).Rotate(item.EquippableItem.Rotation)); } public Thruster(ThrusterData data, ConsumableItemEffect item) : base(data, item) { _data = data; Torque = 0; } // Cut 3 (docs/stats-and-power-cut.md): the resolved stat times the behaviour-supplied throttle scalar (§1.2), // exactly the shape the map names. _input is set externally (the ship's controls) before Entity.Update calls // PowerBus.Step, so it is already current when this runs. // // Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): EnergyUsage is a // registered request field (StatValidation.PowerRequestFields) -- read nominally, same reasoning as every // other IPowerConsumer in this cut, though EnergyUsage carries no PowerSupply term in Thruster's own shipped // catalog today; Thrust (the field Cut 7 curves) is a separate stat Execute reads with the real Evaluate. public float PowerRequest(float dt) => _input > 0f ? _input * EvaluateNominalPower(_data.EnergyUsage) : 0f; // Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Medium -- mobility. Losing thrust for a tick // under brownout is an inconvenience, not the cascading failure a starved radiator or shield causes. public int DefaultPowerTier => PowerTiers.Medium; public override bool Execute(float dt) { // Cut 7 (docs/stats-and-power-target.md): "continuous consumers brown out ... through a power supply // curve on their performance stats." Thrust below is a plain Evaluate() read, so once the catalog's own // Thrust stat carries a PowerSupply term, a partial grant already comes back reduced -- this gate no // longer demands a full grant, only that the thruster is being asked to do anything (_input) and that it // has not been cut to true zero supply (the epsilon PowerBus itself already treats as "nothing granted"). if(_input > 0f && Item.PowerSupply > 1e-4f) { var thrust = Thrust; Entity.Velocity -= Direction.xz * _input * thrust / Entity.Mass * dt; var turnRate = _input * Torque * thrust * ItemManager.GameplaySettings.TorqueMultiplier / Entity.Mass; Entity.Direction = mul(Entity.Direction, CultMath.float2x2.Rotate(turnRate * dt)); Entity.TurnRate += turnRate; AddHeat(_input * Evaluate(_data.Heat) * dt); var vis = _input * Evaluate(_data.Visibility); if (!Entity.VisibilitySources.TryGetValue(this, out var burn) || vis > burn.Strength) Entity.SetSignature(this, SignatureChannel.DrivePlume, vis, Item); return true; } return false; } }