/* 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; 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, IAnalogBehavior, IPowerConsumer { // Live: heat, quality, durability and power move this stat after construction, so it is read, never cached. public float Thrust => Evaluate(_data.Thrust); public float Torque { get; } 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 > .01f ? _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; // What this thruster adds to the ship's manoeuvre envelope: Execute's own arithmetic at full input, read live. // Its push is Thrust / Mass along its mount, into the matching body // axis, even for a flank thruster that only turns (it pushes whenever it turns); its turn is |Torque| * Thrust * // TorqueMultiplier / Mass into the side its Torque sign fires on, when |Torque| clears the floor. Zero when the // item is offline or unpowered, the same gates Execute applies. public ManoeuvreEnvelope Manoeuvre() { if (Item == null || !Item.Active.Value || Item.PowerSupply <= 1e-4f) return default; var settings = ItemManager.GameplaySettings; var thrust = Thrust; var acceleration = thrust / Entity.Mass; var forward = normalize(Entity.Direction); var right = forward.Rotate(ItemRotation.Clockwise); var push = -forward.Rotate(Item.EquippableItem.Rotation); var along = dot(push, forward); var across = dot(push, right); var turn = abs(Torque) > settings.TorqueFloor ? abs(Torque) * thrust * settings.TorqueMultiplier / Entity.Mass : 0f; return new ManoeuvreEnvelope( max(along, 0f) * acceleration, max(-along, 0f) * acceleration, max(-across, 0f) * acceleration, max(across, 0f) * acceleration, Torque > 0f ? turn : 0f, Torque < 0f ? turn : 0f); } public override bool Execute(float dt) { Item.SetAudioParameter(SpecialAudioParameter.Intensity, _input); // 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 > .01f && 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.ContainsKey(this) || vis > Entity.VisibilitySources[this]) Entity.VisibilitySources[this] = vis; return true; } return false; } }