Aetheria/Assets/Scripts/ServerShared/Behaviors/EnergyDraw.cs
Meta Vens b4702bbc33 Cut 7: continuous consumers brown out instead of flicking off
docs/stats-and-power-target.md: "Continuous consumers brown out through a
power supply curve on their performance stats." Cut 6 wired the curve
(EquippedItem.PowerSupplyFactor) but every continuous consumer still gated
its own effect on Item.PowerSupply >= 1f, so an 80% grant produced nothing
instead of 80% performance.

- Thruster/AetherDrive: gate narrowed from ">= 1f" to a true-zero floor
  (> 1e-4f, PowerBus's own epsilon); Thrust/Torque are plain Evaluate()
  reads, so a curved stat already degrades once the full-grant demand is
  dropped.
- Radiator: the gate is deleted outright. PumpedHeat is already a curved
  Evaluate() read; waste heat is unaffected, so a starved radiator now falls
  behind instead of refusing to pump, and zero supply already zeroes
  PumpedHeat via the curve with no special case needed.
- ConstantWeapon: the weapon no longer safes itself off (_firing = false)
  on a partial grant -- only true zero still stops it. Damage already
  degrades via base.Execute's own Evaluate() read.
- EnergyDraw: has no performance stat of its own -- its Execute return
  value IS the effect (gates its BehaviorGroup). Narrowed the same way:
  a partial grant still passes, only true zero closes the gate.

InputCapacitor and the three instant consumers (InstantWeapon, Sensor,
Shield) are untouched: all-or-nothing on a partial charge still holds.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 04:10:19 +02:00

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C#

/* 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.Linq;
using MessagePack;
using Newtonsoft.Json;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class EnergyDrawData : BehaviorData
{
[Inspectable, JsonProperty("draw"), Key(1), RuntimeInspectable]
public PerformanceStat EnergyDraw = new PerformanceStat();
[Inspectable, JsonProperty("perSecond"), Key(2)]
public bool PerSecond;
public override Behavior CreateInstance(EquippedItem item)
{
return new EnergyDraw(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new EnergyDraw(this, item);
}
}
public class EnergyDraw : Behavior, IPowerConsumer
{
private EnergyDrawData _data;
public EnergyDraw(EnergyDrawData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public EnergyDraw(EnergyDrawData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
// Cut 3 (docs/stats-and-power-cut.md): the request PowerBus needs before Execute runs, in place of the
// direct Entity.TryConsumeEnergy spend that used to happen inside Execute.
public float PowerRequest(float dt) => Evaluate(_data.EnergyDraw) * (_data.PerSecond ? dt : 1);
// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Utility -- the generic/unclassified draw. An item
// that declares power use without asking for a specific tier should not accidentally outrank a named one.
public int DefaultPowerTier => PowerTiers.Utility;
public override bool Execute(float dt)
{
// A consumable-hosted instance (Item null) has no PowerBus entry (§1.2's grants are keyed by
// EquippedItem); named rather than silently assumed away, it always succeeds here, the same way every
// other context-dependent factor a ConsumableItemEffect answers with the identity elsewhere in this cut.
//
// Cut 7 (docs/stats-and-power-target.md): unlike the other four continuous consumers, EnergyDraw has no
// performance stat of its own to curve -- its Execute return value IS its whole effect, the gate that
// decides whether the rest of its BehaviorGroup runs at all (Entity.cs's per-group Execute chain). There
// is nothing here for a PowerSupply term to degrade continuously, so brownout is expressed the only way
// this behaviour can express it: a partial grant still passes (no more flicking off at 80%), and only a
// true zero grant closes the gate.
return Item == null || Item.PowerSupply > 1e-4f;
}
}