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>
105 lines
No EOL
4.4 KiB
C#
105 lines
No EOL
4.4 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using GameCult.Caching;
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using MessagePack;
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using Newtonsoft.Json;
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using CultMath;
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using static CultMath.math;
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), EntityTypeRestriction(HullType.Ship), RuntimeInspectable]
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public class ThrusterData : BehaviorData
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{
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[Inspectable, JsonProperty("thrust"), Key(1), RuntimeInspectable]
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public PerformanceStat Thrust = new PerformanceStat();
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[Inspectable, JsonProperty("visibility"), Key(2), RuntimeInspectable]
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public PerformanceStat Visibility = new PerformanceStat();
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[Inspectable, JsonProperty("heat"), Key(3), RuntimeInspectable]
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public PerformanceStat Heat = new PerformanceStat();
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[Inspectable, JsonProperty("energy"), Key(4), RuntimeInspectable]
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public PerformanceStat EnergyUsage = new PerformanceStat();
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[Inspectable, CultInspectorAssetGuid, JsonProperty("Particles"), Key(5)]
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public string ParticlesPrefab;
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Thruster(this, item);
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}
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public override Behavior CreateInstance(ConsumableItemEffect item)
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{
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return new Thruster(this, item);
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}
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}
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public class Thruster : Behavior, IAnalogBehavior, IPowerConsumer
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{
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public float Thrust { get; private set; }
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public float Torque { get; }
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public float Axis
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{
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get => _input;
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set => _input = saturate(value);
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}
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private ThrusterData _data;
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private float _input;
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public Thruster(ThrusterData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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var hullData = ItemManager.GetData(Entity.Hull) as HullData;
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var hullCenter = hullData.Shape.CenterOfMass;
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var itemData = ItemManager.GetData(item.EquippableItem);
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var itemCenter = hullData.Shape.Inset(itemData.Shape, item.Position, item.EquippableItem.Rotation).CenterOfMass;
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var toCenter = hullCenter - itemCenter;
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Torque = -dot(normalize(toCenter), float2(1, 0).Rotate(item.EquippableItem.Rotation));
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Thrust = Evaluate(_data.Thrust);
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}
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public Thruster(ThrusterData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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Torque = 0;
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Thrust = Evaluate(_data.Thrust);
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}
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// Cut 3 (docs/stats-and-power-cut.md): the resolved stat times the behaviour-supplied throttle scalar (§1.2),
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// exactly the shape the map names. _input is set externally (the ship's controls) before Entity.Update calls
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// PowerBus.Step, so it is already current when this runs.
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public float PowerRequest(float dt) => _input > .01f ? _input * Evaluate(_data.EnergyUsage) : 0f;
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// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Medium -- mobility. Losing thrust for a tick
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// under brownout is an inconvenience, not the cascading failure a starved radiator or shield causes.
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public int DefaultPowerTier => PowerTiers.Medium;
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public override bool Execute(float dt)
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{
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Item.SetAudioParameter(SpecialAudioParameter.Intensity, _input);
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// Cut 7 (docs/stats-and-power-target.md): "continuous consumers brown out ... through a power supply
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// curve on their performance stats." Thrust below is a plain Evaluate() read, so once the catalog's own
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// Thrust stat carries a PowerSupply term, a partial grant already comes back reduced -- this gate no
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// longer demands a full grant, only that the thruster is being asked to do anything (_input) and that it
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// has not been cut to true zero supply (the epsilon PowerBus itself already treats as "nothing granted").
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if(_input > .01f && Item.PowerSupply > 1e-4f)
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{
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Thrust = Evaluate(_data.Thrust);
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Entity.Velocity -= Direction.xz * _input * Thrust / Entity.Mass * dt;
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Entity.Direction = mul(Entity.Direction,
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CultMath.float2x2.Rotate(_input * Torque * Thrust * ItemManager.GameplaySettings.TorqueMultiplier / Entity.Mass * dt));
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AddHeat(_input * Evaluate(_data.Heat) * dt);
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var vis = _input * Evaluate(_data.Visibility);
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if (!Entity.VisibilitySources.ContainsKey(this) || vis > Entity.VisibilitySources[this])
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Entity.VisibilitySources[this] = vis;
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return true;
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}
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return false;
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}
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} |