Aetheria/Assets/Scripts/ServerShared/ThrustAllocator.cs
Meta Vens 534e402fdf Throttle lock is a forward floor on the solve; allocation moves after the performance update
The lock stops being an intent rewrite in Ship.Update: ThrustAllocator.Allocate takes forwardFloor, which ignores the
stick, asks full forward and holds every column with y > 0 at full (ruling overdrive-forward-floor). Ship allocates in
Entity's new UpdateThrottles phase, after every item's UpdatePerformance and before the power bus and Execute, so
liveness and thrust are the ones Execute acts on (finding liveness-read-before-performance).
Tests follow in the next commits; the test project still compiles, new behaviour is untested here.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 19:26:49 +02:00

112 lines
5.1 KiB
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 CultMath;
/// <summary>
/// Turns intent (which way to go, which way to turn) into every thruster's throttle, whatever the thrusters' actual
/// strength and position. One per ship. A column is one thruster's effect per unit throttle: x starboard acceleration,
/// y forward acceleration, z clockwise yaw rate in rad/s. Throttles are bounded to [0,1].
///
/// One <see cref="BoundedLeastSquares"/> solve per call over the n throttles and four error variables (the unwanted or
/// missing translation on each half-axis, paid for linearly). Yaw is a heavily weighted row, so a hold is exact and a
/// turn is served first; the linear translation cost means the actuator with the least translation per unit of turn
/// serves first and the next joins only as it saturates. Nothing classifies a column as attitude or drive: the onset
/// at which a second actuator joins a turn falls out of the columns.
/// </summary>
public sealed class ThrustAllocator
{
const float TranslationWeight = 100f;
const float YawWeight = 1000f;
const float ErrorCostWeight = .3f;
const float ErrorCostOffset = 10f;
const float Ridge = .1f;
const float ErrorMax = 2f;
const double KktRelativeTolerance = 1e-12;
const int ErrorVariables = 4;
const int FixedRows = 3 + ErrorVariables;
int _columns = -1;
float[] _a, _b, _lo, _hi, _x, _workspace;
/// <summary>
/// Solves the throttles for the intent. <paramref name="forwardFloor"/> is the throttle lock: every thruster whose
/// column pushes forward is bounded below at full, the stick is ignored (forward is the only translation asked, so
/// nothing fires against the floored drives), and the turn is served by what remains.
/// </summary>
public void Allocate(ReadOnlySpan<float3> columns, float2 move, float turn, Span<float> throttle, bool forwardFloor = false)
{
var n = columns.Length;
if (n != _columns) Resize(n);
for (var i = 0; i < n; i++) throttle[i] = 0;
if (forwardFloor) move = new float2(0, 1);
for (var i = 0; i < n; i++) _lo[i] = forwardFloor && columns[i].y > 0 ? 1f : 0f;
// Nothing asked, nothing fired: that is a fact about the intent, decided before the solve. The solver's warm
// start is left as the last solved point, which is where the next non-zero call resumes.
if (Intent(move, turn, 0) == 0 && Intent(move, turn, 1) == 0 && Intent(move, turn, 2) == 0) return;
var vars = n + ErrorVariables;
var rows = FixedRows + n;
// Rows 0 and 1 are the translation axes (starboard, forward), row 2 the yaw.
for (var axis = 0; axis < 3; axis++)
{
float plus = 0, minus = 0;
for (var i = 0; i < n; i++)
{
var c = Component(columns[i], axis);
if (c > 0) plus += c;
else if (c < 0) minus -= c;
}
var extreme = Math.Max(plus, minus);
var intent = Intent(move, turn, axis);
var weight = axis == 2 ? YawWeight : TranslationWeight;
// Intent is a fraction of the half-axis extreme it points into.
var demand = intent >= 0 ? intent * plus : intent * minus;
var scale = extreme > 0 ? weight / extreme : 0f;
var row = axis * vars;
for (var i = 0; i < n; i++) _a[row + i] = Component(columns[i], axis) * scale;
_b[axis] = demand * scale;
if (axis < 2)
{
var errorWeight = extreme > 0 ? weight : 0f;
_a[row + n + 2 * axis] = -errorWeight;
_a[row + n + 2 * axis + 1] = errorWeight;
}
}
// A linear cost on each error variable, as w*e = -w*kappa, and a ridge on each throttle.
for (var k = 0; k < ErrorVariables; k++)
{
_a[(3 + k) * vars + n + k] = ErrorCostWeight;
_b[3 + k] = -ErrorCostWeight * ErrorCostOffset;
}
for (var i = 0; i < n; i++) _a[(FixedRows + i) * vars + i] = Ridge;
var status = BoundedLeastSquares.Solve(rows, vars, _a, _b, _lo, _hi, _x, _workspace, out _, KktRelativeTolerance);
if (status == BoundedLeastSquaresStatus.InvalidInput) return;
for (var i = 0; i < n; i++) throttle[i] = _x[i];
}
static float Intent(float2 move, float turn, int axis) =>
Math.Min(Math.Max(axis == 0 ? move.x : axis == 1 ? move.y : turn, -1f), 1f);
static float Component(float3 c, int axis) => axis == 0 ? c.x : axis == 1 ? c.y : c.z;
void Resize(int n)
{
_columns = n;
var vars = n + ErrorVariables;
var rows = FixedRows + n;
_a = new float[rows * vars];
_b = new float[rows];
_lo = new float[vars];
_hi = new float[vars];
_x = new float[vars];
_workspace = new float[BoundedLeastSquares.WorkspaceLength(vars)];
for (var i = 0; i < vars; i++) _hi[i] = i < n ? 1f : ErrorMax;
}
}