Aetheria/Assets/Scripts/ServerShared/Behaviors/Reactor.cs
Meta Vens 2102affb09 Audio 1: the simulation names no sound; delete the dead Wwise path on EquippedItem
Removes EquippedItem's SoundBank, AudioEvents/AudioParameters, every
FireAudioEvent/PlaySound/StopSound/SetAudioParameter overload and Update's
AudioStats loop, the four audio enums, WwiseMetadata and WwiseSoundBinding,
the weapon/reactor/thruster call sites, and the Wwise Sounds counters in
FireControlPerWeaponTests (Announced and Starts keep the refused-round pins).
Catalog keys 21, 22 and 13-15 stay, unread.

Builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 17:18:11 +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.Linq;
using MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class ReactorData : BehaviorData
{
[Inspectable, JsonProperty("charge"), Key(1), RuntimeInspectable]
public PerformanceStat Charge = new PerformanceStat();
[Inspectable, JsonProperty("efficiency"), Key(2), RuntimeInspectable]
public PerformanceStat Efficiency = new PerformanceStat();
[Inspectable, JsonProperty("overload"), Key(3), RuntimeInspectable]
public PerformanceStat OverloadEfficiency = new PerformanceStat();
[Inspectable, JsonProperty("underload"), Key(4), RuntimeInspectable]
public PerformanceStat ThrottlingFactor = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new Reactor(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new Reactor(this, item);
}
}
public class Reactor : Behavior
{
private ReactorData _data;
// Cut 3 (docs/stats-and-power-cut.md §1.2): reported total, not a sink. Nothing writes into this from
// outside any more -- PowerBus.NetDraw is the only input Execute reads to decide overload/throttle.
public float Draw { get; private set; }
public float CurrentLoadRatio { get; private set; }
// Cut 5 (docs/stats-and-power-cut.md §1.3): IOrderedBehavior/Order (was 100, the highest, so Reactor always
// ran last) is deleted -- the bus now steps before any equipment's Execute regardless of order, and nothing
// else claimed IOrderedBehavior, so the whole interface goes with its only implementer (§7 O3).
public Reactor(ReactorData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public Reactor(ReactorData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
// Cut 3: the resolved generation PowerBus.Step needs before this behaviour's own Execute runs this tick.
public float Generation(float dt) => Evaluate(_data.Charge) * dt;
public override bool Execute(float dt)
{
var charge = Generation(dt);
var efficiency = Evaluate(_data.Efficiency);
var heat = charge / efficiency;
// Cut 3: PowerBus already decided, for the whole entity, how much demand generation and stored charge
// could not cover (positive) or how much generation was left over after demand and after topping up
// every capacitor (negative). Split evenly across every online reactor, the same way
// Entity.TryConsumeEnergy used to divide unmet demand among reactors before this behaviour ever saw it.
var onlineReactors = Entity.GetBehaviors<Reactor>().Count(r => r.Item.Online.Value);
var share = onlineReactors > 0 ? Entity.PowerBus.NetDraw / onlineReactors : 0f;
if (share > .01f)
{
// Deficit: the bus already drained every capacitor it could; this is what is left. Overload power
// always neutralizes it, at overload efficiency.
CurrentLoadRatio = (share + charge) / max(charge, .01f);
var overloadEfficiency = Evaluate(_data.OverloadEfficiency);
heat += share / overloadEfficiency;
Draw = share;
}
else if (share < -.01f)
{
// Surplus the bus could not absorb into any capacitor (all full): throttle to reduce heat generation.
CurrentLoadRatio = (share + charge) / max(charge, .01f);
heat -= share / efficiency * (1 - 1 / Evaluate(_data.ThrottlingFactor));
Draw = 0;
}
else
{
CurrentLoadRatio = 1;
Draw = 0;
}
AddHeat(heat);
return true;
}
}