PowerTiers.cs names five tiers (Critical/High/Medium/Low/Utility) and their per-behaviour-kind defaults: Radiator is Critical (the closest thing this game has to life support -- a starved radiator cascades into wear and shutdown across the whole hull), Shield is High, Thruster/AetherDrive are Medium, ConstantWeapon/InstantWeapon are Low, and Sensor/EnergyDraw are Utility. IPowerConsumer.DefaultPowerTier lets each behaviour own its own default. EquippableItem.PowerTier (Key 12) is the stored, player-choosable tier on the unit rather than the design; EquippedItem's constructor seeds a kind default the first time a unit is equipped, only when the field is still PowerTiers.Unassigned, and never again -- a tier is a stored choice, not something the bus re-derives. PowerBus.AllocateTiers walks tiers lowest-number-first: a tier is granted in full before the next tier sees anything left, an empty tier passes its whole share down, and within a tier every consumer rations by the same grant/demand fraction so unequal requests still divide proportionally. A new TierGrantRatio[] exposes each tier's own ratio for a future UI (Cut 8) to read starvation from directly, instead of reconstructing it from every item's PowerSupply. Deletes EquippedItem.SortPosition, IOrderedBehavior and Reactor.Order (its only implementer): the bus already steps before any equipment's Execute, so equip/behaviour order never decided who got fed even before this cut, and nothing else needed the interface (subject to the map's O3 operator check). docs/stats-and-power-cut.md Cut 5 / §1.3. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
67 lines
2.6 KiB
C#
67 lines
2.6 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 System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using GameCult.Caching;
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//using JM.LinqFaster;
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using MessagePack;
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using MessagePack.Formatters;
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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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[Union(0, typeof(SimpleCommodity)),
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Union(1, typeof(CompoundCommodity)),
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Union(2, typeof(EquippableItem)),
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Union(3, typeof(ConsumableItem)),
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JsonObject(MemberSerialization.OptIn)]
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public abstract class ItemInstance
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{
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[JsonProperty("data"), Key(0)] public CultRecordRef<ItemData> Data;
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[JsonProperty("rotation"), Key(1)] public ItemRotation Rotation;
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}
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[Union(0, typeof(CompoundCommodity)),
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Union(1, typeof(EquippableItem)),
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Union(2, typeof(ConsumableItem)),
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JsonObject(MemberSerialization.OptIn)]
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public abstract class CraftedItemInstance : ItemInstance
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{
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// Keys 2 (Quality), 9 (Ingredients) and 10 (Product) belonged to fields moved to Lot; do not reuse them.
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// The lot this unit was minted from: its design, provenance, workmanship and role fills all live there.
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[JsonProperty("lot"), Key(11)] public int Lot;
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}
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class CompoundCommodity : CraftedItemInstance { }
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class SimpleCommodity : ItemInstance
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{
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[JsonProperty("quantity"), Key(2)] public int Quantity;
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}
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class EquippableItem : CraftedItemInstance
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{
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[JsonProperty("durability"), Key(7)] public float Durability;
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[JsonProperty("override"), Key(8)] public bool OverrideShutdown;
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// Cut 5 (docs/stats-and-power-cut.md §1.3, §0b "A power tier"): a player choice, stored on the unit rather
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// than the design, so two units of the same design can be prioritized differently. PowerTiers.Unassigned
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// until the first equip seeds a behaviour-kind default (EquippedItem's constructor) or the player overrides
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// it from the schematic UI; from then on PowerBus only ever reads it, never derives it. An old run store
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// missing key 12 deserializes to this same field initializer, so no migration is needed (§ Cut 5).
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[JsonProperty("powerTier"), Key(12)] public int PowerTier = PowerTiers.Unassigned;
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}
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[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class ConsumableItem : CraftedItemInstance
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{
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}
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