AllocateTiers treated any tier whose summed demand was at or below 1e-4 as
"fully met" (ratio 1) without ever subtracting it from `remaining`. Two bugs:
a tier with no consumers equipped in it at all read as 1f, the exact "fully
supplied" signal a UI is meant to trust, even on a fully blacked-out ship
(measured: Critical 0 demand reads "fine" right next to a genuinely starved
High); and a tier with a real but tiny demand (down to 5e-5) was granted out
of nothing and never charged against the ship's actual generation, letting a
lower tier get overfed by the sliver the higher one was never billed for.
AllocateTiers now tracks which tiers actually have a consumer separately from
their summed demand. A tier with no consumer reports the new PowerBus.NoDemand
sentinel (NaN), never 1f. A tier with a consumer whose own request truly is
zero this tick is trivially satisfied (ratio 1, nothing to be short of). Any
other demand, however small, goes through the same grant/remaining arithmetic
as every other tier.
Pinned in tests/Aetheria.Shared.Tests/PowerTierTests.cs:
SubEpsilonDemandGetsNoGrantAtTotalBlackout,
HigherTierSubEpsilonDemandIsStillSubtractedFromRemaining, and
EmptyTierAtBlackoutReportsNoDemandNotFullySupplied -- all fail under the
reverted (<=1e-4 free-pass) mutation. Updated
ATierWithNoDemandPassesItsShareDown's own empty-tier assertion, which had
pinned the bug itself ("empty tiers read as fully met").
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
253 lines
15 KiB
C#
253 lines
15 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.Collections.Generic;
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using System.Linq;
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using static CultMath.math;
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// Cut 3 (docs/stats-and-power-cut.md §1.2): the sole owner of every power grant for one Entity, stepped once per
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// tick from Entity.Update, before any equipped item's Behaviors execute. It replaces
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// Entity.TryConsumeEnergy/CanConsumeEnergy: at HEAD every draw succeeded as long as one reactor was online, and
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// any shortfall was silently taxed onto the reactor as heat instead of ever being refused (§0.5). The bus makes
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// the ceiling real: demand beyond what this tick's generation and stored capacitor charge can cover goes unmet.
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//
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// Cut 5 (docs/stats-and-power-cut.md §1.3) replaces the single shared fraction with priority tiers
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// (PowerTiers.cs): the total this tick's supply can cover (TotalGrant, unchanged by tiers -- see below) is
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// walked tier by tier, lowest number first. A tier is fed in full before the next tier sees anything left; a
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// tier with no demand simply passes its whole share down; within a tier, every consumer's own request is
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// rationed by the same fraction, so two requests of unequal size still divide proportionally. This is the death
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// of the old "whoever equipped first drains the capacitors first" hidden priority (§0.5), replaced with an
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// authored one instead of no priority at all.
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//
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// Bus capacitors are charged and drained only here (§0b): Reactor no longer touches them, and neither does any
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// IPowerConsumer. The four instant draws the cut map names (a burst, a shot, a ping, a hit taken) are
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// IPowerConsumers too as of Cut 4: each spends from its own InputCapacitor (InstantWeapon, Sensor, Shield),
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// never from these bus capacitors directly. Entity.TrySpendCapacitorCharge/CanSpendCapacitorCharge, Cut 3's
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// named, temporary exception, died with their last caller.
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public class PowerBus
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{
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private readonly Entity _entity;
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public PowerBus(Entity entity) => _entity = entity;
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// Every figure below is this tick's, overwritten wholesale by the next Step -- nothing here is persisted
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// (§0.6); a fresh Entity starts with the defaults below and they read as "fully supplied, nothing drawn"
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// until the first Step runs.
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public float TotalGeneration { get; private set; }
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public float TotalDemand { get; private set; }
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// Energy actually delivered this tick, summed across every tier: generation first, then whatever stored
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// capacitor charge covers the rest, capped at demand. Equal to TotalDemand whenever supply covers it; equal
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// to (generation + available charge) otherwise -- never more, which TryConsumeEnergy could never promise (a
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// reactor always paid the remainder as heat, so overdraw was invisible at this level). Which consumers that
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// total actually reaches is what tiering (below) decides; this figure is unaffected by tiers -- the ceiling
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// is a property of supply, not of priority.
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public float TotalGrant { get; private set; }
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// Aggregate fraction of all demand granted this tick (TotalGrant / TotalDemand) -- a fleet-wide summary, not
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// what any one consumer necessarily received. Still written onto every consuming EquippedItem.PowerSupply
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// when every tier in play happens to land on the same ratio (single-tier loadouts, the common case in the
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// Cut 3/4 test fixtures), but a multi-tier shortfall gives different tiers different ratios -- read
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// TierGrantRatio or the item's own PowerSupply for that.
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public float GrantRatio { get; private set; } = 1f;
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// F3 (docs/stats-and-power-cut.md, Soul pass 2026-09-19): the sentinel AllocateTiers writes for a tier with no
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// consumers equipped in it at all. Distinct from 1f -- an empty tier has not been "fully supplied," there was
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// nothing to supply, and reporting it as 1f is exactly the fully-satisfied signal a UI is meant to read as
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// "this tier is fine," on a ship that may be fully blacked out. A reader must treat NaN as "nothing to report
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// here," not as satisfied or starved.
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public const float NoDemand = float.NaN;
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// Cut 5: this tick's within-tier grant ratio, indexed by PowerTiers.Critical..Utility. 1f means that tier's
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// demand was fully met; NoDemand (NaN) means the tier has no consumers at all (see NoDemand above); anything
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// else below 1f is exactly the "starved" state a future UI (Cut 8) reads instead of reconstructing it from
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// per-item PowerSupply. A tier below a starved one is always 0f -- §1.3's "a tier boundary does not leak".
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public float[] TierGrantRatio { get; } = InitFullTiers();
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// Before the bus has ever run a Step, there is no grant information at all yet -- not "fully supplied,"
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// "nothing to report" (NoDemand), same as an empty tier reads once Step does run.
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private static float[] InitFullTiers()
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{
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var ratios = new float[PowerTiers.Count];
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for (var i = 0; i < ratios.Length; i++) ratios[i] = NoDemand;
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return ratios;
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}
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// What Reactor.Execute reads to run its own heat/throttle arithmetic (Cut 3: "the arithmetic survives, moved
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// under the bus's numbers"). Positive: demand left unmet after generation AND stored charge, split evenly
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// across online reactors for overload heat. Negative: generation left over after demand and after topping up
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// every capacitor, split evenly for the throttling arithmetic. Reactor.Draw no longer feeds this -- it is now
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// a reported total, not a sink (§1.2).
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public float NetDraw { get; private set; }
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// One equipped item's power request for this tick, captured once so PowerRequest -- which some behaviours
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// (Shield, InstantWeapon, Sensor) implement by refreshing their own cached stats -- is never called twice in
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// one Step.
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private readonly struct Draw
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{
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public readonly EquippedItem Item;
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public readonly int Tier;
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public readonly float Request;
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public Draw(EquippedItem item, int tier, float request) { Item = item; Tier = tier; Request = request; }
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}
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public void Step(float dt)
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{
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var reactors = new List<Reactor>();
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var capacitors = new List<Capacitor>();
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var draws = new List<Draw>();
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foreach (var item in _entity.Equipment)
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foreach (var behavior in item.Behaviors)
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{
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switch (behavior)
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{
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// F2 (docs/stats-and-power-cut.md, Soul pass 2026-09-19): this must agree with the one predicate
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// Entity.Update actually gates Execute on (Active.Value, Entity.cs -- Enabled && Online), in both
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// directions. Gating on Online alone let a reactor the player switched off (Enabled = false, so
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// Active is false but Online stays true) keep generating here even though Reactor.Execute -- the
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// behaviour that produces the heat receipt -- never runs for it: free, heat-free power. Capacitor
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// has no IPowerConsumer/generation role and is unconditionally a store regardless of its own
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// item's state (mirrors pre-existing behaviour; nothing in the ruling asks for that to change).
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case Reactor reactor when item.Active.Value:
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reactors.Add(reactor);
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break;
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case Capacitor capacitor:
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capacitors.Add(capacitor);
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break;
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}
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// The other direction of the same rule: a consumer switched off or shut down (Active.Value false)
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// never runs its Execute, so it must never be billed either -- otherwise a disabled item's demand
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// starves every live consumer and drains the capacitors for energy nobody spends.
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if (behavior is IPowerConsumer consumer && item.Active.Value)
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{
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// Cut 5 (docs/stats-and-power-cut.md §1.3): the item's own stored choice wins once it has one;
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// PowerTiers.Unassigned only survives past EquippedItem's constructor for a consumer added to
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// the game after this unit was minted, which the constructor never saw -- fall back to the
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// behaviour's own default rather than stranding it at an invalid tier.
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var tier = item.EquippableItem.PowerTier;
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if (tier == PowerTiers.Unassigned) tier = consumer.DefaultPowerTier;
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tier = clamp(tier, 0, PowerTiers.Count - 1);
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draws.Add(new Draw(item, tier, max(0f, consumer.PowerRequest(dt))));
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}
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}
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TotalGeneration = reactors.Sum(r => r.Generation(dt));
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TotalDemand = draws.Sum(d => d.Request);
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var availableCharge = capacitors.Sum(c => c.Charge);
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var preCapacitorNet = TotalDemand - TotalGeneration;
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float overload = 0f, unabsorbedSurplus = 0f;
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if (preCapacitorNet > 0f)
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{
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var chargeDrawn = min(preCapacitorNet, availableCharge);
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if (chargeDrawn > 0f) DrainEvenly(capacitors, chargeDrawn);
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overload = preCapacitorNet - chargeDrawn;
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}
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else if (preCapacitorNet < 0f)
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{
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unabsorbedSurplus = FillEvenly(capacitors, -preCapacitorNet);
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}
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NetDraw = overload - unabsorbedSurplus; // exactly one of the two is ever nonzero
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TotalGrant = TotalDemand - overload;
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GrantRatio = TotalDemand <= 1e-4f ? 1f : saturate(TotalGrant / TotalDemand);
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AllocateTiers(draws);
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}
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// Cut 5 (docs/stats-and-power-cut.md §1.3): walks tiers lowest-number-first, feeding each in full before the
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// next sees anything. remaining only ever shrinks, and once it hits 0 every later tier's ratio is 0 by the
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// same division -- a lower tier can never take from a higher one (§1.3 "a tier boundary does not leak"),
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// because a higher tier's share is committed (remaining -= grant) before a lower tier is even considered.
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// Within a tier every consumer shares that tier's one ratio against its own request, so two unequal requests
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// still divide proportionally -- the same property Cut 3 proved for the whole ship, now proved per tier.
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private void AllocateTiers(List<Draw> draws)
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{
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var tierDemand = new float[PowerTiers.Count];
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// F3 (docs/stats-and-power-cut.md, Soul pass 2026-09-19): demand alone cannot tell "no consumer is
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// equipped in this tier" from "a real consumer is equipped here and its own request happens to be 0 (or
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// effectively 0) this tick" -- both sum to the same tierDemand. Only the first is actually empty; the
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// second still has an item reading this tier's ratio back as its own PowerSupply, and that item is owed
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// a real answer (trivially 1: it asked for nothing, so nothing it could be short of), not NoDemand.
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var tierHasConsumer = new bool[PowerTiers.Count];
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foreach (var draw in draws) { tierDemand[draw.Tier] += draw.Request; tierHasConsumer[draw.Tier] = true; }
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var remaining = TotalGrant;
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var ratios = TierGrantRatio;
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for (var tier = 0; tier < PowerTiers.Count; tier++)
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{
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// A tier with genuinely no consumers is not satisfied, it is empty: report NoDemand, not the "fully
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// supplied" signal 1f. Nothing to subtract from `remaining` either way.
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if (!tierHasConsumer[tier]) { ratios[tier] = NoDemand; continue; }
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var demand = tierDemand[tier];
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// This used to short-circuit ANY demand at or below 1e-4 the same way as a genuinely empty tier,
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// which both reported a grant nobody made (an item reading ratio 1 while the ship generates nothing,
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// down to Soul's own probe at 5e-5) and leaked that tier's unsubtracted share to every lower one. A
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// consumer requesting truly nothing (demand <= 0f exactly) is trivially fully met; anything above
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// that, however tiny, is rationed like any other tier.
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if (demand <= 0f) { ratios[tier] = 1f; continue; }
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var grant = min(demand, remaining);
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ratios[tier] = saturate(grant / demand);
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remaining -= grant;
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}
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foreach (var draw in draws)
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{
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draw.Item.PowerSupply = ratios[draw.Tier];
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// Cut 6 (docs/stats-and-power-cut.md): the missing half of the wiring -- a stat with a PowerSupply
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// term must recompute when the grant actually moves. Called unconditionally, once per draw per tick,
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// the same shape as EquippedItem.UpdatePerformance's own Heat/Durability invalidation: "recomputes at
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// most once per tick per (item, stat)," not "only when the value moved." An item with no PowerSupply
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// term pays nothing extra -- the resolver's per-source generation bookkeeping (StatResolver.Resolve)
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// only ever looks at sources a stat's own Terms declared.
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_entity.Resolver.InvalidateSource(draw.Item, StatSource.PowerSupply);
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}
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}
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// Mirrors Entity.TryConsumeEnergy's old do/while exactly (draw evenly across every capacitor that still has
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// charge, repeating as capacitors empty out), just relocated: bus capacitors are drained only by the bus now.
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private static void DrainEvenly(List<Capacitor> capacitors, float amount)
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{
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int chargedCount;
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do
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{
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chargedCount = capacitors.Count(c => c.Charge > .01f);
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if (chargedCount == 0) break;
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var share = amount / chargedCount;
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foreach (var cap in capacitors)
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{
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if (cap.Charge <= .01f) continue;
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var drawn = min(share, cap.Charge);
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cap.AddCharge(-drawn);
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amount -= drawn;
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}
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} while (chargedCount > 0 && amount > .01f);
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}
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// Fills every capacitor evenly up to its own capacity and returns whatever would not fit, for Reactor to
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// throttle away -- the same job Reactor.cs used to do to itself (surplus branch), moved here because bus
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// capacitors are charged only by the bus (§0b). Resolves Capacity itself rather than reading each
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// Capacitor's cached property: the bus steps before any behaviour's Execute runs this tick, so that property
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// still holds last tick's value.
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private static float FillEvenly(List<Capacitor> capacitors, float amount)
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{
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int nonFullCount;
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do
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{
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nonFullCount = capacitors.Count(c => c.Charge < c.ResolveCapacity() - .01f);
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if (nonFullCount == 0) break;
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var share = amount / nonFullCount;
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foreach (var cap in capacitors)
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{
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var capacity = cap.ResolveCapacity();
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if (cap.Charge >= capacity - .01f) continue;
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var added = min(share, capacity - cap.Charge);
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cap.AddCharge(added);
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amount -= added;
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}
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} while (nonFullCount > 0 && amount > .01f);
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return amount;
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}
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}
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