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>
102 lines
No EOL
4.1 KiB
C#
102 lines
No EOL
4.1 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.Linq;
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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), RuntimeInspectable]
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public class ReactorData : BehaviorData
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{
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[Inspectable, JsonProperty("charge"), Key(1), RuntimeInspectable]
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public PerformanceStat Charge = new PerformanceStat();
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[Inspectable, JsonProperty("efficiency"), Key(2), RuntimeInspectable]
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public PerformanceStat Efficiency = new PerformanceStat();
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[Inspectable, JsonProperty("overload"), Key(3), RuntimeInspectable]
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public PerformanceStat OverloadEfficiency = new PerformanceStat();
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[Inspectable, JsonProperty("underload"), Key(4), RuntimeInspectable]
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public PerformanceStat ThrottlingFactor = new PerformanceStat();
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Reactor(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 Reactor(this, item);
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}
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}
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public class Reactor : Behavior
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{
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private ReactorData _data;
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// Cut 3 (docs/stats-and-power-cut.md §1.2): reported total, not a sink. Nothing writes into this from
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// outside any more -- PowerBus.NetDraw is the only input Execute reads to decide overload/throttle.
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public float Draw { get; private set; }
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public float CurrentLoadRatio { get; private set; }
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// Cut 5 (docs/stats-and-power-cut.md §1.3): IOrderedBehavior/Order (was 100, the highest, so Reactor always
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// ran last) is deleted -- the bus now steps before any equipment's Execute regardless of order, and nothing
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// else claimed IOrderedBehavior, so the whole interface goes with its only implementer (§7 O3).
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public Reactor(ReactorData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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}
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public Reactor(ReactorData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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}
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// Cut 3: the resolved generation PowerBus.Step needs before this behaviour's own Execute runs this tick.
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public float Generation(float dt) => Evaluate(_data.Charge) * dt;
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public override bool Execute(float dt)
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{
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var charge = Generation(dt);
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var efficiency = Evaluate(_data.Efficiency);
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var heat = charge / efficiency;
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// Cut 3: PowerBus already decided, for the whole entity, how much demand generation and stored charge
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// could not cover (positive) or how much generation was left over after demand and after topping up
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// every capacitor (negative). Split evenly across every online reactor, the same way
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// Entity.TryConsumeEnergy used to divide unmet demand among reactors before this behaviour ever saw it.
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var onlineReactors = Entity.GetBehaviors<Reactor>().Count(r => r.Item.Online.Value);
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var share = onlineReactors > 0 ? Entity.PowerBus.NetDraw / onlineReactors : 0f;
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if (share > .01f)
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{
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// Deficit: the bus already drained every capacitor it could; this is what is left. Overload power
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// always neutralizes it, at overload efficiency.
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CurrentLoadRatio = (share + charge) / max(charge, .01f);
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var overloadEfficiency = Evaluate(_data.OverloadEfficiency);
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heat += share / overloadEfficiency;
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Draw = share;
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}
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else if (share < -.01f)
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{
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// Surplus the bus could not absorb into any capacitor (all full): throttle to reduce heat generation.
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CurrentLoadRatio = (share + charge) / max(charge, .01f);
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heat -= share / efficiency * (1 - 1 / Evaluate(_data.ThrottlingFactor));
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Draw = 0;
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}
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else
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{
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CurrentLoadRatio = 1;
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Draw = 0;
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}
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Item.SetAudioParameter(SpecialAudioParameter.Intensity, max(.25f, 1 - 1 / CurrentLoadRatio));
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AddHeat(heat);
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return true;
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}
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} |