Aetheria/Assets/Scripts/ServerShared/Entity.cs
Meta Vens 15b12cb95b Launch suppressor: scale the ship's own launch flash inside SetSignature, paying heat to its own cell
LaunchSuppressorData (union key 49; key 48 is held by cut loot-2 on eureka/aetheria-release-loot-2)
and LaunchSuppressor: Entity.SetSignature folds each light signature through the equipped
suppressors in equipment order. Only LaunchFlash is scaled, only while the item is Active and at
or below its rated temperature; each pays (removed x HeatPerUnit) through Behavior.AddHeat.
Fixture gear and LaunchSuppressorTests added. Not yet built or run (verify job follows).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 05:11:55 +02:00

2627 lines
No EOL
124 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 GameCult.Caching;
using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using System.Linq;
using MessagePack;
using UniRx;
using CultMath;
using static CultMath.math;
using int2 = CultMath.int2;
public abstract class Entity
{
// Every hull cell's temperature (kelvin) when the entity is built.
public const float StartingCellTemperature = 280;
public Zone Zone;
public Faction Faction;
// The mark of a zone's boss, written only by ZoneGenerator and restored from the pack. RunGoal reads it.
public bool IsBoss;
public EquippableItem Hull;
public EquippedItem EquippedHull;
public float3 Position;
public float2 Direction = float2(0,1);
public float2 Velocity;
// Rad per sim second, signed as the step turns Direction: the sum of this step's rotation actuators' applied
// angle over the step. Runtime only, zeroed at the start of Update, so a staged, loaded or wormhole write to
// Direction is never a turn. Read only by presenters that draw ahead of the step.
public float TurnRate;
// Runtime only, never saved; Entity.Update is the one writer of both. Acceleration is the planar velocity change
// across the base update over its delta (thrust, not the drag or gravity a subclass applies before calling it),
// and Manoeuvre is what that acceleration says about how unpredictably this entity changes its motion.
public float2 Acceleration;
public ManoeuvreTrack Manoeuvre;
// The planar velocity a VelocityLimit removed during the current base update. A limit is the ship's ceiling, not a
// change of vector the pilot made, so Acceleration reads the velocity change with this put back. VelocityLimit is
// the one writer, Entity.Update zeroes it, and it is never saved.
public float2 LimitClamp;
public float[,] Temperature;
public float[,] NewTemperature;
public bool2[,] HullConductivity;
public float[,] ThermalMass;
public readonly ReactiveCollection<EquippedItem> Equipment = new ReactiveCollection<EquippedItem>();
public readonly ReactiveCollection<EquippedCargoBay> CargoBays = new ReactiveCollection<EquippedCargoBay>();
public readonly ReactiveCollection<EquippedDockingBay> DockingBays = new ReactiveCollection<EquippedDockingBay>();
public readonly ReactiveCollection<Entity> VisibleEntities = new ReactiveCollection<Entity>();
public readonly ReactiveDictionary<Entity, bool> EntityHostility = new ReactiveDictionary<Entity, bool>();
public readonly ReactiveCollection<Entity> VisibleEnemies = new ReactiveCollection<Entity>();
public readonly ReactiveCollection<Entity> VisibleFriendlies = new ReactiveCollection<Entity>();
// Runtime-only IFF overrides for testing/manual marking and grudges; not persisted in packs.
// When set for another entity, it decides IsHostileTo outright, ahead of the derived faction rules.
// Reactive so a change can update EntityHostility and dependent grudges immediately, not on the next tick.
private readonly ReactiveDictionary<Entity, bool> _iffOverrides = new ReactiveDictionary<Entity, bool>();
public Entity Parent;
public List<Entity> Children = new List<Entity>();
// Mining Cut 3 (docs/mining-cut-refresh.md): the one target slot -- an entity, a chunk, or none. Read-only from
// outside: SetTarget is its one writer, for the player's handlers and the agents alike.
private readonly ReactiveProperty<TargetRef> _target = new ReactiveProperty<TargetRef>(TargetRef.None);
public IReadOnlyReactiveProperty<TargetRef> Target => _target;
// Cut 2 (docs/fire-control-cut.md): the stored aim-point slot. Written only by TrySelectTargetItem
// below, and nulled whenever Target changes (subscribed in Activate). Do not read this field directly
// outside Entity -- read ResolvedTargetItem, which re-validates on every call, so decay (or the item
// leaving the target) drops the aim point the moment it is no longer earned, with no loop that has to
// notice and clear it.
public ReactiveProperty<EquippedItem> TargetItem = new ReactiveProperty<EquippedItem>((EquippedItem)null);
// Where the pilot points: reticle, lock cone, tractor, guided rounds, fire direction. Steers nothing; the
// hull turns only by Ship.Turn.
public float3 Aim;
public string Name;
// public int Population;
// public Dictionary<Guid, float> Personality = new Dictionary<Guid, float>();
public readonly Dictionary<string, float> Messages = new Dictionary<string, float>();
private readonly Dictionary<object, Signature> _visibilitySources = new Dictionary<object, Signature>();
// A read-only view: the only writes are SetSignature and the decay loop in Update, both below.
// A ReadOnlyDictionary over the private field, created once: a cast back to Dictionary fails.
private ReadOnlyDictionary<object, Signature> _visibilityView;
public IReadOnlyDictionary<object, Signature> VisibilitySources => _visibilityView ??= new ReadOnlyDictionary<object, Signature>(_visibilitySources);
// The one writer of VisibilitySources (the decay loop in Update is the one decayer). Every light signature
// names its channel and the item that produced it (null for the hull). Emission is active emission (paints now,
// Entity.Emit after emissions-heard), never light: ruling visibility-per-capability-reveal, map R1.
public void SetSignature(object source, SignatureChannel channel, float strength, EquippedItem item)
{
if (channel == SignatureChannel.Emission)
throw new ArgumentException("Emission is active emission, never a light signature.", nameof(channel));
// A light signature is thinned by the ship's own gear at the moment it is written (aetheria-ew, lie-is-own-emission):
// each equipped suppressor folds the strength in equipment order and pays for what it alone removed.
foreach (var suppressor in GetBehaviors<LaunchSuppressor>())
strength = suppressor.Suppress(channel, strength);
_visibilitySources[source] = new Signature(channel, strength, item);
}
public readonly ReactiveDictionary<Entity, float> EntityInfoGathered = new ReactiveDictionary<Entity, float>();
public (List<Weapon> weapons, List<EquippedItem> items)[] WeaponGroups;
public List<IPopulationAssignment> PopulationAssignments = new List<IPopulationAssignment>();
// Cut 2 (docs/stats-and-power-cut.md): the sole owner of every resolved (item, stat) value for this entity.
// Constructed with the entity and reachable only from it -- nothing on the catalog side ever points back --
// so it is collected with the entity instead of surviving it for the life of the process (§0.3, §1.1).
public readonly StatResolver Resolver = new StatResolver();
// Cut 3 (docs/stats-and-power-cut.md): the sole owner of every power grant for this entity, same lifecycle
// reasoning as Resolver above (§1.2).
public readonly PowerBus PowerBus;
public EquippedItem[,] GearOccupancy;
public HardpointData[,] Hardpoints;
public float[,] Armor;
public float[,] MaxArmor;
private EquippedItem[] _orderedEquipment;
private List<Weapon> _weapons = new List<Weapon>();
private List<Radiator> _heatsinks = new List<Radiator>();
private List<ConsumableItemEffect> _activeConsumables = new List<ConsumableItemEffect>();
protected bool _active;
private bool _heatsinksEnabled = true;
public bool HeatsinksEnabled
{
get => _heatsinksEnabled;
set
{
if (value == _heatsinksEnabled) return;
_heatsinksEnabled = value;
foreach (var heatsink in _heatsinks)
heatsink.Item.Enabled.Value = value;
}
}
public HullData HullData { get; }
public EntitySettings Settings { get; }
public bool OverrideShutdown { get; set; }
public float TractorPower { get; set; }
public bool Active
{
get => _active;
}
public IEnumerable<Weapon> Weapons
{
get => _weapons;
}
public Shield Shield { get; private set; }
public Cockpit Cockpit { get; private set; }
public Sensor Sensor { get; private set; }
public float Heatstroke { get; private set; }
public float Hypothermia { get; private set; }
public float TargetRange { get; private set; }
public float MaxTemp { get; private set; }
public float MinTemp { get; private set; }
public ItemManager ItemManager { get; }
public int AssignedPopulation => PopulationAssignments.Sum(pa => pa.AssignedPopulation);
public float Mass { get; private set; }
public float Visibility => VisibilitySources.Values.Sum(s => s.Strength);
public Subject<Entity> IncomingHit = new Subject<Entity>();
// One per entity, created with it, never replaced: FireControl publishes each landed impact on it (Absorb).
public readonly CapabilityEvents Capabilities = new CapabilityEvents();
public Subject<(int2 pos, float damage)> ArmorDamage = new Subject<(int2, float)>();
public Subject<(EquippedItem item, float damage)> ItemDamage = new Subject<(EquippedItem, float)>();
// public Subject<EquippedItem> ItemOffline = new Subject<EquippedItem>();
// public Subject<EquippedItem> ItemOnline = new Subject<EquippedItem>();
public Subject<float> HullDamage = new Subject<float>();
public Subject<Entity> Docked = new Subject<Entity>();
public Subject<Unit> HeatstrokeRisk = new Subject<Unit>();
public Subject<Unit> HeatstrokeDeath = new Subject<Unit>();
public Subject<Unit> HypothermiaRisk = new Subject<Unit>();
public Subject<Unit> HypothermiaDeath = new Subject<Unit>();
public Subject<Entity> TargetedBy = new Subject<Entity>();
public ReactiveProperty<int> TargetedByCount = new ReactiveProperty<int>(0);
// TargetedBy counts selection, which emits nothing; a warning comes only from a paint. A search paint is a ping
// sweeping this ship (Sensor.Execute); a track paint is a lock (LockWeapon.Execute). Each reports into the
// inbox the tick it paints; PublishInbox publishes the inbox once, so a warning lives exactly one tick after
// its last paint.
// The inbox keeps who painted and with what beside the warning: the warning is all a reader of IncomingPaints
// gets, the emitter and item are for PublishInbox, which records the emitter's reveal.
private readonly struct PendingPaint
{
public readonly PaintWarning Warning;
public readonly Entity Emitter;
public readonly EquippedItem Item;
public PendingPaint(PaintWarning warning, Entity emitter, EquippedItem item)
{
Warning = warning;
Emitter = emitter;
Item = item;
}
}
private readonly List<PendingPaint> _paintInbox = new List<PendingPaint>();
private readonly List<PaintWarning> _incomingPaints = new List<PaintWarning>();
public IReadOnlyList<PaintWarning> IncomingPaints => _incomingPaints;
// An ally's sensor posts a return on the tick its ping crosses a subject; published with paints, read by this
// ship's own sensors for one tick.
private readonly List<PingReturn> _returnInbox = new List<PingReturn>();
private readonly List<PingReturn> _pingReturns = new List<PingReturn>();
internal IReadOnlyList<PingReturn> PingReturns => _pingReturns;
// What this ship's active sensors and lock paints emit this tick (Emit), heard by other ships' Sense (ruling
// sensor-stat-set): written in Update, read by Sense in the same tick, cleared by the next PublishInbox.
private readonly List<ActiveEmission> _emissions = new List<ActiveEmission>();
// What this observer has seen each ship's items do (ruling visibility-per-capability-reveal), keyed (subject,
// item). Written only by RecordReveal (an act enters) and EndReveals (an end the observer perceives, or a departed
// subject's entries aged past BearingMemory), cleared by Deactivate (ruling reveal-ends-on-perception).
private readonly Dictionary<Entity, Dictionary<EquippedItem, Reveal>> _reveals = new Dictionary<Entity, Dictionary<EquippedItem, Reveal>>();
private readonly List<EquippedItem> _endedItems = new List<EquippedItem>();
private readonly List<Entity> _agedSubjects = new List<Entity>();
public ReactiveProperty<SecurityLevel> CurrentSecurityLevel = new ReactiveProperty<SecurityLevel>(SecurityLevel.Open);
public ReadOnlyReactiveProperty<bool> PresencePermitted;
public UniRx.IObservable<EquippedItem> ItemDestroyed;
public UniRx.IObservable<int2> HullArmorDepleted;
public UniRx.IObservable<HardpointData> HardpointArmorDepleted;
public UniRx.IObservable<Weapon> WeaponDestroyed;
public UniRx.IObservable<CauseOfDeath> Death;
private List<IDisposable> _subscriptions = new List<IDisposable>();
private Dictionary<Entity, List<IDisposable>> _watchedEntitySubscriptions = new Dictionary<Entity, List<IDisposable>>();
private Dictionary<Entity, List<IDisposable>> _grudgeSubscriptions = new Dictionary<Entity, List<IDisposable>>();
// Grudges are a non-player behavior only: a player's own stance is always the operator's explicit call.
private bool IsPlayerControlled => this is Ship {IsPlayerShip: true};
public virtual void Activate()
{
//ItemManager.Log($"Entity {Name} is activating!");
_active = true;
Heatstroke = 0;
// The entity's presence is permitted when its faction owns the zone, or the current security level at its location is low enough
PresencePermitted = new ReadOnlyReactiveProperty<bool>(CurrentSecurityLevel.Select(security =>
{
var factionRelationship = GetFactionRelationship(Zone.GalaxyZone.Owner);
var presencePermitted = IsPresencePermitted(factionRelationship, security);
return presencePermitted;
}), initialValue: true);
// One initialiser for everything that computes targets here: gear and the effects still running, so a
// consumable active across a refit retargets to the new items exactly as gear does.
InitializeBehaviors(Equipment.SelectMany(item => item.Behaviors));
InitializeBehaviors(_activeConsumables.SelectMany(effect => effect.Behaviors));
foreach(var entity in Zone.Entities)
{
EntityInfoGathered[entity] = 0;
EntityHostility[entity] = IsHostileTo(entity);
if (!IsPlayerControlled) WatchForGrudge(entity);
}
_subscriptions.Add(Zone.Entities.ObserveAdd().Subscribe(add =>
{
EntityInfoGathered[add.Value] = 0;
EntityHostility[add.Value] = IsHostileTo(add.Value);
if (!IsPlayerControlled) WatchForGrudge(add.Value);
}));
_subscriptions.Add(Zone.Entities.ObserveRemove().Subscribe(remove =>
{
if (Target.Value.Entity == remove.Value) SetTarget(TargetRef.None);
EntityInfoGathered.Remove(remove.Value);
EntityHostility.Remove(remove.Value);
VisibleEntities.Remove(remove.Value);
VisibleEnemies.Remove(remove.Value);
VisibleFriendlies.Remove(remove.Value);
// A stance lasts the sitting: it goes with an entity gone for good (destroyed, warped away, unloaded), not
// with a ship docking, which leaves the zone parented to its dock (TryDock) and rejoins it on undock.
if (remove.Value.Parent == null) _iffOverrides.Remove(remove.Value);
if (_grudgeSubscriptions.TryGetValue(remove.Value, out var grudgeSubs))
{
foreach (var s in grudgeSubs) s.Dispose();
_grudgeSubscriptions.Remove(remove.Value);
}
}));
// An override changing updates this entity's hostility toward that entity immediately,
// rather than waiting for the next per-tick derived-hostility refresh.
void RefreshHostilityFromOverride(Entity other)
{
if (EntityHostility.ContainsKey(other))
EntityHostility[other] = IsHostileTo(other);
}
_subscriptions.Add(_iffOverrides.ObserveAdd().Subscribe(add => RefreshHostilityFromOverride(add.Key)));
_subscriptions.Add(_iffOverrides.ObserveReplace().Subscribe(replace => RefreshHostilityFromOverride(replace.Key)));
_subscriptions.Add(_iffOverrides.ObserveRemove().Subscribe(remove => RefreshHostilityFromOverride(remove.Key)));
_subscriptions.Add(VisibleEnemies.ObserveRemove().Subscribe(remove =>
{
if (Target.Value.Entity == remove.Value) SetTarget(TargetRef.None);
}));
// Only an entity is ever targeted by: a chunk has no one to tell.
_subscriptions.Add(Target.Subscribe(target => target.Entity?.TargetedBy.OnNext(this)));
_subscriptions.Add(TargetedBy.Subscribe(enemy =>
{
TargetedByCount.Value++;
enemy.Target.Where(t => t.Entity != this).Take(1).Subscribe(_ => TargetedByCount.Value--);
}));
//
_subscriptions.Add(EntityInfoGathered.ObserveReplace().Subscribe(replace =>
{
if (replace.OldValue < ItemManager.GameplaySettings.TargetDetectionInfoThreshold &&
replace.NewValue > ItemManager.GameplaySettings.TargetDetectionInfoThreshold)
{
VisibleEntities.Add(replace.Key);
if(EntityHostility[replace.Key])
VisibleEnemies.Add(replace.Key);
else VisibleFriendlies.Add(replace.Key);
}
if (replace.OldValue > ItemManager.GameplaySettings.TargetDetectionInfoThreshold &&
replace.NewValue < ItemManager.GameplaySettings.TargetDetectionInfoThreshold)
{
VisibleEntities.Remove(replace.Key);
VisibleEnemies.Remove(replace.Key);
VisibleFriendlies.Remove(replace.Key);
}
}));
// Create subscriptions to events occurring on any visible entity
_subscriptions.Add(VisibleEntities.ObserveAdd()
.Select(add=>add.Value)
.Subscribe(entity =>
{
var newVisibleEntitySubscriptions = new List<IDisposable>
{
// Respond to changes in the target's hostility status by updating the contents of VisibleEnemies and VisibleFriendlies
EntityHostility.ObserveReplace()
.Where(replace => replace.Key == entity)
.Select(replace => replace.NewValue)
.Subscribe(isHostile =>
{
(isHostile ? VisibleEnemies : VisibleFriendlies).Add(entity);
(isHostile ? VisibleFriendlies : VisibleEnemies).Remove(entity);
})
};
_watchedEntitySubscriptions[entity] = newVisibleEntitySubscriptions;
}));
// Cleanup visible entity subscriptions
_subscriptions.Add(VisibleEntities.ObserveRemove().Subscribe(disappearingEntity =>
{
foreach(var subscription in _watchedEntitySubscriptions[disappearingEntity.Value]) subscription.Dispose();
_watchedEntitySubscriptions.Remove(disappearingEntity.Value);
}));
// Cut 2 (docs/fire-control-cut.md): a Target change nulls the aim point. Fires immediately on
// subscribe with whatever Target already holds, which is harmless -- TargetItem starts null anyway.
_subscriptions.Add(Target.Subscribe(_ => TargetItem.Value = null));
// 9.3 (docs/fire-control-cut.md, Soul C3): a Target surviving Deactivate can point at an entity
// this zone removed while inactive -- Deactivate disposes the Zone.Entities.ObserveRemove
// subscription that is the only thing that nulls a stale Target, and EntityInfoGathered was just
// rebuilt above from the zone's *current* membership, not from whatever Target still remembers.
// Reconcile here, now that both the fresh EntityInfoGathered and the Target-change subscription
// above are live (so this write also clears TargetItem through it): an active entity's Target
// must always be an entity it has info on. Activate owns this reconciliation rather than
// Deactivate nulling Target outright, because nulling on every dock would throw away a target
// that is still alive and simply never changed while docked -- the common case, and not the one
// that crashed.
// Mining Cut 3: a chunk target is held to the same "still tracked" test through the chunk path -- kept
// while this entity can see it, dropped once it cannot (a broken chunk is dark, so it is dropped too).
if (Target.Value.Entity != null && !EntityInfoGathered.ContainsKey(Target.Value.Entity) ||
Target.Value.Chunk is ChunkId heldChunk && !ChunkVisible(heldChunk))
SetTarget(TargetRef.None);
if(WeaponGroups.All(wg=>!wg.items.Any()))
GenerateWeaponGroups();
}
// Cut 2 (docs/fire-control-cut.md): the only writer of TargetItem. Accepts null (clearing the aim
// point) or an item belonging to the current Target that FireControl.IsRevealed resolves true for this
// entity as observer. Returns whether the write took effect; a rejected non-null selection leaves
// TargetItem unchanged.
public bool TrySelectTargetItem(EquippedItem item)
{
if (item == null)
{
TargetItem.Value = null;
return true;
}
// Mining Cut 3: entity-only. A chunk has no items, so an item never belongs to a chunk target.
if (Target.Value.Entity == null || item.Entity != Target.Value.Entity || !FireControl.IsRevealed(this, item))
return false;
TargetItem.Value = item;
return true;
}
// The read path for TargetItem (see the field's own comment): null once the aimed item is no longer
// revealed to this entity, or no longer belongs to the current Target, even though nothing wrote
// TargetItem.Value at the moment that became true. Re-checked on every call; never cached.
public EquippedItem ResolvedTargetItem =>
TargetItem.Value != null && Target.Value.Entity == TargetItem.Value.Entity && FireControl.IsRevealed(this, TargetItem.Value)
? TargetItem.Value
: null;
// Mining Cut 3 (docs/mining-cut-refresh.md): the one writer of Target, called by the player's handlers and the
// agents alike. A chunk is taken only while this entity can see it, so a rock in darkness cannot be picked; an
// entity is written as given, as every handler wrote it before. Returns whether the write took effect.
public bool SetTarget(TargetRef target)
{
if (target.Chunk is ChunkId chunk && !ChunkVisible(chunk)) return false;
_target.Value = target;
return true;
}
// Mining Cut 3 (Q14 A): this entity's info on a chunk, computed when asked and stored nowhere. It is the value
// the per-tick sensor rule (Sensor.Execute, through Sensor.Gain) would settle at for a target this bright,
// here, now (PassiveInfo at the chunk's brightness), capped at 1.
public float ChunkInfo(ChunkId chunk)
{
var visibility = Zone.ChunkVisibility(chunk);
if (visibility <= 0f) return 0f;
return saturate(PassiveInfo(Zone.ChunkPose(chunk.Field, chunk.Index).xy, visibility));
}
// The info a target of `signature` at `position` would settle at under this entity's passive sensing, before
// the cap at 1. Each active sensor applies x <- saturate(x + G_i dt)(1 - k dt) every tick, so with n sensors the
// info settles where the gain balances the decay: sum(G_i) / (n k). A ping adds nothing that lasts, so only the
// passive gain enters. ChunkInfo asks it for a chunk's brightness; Sense asks it for a unit signature once per
// ship, because it is linear in the signature below saturation and so answers for every act at a place. Zero
// with no active sensor.
public float PassiveInfo(float2 position, float signature)
{
var rate = 0f;
var sensors = 0;
foreach (var sensor in ActiveSensors())
{
rate += sensor.PassiveRate(signature, position);
sensors++;
}
return sensors == 0 ? 0f : rate / (sensors * ItemManager.GameplaySettings.TargetInfoDecay);
}
// Mining Cut 3: the detection threshold, read through the chunk path. A chunk is visible exactly as an entity
// enters VisibleEntities: its info exceeds TargetDetectionInfoThreshold.
public bool ChunkVisible(ChunkId chunk) => ChunkInfo(chunk) > ItemManager.GameplaySettings.TargetDetectionInfoThreshold;
// Mining Cut 3 (Q13 A): the reach for picking a chunk -- the longest range among this entity's active weapons
// that can mine (Weapon.CanMine, Q12 A). Every visible chunk within it, written into `into` (cleared first), by
// index then field. Cycling and any programmatic chunk pick read this, so there is one reach rule. The zone's
// targeting index proposes the chunks that could pass (no observer, so no entities); ChunkVisible decides.
public void VisibleChunksInReach(List<ChunkId> into)
{
into.Clear();
Zone.Targets.Within(MiningSearch(), _targetCandidates);
foreach (var candidate in _targetCandidates)
if (candidate.Target.Chunk is ChunkId chunk && ChunkVisible(chunk))
into.Add(chunk);
into.Sort(ByIndexThenField);
}
// The one search every chunk question asks the zone's targeting index: from here, as far as the longest range
// among this entity's active weapons that can mine (Q13 A; Weapon.CanMine, Q12 A), bounded by what its sensors
// could detect.
private TargetSearch MiningSearch()
{
var reach = 0f;
foreach (var weapon in _weapons)
if (weapon.CanMine && (weapon.Item == null || weapon.Item.Active.Value))
reach = max(reach, weapon.Range);
return new TargetSearch(Position.xz, reach, reachPerVisibility: DetectionReachPerVisibility());
}
// Mining target-queries cut: which target a press of reticle, next, previous or nearest picks. Each is one
// best-first question to the index (no candidate list is built, sorted or kept), answered through SetTarget, the
// one writer. Candidates are visible ships at any range and visible chunks within mining reach.
// The candidate nearest the look direction by planar angle; picking the held target again clears it.
public bool TargetUnderReticle()
{
var look = float2(Aim.x, Aim.z);
if (!PickTarget(new AngleKey(this, Position.xz, look), out var picked)) return false;
return SetTarget(Target.Value.Equals(picked) ? TargetRef.None : picked);
}
// Enemies only, as it drives weapon lock; the nearest by distance.
public bool TargetNearestEnemy()
{
Entity nearest = null;
var nearestDistance = float.PositiveInfinity;
foreach (var enemy in VisibleEnemies)
{
if (enemy == this) continue;
var distance = length(enemy.Position - Position);
if (distance < nearestDistance)
{
nearest = enemy;
nearestDistance = distance;
}
}
return nearest != null && SetTarget(nearest);
}
// The next candidate after the current target by (planar distance, TargetRef), wrapping to the nearest; with
// nothing targeted, the nearest.
public bool TargetNext() => CycleTarget(false);
// The reverse: the next one nearer, wrapping to the farthest; with nothing targeted, the farthest.
public bool TargetPrevious() => CycleTarget(true);
private bool CycleTarget(bool reverse)
{
var origin = Position.xz;
var current = Target.Value;
TargetRef picked = default;
var found = !current.IsNone &&
PickTarget(new DistanceKey(this, origin, reverse, true, DistanceFrom(origin, current), current), out picked);
if (!found && !PickTarget(new DistanceKey(this, origin, reverse, false, 0f, default), out picked)) return false;
return SetTarget(picked);
}
private float DistanceFrom(float2 origin, TargetRef target) =>
length((target.Chunk is ChunkId chunk ? Zone.ChunkPose(chunk.Field, chunk.Index).xy : target.Entity.Position.xz) - origin);
// The least-key eligible candidate: the best visible ship, and the index's best chunk within mining reach. Ships
// are not bounded by reach, so they are read from VisibleEntities (the ships this entity sees); the belt's size
// never enters.
private bool PickTarget<TKey>(TKey query, out TargetRef picked) where TKey : ITargetKey
{
var best = default(TargetCandidate);
var bestKey = float.PositiveInfinity;
var found = false;
foreach (var entity in VisibleEntities)
Consider(query, new TargetCandidate(entity, entity.Position.xz), ref found, ref best, ref bestKey);
if (Zone.Targets.Best(MiningSearch(), query, out var chunk))
Consider(query, chunk, ref found, ref best, ref bestKey);
picked = found ? best.Target : TargetRef.None;
return found;
}
private static void Consider<TKey>(TKey query, in TargetCandidate candidate, ref bool found, ref TargetCandidate best, ref float bestKey)
where TKey : ITargetKey
{
if (!query.Key(candidate, out var key)) return;
if (found && !(key < bestKey || key == bestKey && query.Precedes(candidate, best))) return;
best = candidate;
bestKey = key;
found = true;
}
// What a press may pick: another ship, or a chunk this entity can see. Reach is the index's to apply.
private bool Eligible(in TargetCandidate candidate) =>
candidate.Target.Chunk is ChunkId chunk ? ChunkVisible(chunk) : candidate.Target.Entity != this;
// Entities come before chunks; entities by their place in the zone, chunks by field key then index.
private static int Order(TargetRef a, TargetRef b)
{
if (a.Chunk is ChunkId ca)
{
if (!(b.Chunk is ChunkId cb)) return 1;
var byField = string.CompareOrdinal(ca.Field.Value, cb.Field.Value);
return byField != 0 ? byField : ca.Index.CompareTo(cb.Index);
}
if (b.Chunk.HasValue) return -1;
var entities = a.Entity.Zone.Entities;
return entities.IndexOf(a.Entity).CompareTo(entities.IndexOf(b.Entity));
}
// The planar angle from the look direction to the candidate. A region's least angle is its bearing interval's
// distance from the look direction.
private readonly struct AngleKey : ITargetKey
{
private readonly Entity _self;
private readonly float2 _origin, _look;
public AngleKey(Entity self, float2 origin, float2 look)
{
_self = self;
_origin = origin;
_look = look;
}
public float Bound(in TargetRegion region)
{
var off = abs(atan2(_look.y, _look.x) - region.BearingCentre);
off = min(off, 2 * PI - off);
// Slack covers float rounding in the bearings; it only ever lowers the bound.
return max(0f, off - region.BearingHalfWidth - 1e-4f);
}
public bool Key(in TargetCandidate candidate, out float key)
{
var to = candidate.Position - _origin;
key = abs(atan2(_look.x * to.y - _look.y * to.x, dot(_look, to)));
return _self.Eligible(candidate);
}
public bool Precedes(in TargetCandidate a, in TargetCandidate b) => Order(a.Target, b.Target) < 0;
}
// Planar distance from the ship, nearest first, or farthest first when reversed. With a pivot only candidates
// strictly after it by (distance, TargetRef) are eligible, so cycling is a total, stable order.
private readonly struct DistanceKey : ITargetKey
{
private readonly Entity _self;
private readonly float2 _origin;
private readonly bool _reverse, _hasPivot;
private readonly float _pivotDistance;
private readonly TargetRef _pivot;
public DistanceKey(Entity self, float2 origin, bool reverse, bool hasPivot, float pivotDistance, TargetRef pivot)
{
_self = self;
_origin = origin;
_reverse = reverse;
_hasPivot = hasPivot;
_pivotDistance = pivotDistance;
_pivot = pivot;
}
public float Bound(in TargetRegion region)
{
if (_hasPivot && (_reverse ? region.Nearest > _pivotDistance : region.Farthest < _pivotDistance))
return float.PositiveInfinity;
return _reverse ? -region.Farthest : region.Nearest;
}
public bool Key(in TargetCandidate candidate, out float key)
{
var distance = length(candidate.Position - _origin);
key = _reverse ? -distance : distance;
if (!_self.Eligible(candidate)) return false;
if (!_hasPivot) return true;
var order = Order(candidate.Target, _pivot);
return _reverse
? distance < _pivotDistance || distance == _pivotDistance && order < 0
: distance > _pivotDistance || distance == _pivotDistance && order > 0;
}
public bool Precedes(in TargetCandidate a, in TargetCandidate b) =>
_reverse ? Order(a.Target, b.Target) > 0 : Order(a.Target, b.Target) < 0;
}
private readonly List<TargetCandidate> _targetCandidates = new List<TargetCandidate>();
private static readonly Comparison<ChunkId> ByIndexThenField = (a, b) =>
a.Index != b.Index ? a.Index.CompareTo(b.Index) : a.Field.GetHashCode().CompareTo(b.Field.GetHashCode());
// The planar distance per unit of visibility beyond which no target can pass ChunkVisible's threshold: an upper
// bound, never a decision. ChunkInfo is saturate(sum_i v s_i c_i(angle) / d / (n k)), linear in v and falling as
// 1/d, and a Bezier curve lies within the hull of its control points, so each sensor's s_i c_i is bounded by
// Sensor.PassiveGainBound. Zero with no active sensor (nothing is visible); infinity when the threshold is not
// positive. Slack covers float rounding and only ever widens it.
public float DetectionReachPerVisibility()
{
var gain = 0f;
var sensors = 0;
foreach (var sensor in ActiveSensors())
{
gain += sensor.PassiveGainBound();
sensors++;
}
if (sensors == 0) return 0f;
var threshold = ItemManager.GameplaySettings.TargetDetectionInfoThreshold;
if (!(threshold > 0f)) return float.PositiveInfinity;
return max(gain, 0f) / (sensors * ItemManager.GameplaySettings.TargetInfoDecay * threshold) * 1.0001f;
}
// Every sensor behaviour that runs this tick: those on active equipment, and those of active consumables. The
// list is this entity's one buffer, refilled per call (Sense asks once per other ship per tick, allocating
// nothing), so callers use it before asking again.
private readonly List<Sensor> _activeSensors = new List<Sensor>();
private List<Sensor> ActiveSensors()
{
_activeSensors.Clear();
for (var i = 0; i < Equipment.Count; i++)
{
var item = Equipment[i];
if (!item.Active.Value) continue;
foreach (var behavior in item.Behaviors)
if (behavior is Sensor sensor) _activeSensors.Add(sensor);
}
foreach (var effect in _activeConsumables)
foreach (var behavior in effect.Behaviors)
if (behavior is Sensor sensor) _activeSensors.Add(sensor);
return _activeSensors;
}
// How much of an emission's reach this observer's instruments hear it at (ruling sensor-stat-set: listeners hear at
// a multiple of an emitter's own range): 1 with an active sensor, 0 without. Listener gear extends it.
private int HearingMultiple() => ActiveSensors().Count > 0 ? 1 : 0;
// Cut 12.3 (docs/fire-control-cut.md): "armour absorbs first" -- the per-cell armour phase, split out of
// what used to be Absorb's own first half (moved verbatim from DamageSchematic's per-cell body, Cut 3) so
// Cut 12.3's fix batch (proportional multi-lane item absorption, below) can call the armour phase once per
// cell -- always local to one lane, since armour never spans cells -- while deferring the item phase to
// ItemAbsorb's own pool for EVERY occupied cell, not only ones shared with another lane: a lane that turns
// out to be an item's only contributor still pools through a list of one (ItemAbsorb's own degenerate
// case), never a separate solo path. ArmorDamage fires only for incoming > 0.
public float ArmorAbsorb(int2 cell, float damage)
{
var d = damage;
if (d > 0f)
{
var prevArmor = Armor[cell.x, cell.y];
Armor[cell.x, cell.y] = max(prevArmor - d, 0);
ArmorDamage.OnNext((cell, d));
d = max(d - prevArmor, 0);
}
return d;
}
// Cut 12.3 fix batch (one apply path, operator ruling 2026-09-25 "do not expect items taking up multiple
// cells to be an exception, this should be one code path"): the ONE function that decides an item's own
// absorption, whatever the item's shape or however many lanes of one shot reach it. `incoming` holds every
// contributing lane's own post-armour remainder for this resolve, one lane's worth included -- a
// single-lane item is this rule's own degenerate case, not a separate function or a separate threshold.
// The existing .1f threshold is decided once, on the POOLED total, never per contribution (a pooled path
// that gated each contribution separately would let two shares under .1f each slip past an item that a
// single .08f solo hit would already have stopped at). Absorbed durability is split back across `incoming`
// in place, pro-rata to what each lane brought -- the divide below never sees total <= 0.1f, so it never
// sees zero (the guard above already returned). ItemDamage fires once per contributing lane, reporting its
// own INCOMING share -- not the post-clamp amount, the same convention ArmorAbsorb already uses -- and only
// when that lane's own share is itself > 0, so a zero-deposit contributor (a lane whose armour ate its
// whole share before reaching this item) never fires a phantom event. `item` is never null here: both
// callers (`FireControl.ApplyPooled`'s `Resolve`, one lane's worth of contributions included, and
// `FireControl.Detonate`'s own per-entity item-pool resolution, one covered cell's worth included) already
// guarantee it -- a pool is only ever opened under a non-null `GearOccupancy` cell.
public void ItemAbsorb(EquippedItem item, Span<float> incoming)
{
var total = 0f;
for (var i = 0; i < incoming.Length; i++) total += incoming[i];
if (total <= 0.1f) return;
var before = item.EquippableItem.Durability;
var absorbed = min(total, before);
item.EquippableItem.Durability = max(before - absorbed, 0f);
var fraction = absorbed / total;
for (var i = 0; i < incoming.Length; i++)
{
if (incoming[i] > 0f) ItemDamage.OnNext((item, incoming[i]));
incoming[i] -= incoming[i] * fraction;
}
}
// Cut 12.3: moved verbatim from DamageSchematic's own tail (Cut 3) -- the >.1f threshold and the one
// HullDamage event are unchanged. FireControl.Apply calls this once per resolved hit, with the summed
// remainder every lane's own walk left over (Q12-3 = A: a lane's remainder goes to the hull wherever the
// lane ends -- penetration exhausted, a gap, or the far side).
public void DamageHull(float damage)
{
if (damage > .1f)
{
Hull.Durability -= damage;
HullDamage.OnNext(damage);
}
}
// Cut 12.1 (docs/fire-control-cut.md): the one schematic-frame owner. Maps a world-planar vector into this
// entity's own schematic frame -- x = starboard, y = bow -- so FireControl.Apply's lane walk and
// FireControl.Detonate's per-entity point conversion both read the same transform instead of each carrying
// their own copy of forward/right.
public float2 ToSchematic(float2 worldPlanar)
{
var forward = normalize(Direction);
var right = float2(forward.y, -forward.x);
return float2(dot(worldPlanar, right), dot(worldPlanar, forward));
}
// Cut 12.4(b) (docs/fire-control-cut.md, "Area, per entity"): the world<->schematic POINT owners, built on
// ToSchematic's frame -- the entity's own position is the schematic's centre of mass. FireControl.Detonate
// uses ToSchematicPoint to find where a blast sits in each candidate's own schematic (the host of a contact
// or delayed blast included: it is treated like any other entity in the radius, its cells found again
// here, not carried over from the commit). ToWorldPoint is the inverse, used once, to convert a contact or
// delayed fuse point (found on the committed lane, in the host's schematic frame at commit) into the one
// world point Detonate's single input shape takes -- the round trip through the host's own pose at arrival
// is what fixes the host's damage to the commit (R4) while every bystander is judged live.
public float2 ToSchematicPoint(float2 worldPlanar)
{
var hullData = ItemManager.GetData(Hull) as HullData;
var cellSize = ItemManager.GameplaySettings.SchematicCellSize;
return ToSchematic(worldPlanar - Position.xz) / cellSize + hullData.Shape.CenterOfMass;
}
public float2 ToWorldPoint(float2 schematicPoint)
{
var hullData = ItemManager.GetData(Hull) as HullData;
var cellSize = ItemManager.GameplaySettings.SchematicCellSize;
var local = (schematicPoint - hullData.Shape.CenterOfMass) * cellSize;
var forward = normalize(Direction);
var right = float2(forward.y, -forward.x);
return Position.xz + local.x * right + local.y * forward;
}
// Another entity's stance toward THIS one, as far as this entity can perceive it: unknown (null)
// until this entity detects them, mirroring the existing detection model (VisibleEntities, driven
// by EntityInfoGathered crossing TargetDetectionInfoThreshold). Detected but not yet hostility-rated
// by the other entity also reads as unknown.
public bool? PerceivedStanceOf(Entity other) =>
VisibleEntities.Contains(other) && other.EntityHostility.TryGetValue(this, out var hostile)
? hostile
: (bool?) null;
// Non-player entities hold a grudge: once another entity's stance toward THIS one turns hostile
// (its own override or its derived rule) WHILE this entity detects it, this entity sets a sticky
// hostile override on it back, event-driven off that entity's own EntityHostility changes and off
// this entity's own detection (VisibleEntities) picking up an already-hostile entity. It never
// forgives on its own; only a future utility-evaluation pass is meant to lift a grudge. Leaving the
// zone clears overrides (see the Zone.Entities removal subscription above), so a grudge is also
// cleared then -- a known gap, flagged as a follow-up rather than solved here.
private void WatchForGrudge(Entity other)
{
void CheckGrudge(bool otherIsHostileToThis)
{
if (otherIsHostileToThis && VisibleEntities.Contains(other) && !_iffOverrides.ContainsKey(other))
SetIff(other, true);
}
var subscriptions = new List<IDisposable>
{
other.EntityHostility.ObserveAdd()
.Where(add => add.Key == this)
.Subscribe(add => CheckGrudge(add.Value)),
other.EntityHostility.ObserveReplace()
.Where(replace => replace.Key == this)
.Subscribe(replace => CheckGrudge(replace.NewValue)),
// Detecting an entity whose stance toward this one is already hostile grudges it immediately.
VisibleEntities.ObserveAdd()
.Where(add => add.Value == other)
.Subscribe(_ =>
{
if (other.EntityHostility.TryGetValue(this, out var hostile))
CheckGrudge(hostile);
})
};
_grudgeSubscriptions[other] = subscriptions;
if (other.EntityHostility.TryGetValue(this, out var currentlyHostile))
CheckGrudge(currentlyHostile);
}
public virtual void Deactivate()
{
//ItemManager.Log($"Entity {Name} is deactivating!");
foreach(var s in _subscriptions) s.Dispose();
_subscriptions.Clear();
foreach(var ss in _watchedEntitySubscriptions.Values) foreach(var s in ss) s.Dispose();
_watchedEntitySubscriptions.Clear();
foreach(var ss in _grudgeSubscriptions.Values) foreach(var s in ss) s.Dispose();
_grudgeSubscriptions.Clear();
_active = false;
EntityInfoGathered.Clear();
VisibleEntities.Clear();
VisibleEnemies.Clear();
VisibleFriendlies.Clear();
_paintInbox.Clear();
_incomingPaints.Clear();
_returnInbox.Clear();
_pingReturns.Clear();
_emissions.Clear();
_reveals.Clear();
}
// Zone.Update runs this on every entity before any entity updates, so a paint made during tick N is published
// at the start of tick N+1 whatever order the emitter and this ship update in; a paint that stops is gone
// one tick later for every ordering.
internal void PublishInbox()
{
_emissions.Clear(); // written in Update, read by Sense in the same tick
_incomingPaints.Clear();
foreach (var paint in _paintInbox)
{
_incomingPaints.Add(paint.Warning);
RecordReveal(paint.Emitter, paint.Item, SignatureChannel.Emission);
}
_paintInbox.Clear();
_pingReturns.Clear();
_pingReturns.AddRange(_returnInbox);
_returnInbox.Clear();
}
internal void ReceiveReturn(PingReturn pingReturn)
{
if (!_active) return;
_returnInbox.Add(pingReturn);
}
// The callers are Sensor.Execute (a sweeping ping) and LockWeapon.Execute (a lock paint): this ship's `item` emits this
// tick and is heard by another ship's Sense within `hearRange` (the emitter's range over its intercept factor,
// fixed here), bearing only.
internal void Emit(EquippedItem item, float hearRange)
{
if (!_active) return;
_emissions.Add(new ActiveEmission(item, hearRange));
}
// The callers are Sensor.Execute (a Search paint, Strength 0) and LockWeapon.Execute (a Track paint, Strength
// the emitter's own Lock at that paint). The emitter's class is the item's data (null with no item: a
// consumable's effect, which has no item and so is never revealed).
internal void ReceivePaint(Entity emitter, EquippedItem item, PaintMode mode, float strength)
{
if (!_active) return;
_paintInbox.Add(new PendingPaint(new PaintWarning(normalize((emitter.Position - Position).xz), item?.Data, mode, strength), emitter, item));
}
// The reveal book's one way in and its one membership gate (callers: Sense and PublishInbox, both in this file):
// this observer saw `item` of `subject` act on `channel`, now, from this bearing. An item-less act (hull
// radiation, a consumable) reveals nothing, and neither does a subject that is not in the zone: a departed
// subject's entries are never created or refreshed, from any caller, and neither does an item this observer
// perceives destroyed (PerceivesDestroyed). A later act of the same item replaces the
// earlier one.
internal void RecordReveal(Entity subject, EquippedItem item, SignatureChannel channel)
{
if (!_active || item == null || !Zone.Entities.Contains(subject) || PerceivesDestroyed(subject, item)) return;
if (!_reveals.TryGetValue(subject, out var book))
_reveals[subject] = book = new Dictionary<EquippedItem, Reveal>();
book[item] = new Reveal(item, channel, normalize((subject.Position - Position).xz), Zone.Time);
}
// This observer resolves `subject`'s gear (ContactOf's Identified gate) and `item` of it is destroyed: the one rule
// for a destroyed item an observer perceives, read by the book's entry (RecordReveal) and its end (Sense).
private bool PerceivesDestroyed(Entity subject, EquippedItem item) =>
item.EquippableItem.IsDestroyed
&& EntityInfoGathered.TryGetValue(subject, out var info) && info >= ItemManager.GameplaySettings.TargetGearInfoThreshold;
// The book's one way out (caller: Sense): `item` null ends every reveal of `subject`, otherwise that item's.
// The subject's key goes with its last entry.
private void EndReveals(Entity subject, EquippedItem item)
{
if (!_reveals.TryGetValue(subject, out var book)) return;
if (item != null) book.Remove(item);
else book.Clear();
if (book.Count == 0) _reveals.Remove(subject);
}
// What this observer has seen `subject`'s items do: each item's latest act, and nothing the subject's present
// gear or Durability says (ruling contact-reads-book-aim-reads-live). A reveal ends only on what this observer
// perceives (ruling reveal-ends-on-perception): the destruction of an item of a ship it identifies, the death,
// dock or warp of a subject its instruments could see leave, or, for a subject that has left the zone, the
// freshest entry aging past BearingMemory; Deactivate clears it all. Whether an item can be aimed at now is
// FireControl.IsRevealed's question, not this one.
public IEnumerable<Reveal> RevealsOf(Entity subject) =>
_reveals.TryGetValue(subject, out var book) ? book.Values : Enumerable.Empty<Reveal>();
// Whether this observer's book for `subject` holds `item`: the book's membership, no live gear read.
internal bool HasReveal(Entity subject, EquippedItem item) =>
_reveals.TryGetValue(subject, out var book) && book.ContainsKey(item);
// The one derivation of how much this observer holds of `subject`: see Contact.
public Contact ContactOf(Entity subject)
{
var settings = ItemManager.GameplaySettings;
var info = EntityInfoGathered.TryGetValue(subject, out var gathered) ? gathered : 0f;
var tracked = VisibleEntities.Contains(subject);
var any = false;
var freshest = default(Reveal);
foreach (var reveal in RevealsOf(subject))
if (!any || reveal.Time > freshest.Time)
{
any = true;
freshest = reveal;
}
var remembered = any && Zone.Time - freshest.Time < settings.BearingMemory;
var detected = tracked || remembered;
var bearing = tracked ? normalize((subject.Position - Position).xz) : remembered ? freshest.Bearing : default;
return new Contact(detected, tracked, detected && any, info >= settings.TargetGearInfoThreshold, bearing, info);
}
// What this observer's instruments receive of other ships' acts this tick (Zone.Update calls it once, after every
// entity has updated): every light signature of an item that would alone settle this observer's passive info above
// TargetDetectionInfoThreshold is revealed (ruling visibility-per-capability-reveal). Hull radiation names no
// item and only feeds the track. One PassiveInfo per ship. Zone.Update calls it
// for every entity after all of them have updated, so what a ship shows is what every observer receives on that
// tick whatever order the zone lists them in.
internal void Sense()
{
if (!_active) return;
var threshold = ItemManager.GameplaySettings.TargetDetectionInfoThreshold;
var hearing = HearingMultiple();
var entities = Zone.Entities;
for (var i = 0; i < entities.Count; i++)
{
var other = entities[i];
if (other == this) continue;
var perSignature = -1f;
foreach (var signature in other._visibilitySources.Values)
{
if (signature.Item == null) continue;
if (perSignature < 0f) perSignature = PassiveInfo(other.Position.xz, 1f);
if (signature.Strength * perSignature > threshold) RecordReveal(other, signature.Item, signature.Channel);
}
// Every emission this ship made this tick that reaches this observer is revealed, bearing only (ruling
// sensor-stat-set), through RecordReveal's one gate. It feeds no track.
if (hearing > 0 && other._emissions.Count > 0)
{
var planar = length(other.Position.xz - Position.xz);
var obscuration = Zone.Obscuration(Position.xz, other.Position.xz);
for (var j = 0; j < other._emissions.Count; j++)
{
var emission = other._emissions[j];
if (planar <= emission.HearRange * hearing * obscuration) RecordReveal(other, emission.Item, SignatureChannel.Emission);
}
}
// The observer resolves this ship's gear (PerceivesDestroyed), so it perceives an item of it destroyed and
// that reveal ends here; RecordReveal refuses the same item's lingering flash.
if (_reveals.TryGetValue(other, out var book))
{
foreach (var item in book.Keys)
if (PerceivesDestroyed(other, item)) _endedItems.Add(item);
for (var j = 0; j < _endedItems.Count; j++) EndReveals(other, _endedItems[j]);
_endedItems.Clear();
}
}
// A subject that left the zone (death, dock, warp, any removal) is perceived gone under the light-act gate: as
// bright as its whole Visibility was at removal, from where it was. A re-admitted subject did not leave.
var departures = Zone.Departures;
for (var i = 0; i < departures.Count; i++)
{
var departure = departures[i];
if (!_reveals.ContainsKey(departure.Subject) || entities.Contains(departure.Subject)) continue;
if (departure.Signature * PassiveInfo(departure.Position, 1f) > threshold) EndReveals(departure.Subject, null);
}
// What stays of a departed subject is memory: pruned once its freshest entry is as old as ContactOf stops
// remembering it.
var memory = ItemManager.GameplaySettings.BearingMemory;
foreach (var pair in _reveals)
{
if (entities.Contains(pair.Key)) continue;
var freshest = float.MinValue;
foreach (var reveal in pair.Value.Values) freshest = Math.Max(freshest, reveal.Time);
if (Zone.Time - freshest >= memory) _agedSubjects.Add(pair.Key);
}
for (var i = 0; i < _agedSubjects.Count; i++) EndReveals(_agedSubjects[i], null);
_agedSubjects.Clear();
}
public Entity(ItemManager itemManager, Zone zone, EquippableItem hull, EntitySettings settings)
{
Settings = MessagePackSerializer.Deserialize<EntitySettings>(MessagePackSerializer.Serialize(settings));
ItemManager = itemManager;
Zone = zone;
Hull = hull;
HullData = itemManager.GetData(hull) as HullData;
Name = HullData.Name;
PowerBus = new PowerBus(this);
MapEntity();
WeaponGroups = new (List<Weapon> weapons, List<EquippedItem> items)[itemManager.GameplaySettings.WeaponGroupCount];
for(int i=0; i<itemManager.GameplaySettings.WeaponGroupCount; i++)
WeaponGroups[i] = (new List<Weapon>(), new List<EquippedItem>());
ItemDestroyed = ItemDamage.Where(x => x.item.EquippableItem.IsDestroyed).Select(x=>x.item);
WeaponDestroyed = ItemDestroyed.Select(x => x.Behaviors.FirstOrDefault(b => b is Weapon) as Weapon).Where(x => x != null);
HullArmorDepleted = ArmorDamage.Where(x => Armor[x.pos.x, x.pos.y] < .01f).Select(x => x.pos);
Death = HullDamage.Where(_ => Hull.IsDestroyed).Select(_ => CauseOfDeath.HullDestroyed)
.Merge(HeatstrokeDeath.Select(_ => CauseOfDeath.Heatstroke))
.Merge(HypothermiaDeath.Select(_ => CauseOfDeath.Hypothermia))
.Merge(ItemDestroyed.Where(i=>i.GetBehavior<Cockpit>()!=null).Select(_ => CauseOfDeath.CockpitDestroyed))
// Death is terminal: the first cause ends the stream, so no damage path (a blast whose cockpit kill is
// followed by its own hull damage, a second item, a heat tick) can raise it twice to any subscriber.
.Take(1);
//CurrentSecurityLevel.Value = SecurityLevel.Open;
}
// Sets or clears a runtime-only IFF override deciding this entity's hostility toward another.
// Pass null to clear the override and restore the derived (faction-based) rule.
public void SetIff(Entity other, bool? hostile)
{
if (hostile.HasValue) _iffOverrides[other] = hostile.Value;
else _iffOverrides.Remove(other);
}
public bool IsHostileTo(Entity other, bool recursive = false)
{
// An override decides only the stance of the entity that holds it. The recursive=true calls
// below are the derived rule asking "is the other entity hostile to me" purely to compute ITS
// OWN reciprocal stance; skipping the override check there stops one entity's override (e.g. a
// player going neutral) from leaking into another entity's derived hostility.
if (!recursive && _iffOverrides.TryGetValue(other, out var overrideHostile))
return overrideHostile;
if (Faction == null)
return !recursive && other.Faction != null && other.IsHostileTo(this, true);
// TODO: Inter-faction hostility
// When the entity faction owns the zone, they are hostile to trespassers or those hostile to them
if (Faction == Zone.GalaxyZone.Owner)
return recursive ? !(other.PresencePermitted?.Value ?? true) : !(other.PresencePermitted?.Value ?? true)|| other.IsHostileTo(this, true);
return !recursive && other.IsHostileTo(this, true);
}
// TODO: Inter-faction relationships
public FactionRelationship GetFactionRelationship(Faction faction)
{
if (faction == null)
return FactionRelationship.Neutral;
if (this is Ship {IsPlayerShip: true})
return Zone.Galaxy.FactionRelationships[faction];
return faction == Faction ? FactionRelationship.Beloved : FactionRelationship.Neutral;
}
public static bool IsPresencePermitted(FactionRelationship relationship, SecurityLevel securityLevel) =>
(int) relationship - (int) securityLevel > 0;
public static bool IsDockingPermitted(FactionRelationship relationship, SecurityLevel securityLevel) =>
(int) relationship - (int) securityLevel > 1;
public void ActivateConsumable(ConsumableItem item)
{
var effect = new ConsumableItemEffect(item, this);
// The same hook Activate runs over Equipment: a behaviour that computes its targets there (StatModifier)
// would otherwise reach its second tick uninitialised.
InitializeBehaviors(effect.Behaviors);
_activeConsumables.Add(effect);
}
private static void InitializeBehaviors(IEnumerable<Behavior> behaviors)
{
foreach (var behavior in behaviors.ToList())
if (behavior is IInitializableBehavior initializable)
initializable.Initialize();
}
// Derived, never written: true iff an active consumable effect carries a ThrottleLock.
public bool ThrottleLocked => _activeConsumables.Any(e => e.Behaviors.OfType<ThrottleLock>().Any());
public ConsumableItemEffect FindActiveConsumable(ConsumableItemData data)
{
return _activeConsumables.FirstOrDefault(ac => ac.Data == data);
}
public bool CanActivateConsumable(ConsumableItemData data)
{
return data.Stackable || FindActiveConsumable(data) == null;
}
public bool TryActivateConsumable(ConsumableItemData data)
{
if (!CanActivateConsumable(data)) return false;
var key = ItemManager.ItemData.RefOf<ItemData>(data).Key;
var bay = FindItemInCargo(key);
if (bay == null) return false;
var item = (ConsumableItem) bay.ItemsOfType[key].First();
ActivateConsumable(item);
bay.Remove(item);
return true;
}
private void MapEntity()
{
var hullData = ItemManager.GetData(Hull) as HullData;
EquippedHull = new EquippedItem(ItemManager, Hull, int2.zero, this, null);
Equipment.Add(EquippedHull);
// A bare hull, one TryEquip never ran on, still updates: its ordered equipment is the hull alone.
_orderedEquipment = Equipment.ToArray();
Mass = hullData.Mass;
Temperature = new float[hullData.Shape.Width, hullData.Shape.Height];
NewTemperature = new float[hullData.Shape.Width, hullData.Shape.Height];
HullConductivity = new bool2[hullData.Shape.Width,hullData.Shape.Height];
ThermalMass = new float[hullData.Shape.Width, hullData.Shape.Height];
Armor = new float[hullData.Shape.Width, hullData.Shape.Height];
MaxArmor = new float[hullData.Shape.Width, hullData.Shape.Height];
Hardpoints = new HardpointData[hullData.Shape.Width, hullData.Shape.Height];
foreach (var hardpoint in hullData.Hardpoints)
{
foreach (var hardpointCoord in hardpoint.Shape.Coordinates)
{
var hullCoord = hardpoint.Position + hardpointCoord;
Hardpoints[hullCoord.x, hullCoord.y] = hardpoint;
}
}
var cellCount = hullData.Shape.Coordinates.Length;
foreach (var v in hullData.Shape.Coordinates)
{
Armor[v.x, v.y] = hullData.Armor;
MaxArmor[v.x, v.y] = hullData.Armor;
if (Hardpoints[v.x, v.y] != null)
{
Armor[v.x, v.y] += Hardpoints[v.x, v.y].Armor;
MaxArmor[v.x, v.y] += Hardpoints[v.x, v.y].Armor;
}
Temperature[v.x, v.y] = StartingCellTemperature;
ThermalMass[v.x, v.y] = hullData.Mass * hullData.SpecificHeat / cellCount;
}
GearOccupancy = new EquippedItem[hullData.Shape.Width, hullData.Shape.Height];
}
public void GenerateWeaponGroups()
{
foreach (var group in Weapons
.GroupBy(w => w.Item.EquippableItem.Data.Key)
.OrderBy(wg=>wg.Average(w=>w.Range))
.Select((weapons, index) => (weapons, index)))
{
WeaponGroups[group.index].weapons = group.weapons.ToList();
WeaponGroups[group.index].items = group.weapons.Select(w=>w.Item).ToList();
}
}
public void AddHeat(int2 position, float heat, bool ignoreThermalMass = false)
{
if (ignoreThermalMass)
Temperature[position.x, position.y] += heat;
else
Temperature[position.x, position.y] += heat / ThermalMass[position.x, position.y];
}
public int CountItemsInCargo(CultRecordKey itemDataID)
{
int sum = 0;
foreach (var x in CargoBays)
{
if (x.ItemsOfType.ContainsKey(itemDataID))
{
foreach (var i in x.ItemsOfType[itemDataID]) sum += i is SimpleCommodity simpleCommodity ? simpleCommodity.Quantity : 1;
}
}
return sum;
}
public EquippedCargoBay FindItemInCargo(CultRecordKey itemDataID)
{
return CargoBays.FirstOrDefault(c => c.ItemsOfType.ContainsKey(itemDataID));
}
public Shape UnoccupiedSpace
{
get
{
var emptyShape = new Shape(HullData.Shape.Width, HullData.Shape.Height);
foreach (var v in HullData.Shape.Coordinates)
{
// Empty hardpoint cells count as free: general gear may use them until hardpoint gear claims them
if (HullData.InteriorCells[v] && GearOccupancy[v.x, v.y] == null)
emptyShape[v] = true;
}
return emptyShape;
}
}
// Attempts to move a given number of items of the given type to the target Entity
// Returns the number of items successfully transferred
public int TryTransferItems(Entity target, CultRecordKey itemDataID, int quantity)
{
int quantityTransferred = 0;
while (quantityTransferred < quantity)
{
EquippedCargoBay originInventory = CargoBays.FirstOrDefault(c => c.ItemsOfType.ContainsKey(itemDataID));
if (originInventory == null) break;
var itemInstance = originInventory.ItemsOfType[itemDataID][0];
if (itemInstance is SimpleCommodity simpleCommodity)
{
var targetQuantity = min(simpleCommodity.Quantity, quantity - quantityTransferred);
if (!target.CargoBays.Any(c => originInventory.TryTransferItem(c, simpleCommodity, targetQuantity)))
{
quantityTransferred += targetQuantity - simpleCommodity.Quantity;
break;
}
quantityTransferred += targetQuantity;
}
else if (itemInstance is CraftedItemInstance craftedItemInstance)
{
if (!target.CargoBays.Any(c => originInventory.TryTransferItem(c, craftedItemInstance)))
break;
quantityTransferred++;
}
}
return quantityTransferred;
}
public EquippableItem TryUnequip(EquippedItem item)
{
// Don't allow unequipping when the entity is active
if (_active) return null;
if (item.EquippableItem == null)
{
ItemManager.Log("Attempted to remove equipped item with no equippable item on it! This should be impossible!");
return null;
}
if (item is EquippedCargoBay cargoBay)
{
if(cargoBay.Cargo.Count > 0)
{
ItemManager.Log("Attempted to remove cargo bay that is not empty! Please check first before doing this!");
return null;
}
CargoBays.Remove(cargoBay);
}
Equipment.Remove(item);
_orderedEquipment = Equipment.ToArray();
var hullData = ItemManager.GetData(Hull) as HullData;
var itemData = ItemManager.GetData(item.EquippableItem);
foreach (var i in hullData.Shape.Coordinates)
if (GearOccupancy[i.x, i.y] == item)
{
ThermalMass[i.x, i.y] -= ItemManager.GetThermalMass(item.EquippableItem) / itemData.Shape.Coordinates.Length;
GearOccupancy[i.x, i.y] = null;
}
Mass -= itemData.Mass;
foreach (var b in item.Behaviors)
{
if (b is Weapon weapon)
{
_weapons.Remove(weapon);
foreach (var group in WeaponGroups) { group.items.Remove(item); group.weapons.Remove(weapon); }
}
if (b is Radiator heatsink)
_heatsinks.Remove(heatsink);
if (b is Shield)
Shield = null;
if (b is Cockpit)
Cockpit = null;
if (b is Sensor)
Sensor = null;
}
// Cut 2 Gate 1 fix (docs/stats-and-power-cut.md): the resolver's §0b lifecycle promise -- a resolver
// entry is "destroyed at unequip" -- was never wired up. Without this, every unequipped item stayed
// reachable from the resolver's dictionaries for the entity's whole remaining life.
Resolver.Forget(item);
return item.EquippableItem;
}
// Check whether the given item will fit when its origin is placed at the given coordinate. For hardpoint gear,
// hardpoint is the one hardpoint the item would occupy there (HardpointAt); Tool gear occupies none.
private bool ItemFits(EquippableItemData itemData, HullData hullData, EquippableItem item, int2 hullCoord, out HardpointData hardpoint)
{
hardpoint = null;
// Items without specific hardpoints on the ship can be freely rotated and placed anywhere
if (itemData.HardpointType == HardpointType.Tool)
{
// Check every cell of the item's shape
foreach (var i in itemData.Shape.Coordinates)
{
// An interior cell is usable when no gear occupies it. An empty hardpoint cell counts as usable:
// general gear may take it until hardpoint gear claims it, which is the same rule
// UnoccupiedSpace reports, so what generation is offered and what equipping accepts agree.
var itemCoord = hullCoord + itemData.Shape.Rotate(i, item.Rotation);
if (!hullData.InteriorCells[itemCoord] || GearOccupancy[itemCoord.x, itemCoord.y] != null)
return false;
}
}
else
{
hardpoint = HardpointAt(itemData, hullData, hullCoord);
if (hardpoint == null) return false;
item.Rotation = hardpoint.Rotation;
}
return true;
}
// The one placement rule for hardpoint gear. At this origin the item lies within a hardpoint of its type, turned to
// that hardpoint's rotation (HardpointData.TakesAt, the fit rule); its own cells are free, since a hardpoint's
// leftover cells may hold general gear (operator, 2026-09-30: "saving slots in a hardpoint can be a valid tradeoff
// for crowded ships"); and that hardpoint holds no other hardpoint item, since it holds one at most.
private HardpointData HardpointAt(EquippableItemData itemData, HullData hullData, int2 hullCoord)
{
foreach (var hardpoint in hullData.Hardpoints)
{
if (!hardpoint.TakesAt(itemData, hullCoord - hardpoint.Position)) continue;
var ownCellsFree = itemData.Shape.Coordinates
.Select(v => hullCoord + itemData.Shape.Rotate(v, hardpoint.Rotation))
.All(c => GearOccupancy[c.x, c.y] == null);
var holdsAnother = hardpoint.Shape.Coordinates
.Select(v => GearOccupancy[hardpoint.Position.x + v.x, hardpoint.Position.y + v.y])
.Any(occupant => occupant != null && occupant.Data.HardpointType != HardpointType.Tool);
if (ownCellsFree && !holdsAnother) return hardpoint;
}
return null;
}
// Check whether the given item will fit when its origin is placed at the given coordinate on the hull
public bool ItemFits(EquippableItem item, int2 hullCoord)
{
// Don't allow equipping while deployed
if (_active) return false;
var itemData = ItemManager.GetData(item);
var hullData = ItemManager.GetData(Hull) as HullData;
return ItemFits(itemData, hullData, item, hullCoord, out _);
}
public bool TryFindSpace(EquippableItem item, out int2 hullCoord)
{
// Don't allow equipping while deployed
if (_active)
{
hullCoord = int2.zero;
return false;
}
var itemData = ItemManager.GetData(item);
var hullData = ItemManager.GetData(Hull) as HullData;
// Tools and thermal equipment can be installed anywhere on the ship
// Search the whole ship for somewhere the item will fit
if (itemData.HardpointType == HardpointType.Tool)
{
foreach (var hullCoord2 in hullData.InteriorCells.Coordinates)
{
if (ItemFits(itemData, hullData, item, hullCoord2, out _))
{
hullCoord = hullCoord2;
return true;
}
}
}
// Everything else has to be equipped onto a hardpoint of the same type
// Search the ship for an empty hardpoint that matches the type and shape of the item
else
{
// Every origin the fit rule (HardpointData.TakesAt) can accept: the item, turned to the hardpoint's rotation,
// may sit as far up and left as its own extent allows, so a design whose shape lacks its origin cell is
// found wherever it fits, not only where its origin lies inside the hardpoint.
foreach (var hardpoint in hullData.Hardpoints)
{
if(hardpoint.Type == itemData.HardpointType)
{
var turned = hardpoint.Rotation == ItemRotation.Clockwise || hardpoint.Rotation == ItemRotation.CounterClockwise
? int2(itemData.Shape.Height, itemData.Shape.Width)
: int2(itemData.Shape.Width, itemData.Shape.Height);
for (var x = 1 - turned.x; x < hardpoint.Shape.Width; x++)
for (var y = 1 - turned.y; y < hardpoint.Shape.Height; y++)
{
var hullCoord2 = hardpoint.Position + int2(x, y);
if (ItemFits(itemData, hullData, item, hullCoord2, out _))
{
hullCoord = hullCoord2;
return true;
}
}
}
}
}
hullCoord = int2.zero;
return false;
}
// Try to equip the given item anywhere it will fit, returns true when the item was successfully equipped
public bool TryEquip(EquippableItem item) => TryFindSpace(item, out var hullCoord) && TryEquip(item, hullCoord);
// Try to equip the given item to the given location
public bool TryEquip(EquippableItem item, int2 hullCoord)
{
// Don't allow equipping while deployed
if (_active) return false;
var itemData = ItemManager.GetData(item);
var hullData = ItemManager.GetData(Hull) as HullData;
if (!ItemFits(itemData, hullData, item, hullCoord, out var hardpoint)) return false;
EquippedItem equippedItem;
if (itemData.HardpointType == HardpointType.Tool)
{
if(itemData is CargoBayData)
{
if (itemData is DockingBayData)
{
equippedItem = new EquippedDockingBay(ItemManager, item, hullCoord, this, $"{Name} Docking Bay {DockingBays.Count + 1}");
DockingBays.Add((EquippedDockingBay) equippedItem);
}
else
{
equippedItem = new EquippedCargoBay(ItemManager, item, hullCoord, this, $"{Name} Cargo Bay {CargoBays.Count + 1}");
CargoBays.Add((EquippedCargoBay) equippedItem);
}
}
else
{
equippedItem = new EquippedItem(ItemManager, item, hullCoord, this, null);
Equipment.Add(equippedItem);
}
}
else
{
equippedItem = new EquippedItem(ItemManager, item, hullCoord, this, hardpoint);
Equipment.Add(equippedItem);
}
foreach (var b in equippedItem.Behaviors)
{
if (b is Weapon weapon)
_weapons.Add(weapon);
if(b is Radiator heatsink)
_heatsinks.Add(heatsink);
if (b is Shield shield)
Shield = shield;
if (b is Cockpit cockpit)
Cockpit = cockpit;
if (b is Sensor sensor)
Sensor = sensor;
}
// equippedItem.OnOnline += () => ItemOnline.OnNext(equippedItem);
// equippedItem.OnOffline += () => ItemOffline.OnNext(equippedItem);
foreach (var i in itemData.Shape.Coordinates)
{
var occupiedCoord = hullCoord + itemData.Shape.Rotate(i, item.Rotation);
// TODO: Track thermal mass of cargo bay contents as reactive property
ThermalMass[occupiedCoord.x, occupiedCoord.y] += ItemManager.GetThermalMass(item) / itemData.Shape.Coordinates.Length;
GearOccupancy[occupiedCoord.x, occupiedCoord.y] = equippedItem;
}
Mass += itemData.Mass;
_orderedEquipment = Equipment.ToArray();
return true;
}
public EquippedDockingBay TryDock(Ship ship)
{
//if (!IsDockingPermitted(ship.GetFactionRelationship(Faction), CurrentSecurityLevel.Value)) return null;
var bay = DockingBays.FirstOrDefault(x => x.DockedShip == null);
if (bay != null)
{
bay.DockedShip = ship;
ship.SetParent(this);
Zone.Entities.Remove(ship);
ship.Deactivate();
ship.Docked.OnNext(this);
}
return bay;
}
public bool TryUndock(Ship ship)
{
var bay = DockingBays.FirstOrDefault(x => x.DockedShip == ship);
if (bay == null)
{
ItemManager.Log($"Ship {ship.Name} attempted to undock from {Name}, but it was not docked!");
return false;
}
if (bay.Cargo.Any())
return false;
bay.DockedShip = null;
ship.RemoveParent();
Zone.Admit(ship, piloted: false);
return true;
}
// Cut 4 (docs/stats-and-power-cut.md, Cut 4): CanSpendCapacitorCharge/TrySpendCapacitorCharge died here with
// their last caller. Cut 3 named them a temporary exception for the four instant draws (a burst, a shot, a
// ping, a hit taken); all four now spend from their own InputCapacitor instead (InstantWeapon, Sensor,
// Shield), fed continuously by PowerBus like every other consumer. The entity's shared bus capacitors are
// now touched only by PowerBus itself (§0b: "the bus fills; the owning behaviour spends").
private void AddChild(Entity entity)
{
Mass += entity.Mass;
Children.Add(entity);
}
private void RemoveChild(Entity entity)
{
Mass -= entity.Mass;
Children.Remove(entity);
}
public void SetParent(Entity parent)
{
Parent = parent;
parent.AddChild(this);
}
public void RemoveParent()
{
if (Parent == null)
return;
Parent.RemoveChild(this);
Parent = null;
}
public T GetBehavior<T>() where T : Behavior
{
foreach (var equippedItem in Equipment)
if(equippedItem.Behaviors != null)
foreach (var behavior in equippedItem.Behaviors)
if (behavior is T b)
return b;
return null;
}
public IEnumerable<T> GetBehaviors<T>() where T : Behavior
{
foreach (var equippedItem in Equipment)
if(equippedItem.Behaviors != null)
foreach (var behavior in equippedItem.Behaviors)
if (behavior is T b)
yield return b;
}
public IEnumerable<T> GetBehaviorData<T>() where T : BehaviorData
{
foreach (var equippedItem in Equipment)
foreach (var behavior in equippedItem.Behaviors)
if (behavior.Data is T b)
yield return b;
}
// The phase between the items' performance update and the power bus: what an entity commands its items to do this
// tick, read from the same liveness and stats Execute then acts on. Ship's allocation lives here.
protected virtual void UpdateThrottles() { }
public virtual void Update(float delta)
{
TurnRate = 0;
if (!_active) return;
var velocityBefore = Velocity;
LimitClamp = float2(0, 0);
var hullData = ItemManager.GetData(Hull) as HullData;
// Mining Cut 3: a chunk target is lost the moment this entity can no longer see it -- the lost-track rule
// through the chunk path. One check of the one slot per tick, not a detection loop over chunks.
if (Target.Value.Chunk is ChunkId trackedChunk && !ChunkVisible(trackedChunk)) SetTarget(TargetRef.None);
TargetRange = Target.Value.Chunk is ChunkId rangedChunk
? length(Position.xz - Zone.ChunkPose(rangedChunk.Field, rangedChunk.Index).xy)
: Target.Value.Entity == null ? -1 : length(Position - Target.Value.Entity.Position);
var localSecurityLevel = Zone.GetSecurityLevel(Position.xz);
if (CurrentSecurityLevel.Value != localSecurityLevel) CurrentSecurityLevel.Value = localSecurityLevel;
foreach (var v in _visibilitySources.Keys.ToArray())
{
_visibilitySources[v] = _visibilitySources[v].WithStrength(decay(_visibilitySources[v].Strength, ItemManager.GameplaySettings.VisibilityDecay, delta));
if (_visibilitySources[v].Strength < 0.1f) _visibilitySources.Remove(v);
}
UpdateTemperature(delta);
foreach (var item in _orderedEquipment) item.UpdatePerformance();
UpdateThrottles();
if (_active)
{
foreach (var entity in Zone.Entities)
{
var previousHostility = EntityHostility[entity];
var newHostility = IsHostileTo(entity);
if (newHostility != previousHostility)
EntityHostility[entity] = newHostility;
}
if(Cockpit != null)
{
var cockpitTemp = Cockpit.Temperature;
if (cockpitTemp > ItemManager.GameplaySettings.HeatstrokeTemperature)
{
var previous = Heatstroke;
Heatstroke = saturate(
Heatstroke +
pow(cockpitTemp - ItemManager.GameplaySettings.HeatstrokeTemperature, ItemManager.GameplaySettings.HeatstrokeExponent) *
ItemManager.GameplaySettings.HeatstrokeMultiplier * delta);
if(previous < ItemManager.GameplaySettings.SevereHeatstrokeRiskThreshold && Heatstroke > ItemManager.GameplaySettings.SevereHeatstrokeRiskThreshold)
HeatstrokeRisk.OnNext(Unit.Default);
if(Heatstroke > .99)
{
HeatstrokeDeath.OnNext(Unit.Default);
Deactivate();
}
}
else
{
Heatstroke = saturate(Heatstroke - ItemManager.GameplaySettings.HeatstrokeRecoverySpeed * delta);
}
if (cockpitTemp < ItemManager.GameplaySettings.HypothermiaTemperature)
{
var previous = Hypothermia;
Hypothermia = saturate(
Hypothermia +
pow(ItemManager.GameplaySettings.HypothermiaTemperature - cockpitTemp, ItemManager.GameplaySettings.HypothermiaExponent) *
ItemManager.GameplaySettings.HypothermiaMultiplier * delta);
if(previous < ItemManager.GameplaySettings.SevereHeatstrokeRiskThreshold && Heatstroke > ItemManager.GameplaySettings.SevereHeatstrokeRiskThreshold)
HypothermiaRisk.OnNext(Unit.Default);
if(Hypothermia > .99)
{
HypothermiaDeath.OnNext(Unit.Default);
Deactivate();
}
}
else
{
Hypothermia = saturate(Hypothermia - ItemManager.GameplaySettings.HypothermiaRecoverySpeed * delta);
}
}
for (var i = 0; i < _activeConsumables.Count; i++)
{
_activeConsumables[i].Update(delta);
if (_activeConsumables[i].RemainingDuration <= 0)
{
// Cut 2 Gate 1 fix (docs/stats-and-power-cut.md): an expired consumable dropped out of this
// list without ever telling the resolver, leaving its generation/cache/modifier entries
// reachable (keyed by this ConsumableItemEffect instance) for the rest of the process.
// A StatModifier's attachments are keyed by its target items, not by the effect, so Forget alone
// leaves a boost attached to its targets: dispose each behaviour first.
foreach (var behavior in _activeConsumables[i].Behaviors)
if (behavior is IDisposable disposable)
disposable.Dispose();
Resolver.Forget(_activeConsumables[i]);
_activeConsumables.RemoveAt(i--);
}
}
// Cut 3 (docs/stats-and-power-cut.md §1.2): stepped once per tick, before any equipped item's
// Behaviors execute, so every IPowerConsumer's grant is decided before it acts on it.
PowerBus.Step(delta);
foreach (var equippedItem in _orderedEquipment)
{
equippedItem.Update(delta);
}
foreach (var message in Messages.Keys.ToArray())
{
Messages[message] = Messages[message] - delta;
if (Messages[message] < 0)
Messages.Remove(message);
}
}
foreach(var child in Children)
child.Update(delta);
if (Parent != null)
{
Position = Parent.Position;
Velocity = Parent.Velocity;
}
else Position.y = Zone.GetHeight(Position.xz) + hullData.GridOffset;
Acceleration = delta > 0f ? (Velocity + LimitClamp - velocityBefore) / delta : float2(0, 0);
Manoeuvre.Observe(Acceleration, delta, ItemManager.GameplaySettings.SolutionWindow);
}
private void UpdateTemperature(float delta)
{
var hullData = ItemManager.GetData(Hull) as HullData;
MaxTemp = Single.MinValue;
MinTemp = Single.MaxValue;
//float[,] newTemp = new float[hullData.Shape.Width,hullData.Shape.Height];
var radiation = 0f;
foreach (var v in hullData.Shape.Coordinates)
{
var temp = Temperature[v.x, v.y];
var totalTemp = temp / ItemManager.GameplaySettings.HeatConductionMultiplier;
var totalConductivity = 1f / ItemManager.GameplaySettings.HeatConductionMultiplier;
if (hullData.Shape[int2(v.x - 1, v.y)])
{
var conductivity = (GearOccupancy[v.x, v.y]?.Conductivity ?? 1) *
(GearOccupancy[v.x - 1, v.y]?.Conductivity ?? 1) *
(HullConductivity[v.x - 1, v.y].x ? hullData.Conductivity : 1 / hullData.Conductivity) *
(ThermalMass[v.x - 1, v.y] / ThermalMass[v.x, v.y]);
totalConductivity += conductivity;
totalTemp += Temperature[v.x - 1, v.y] * conductivity;
}
if (hullData.Shape[int2(v.x + 1, v.y)])
{
var conductivity = (GearOccupancy[v.x, v.y]?.Conductivity ?? 1) *
(GearOccupancy[v.x + 1, v.y]?.Conductivity ?? 1) *
(HullConductivity[v.x, v.y].x ? hullData.Conductivity : 1 / hullData.Conductivity) *
(ThermalMass[v.x + 1, v.y] / ThermalMass[v.x, v.y]);
totalConductivity += conductivity;
totalTemp += Temperature[v.x + 1, v.y] * conductivity;
}
if (hullData.Shape[int2(v.x, v.y - 1)])
{
var conductivity = (GearOccupancy[v.x, v.y]?.Conductivity ?? 1) *
(GearOccupancy[v.x, v.y - 1]?.Conductivity ?? 1) *
(HullConductivity[v.x, v.y - 1].y ? hullData.Conductivity : 1 / hullData.Conductivity) *
(ThermalMass[v.x, v.y - 1] / ThermalMass[v.x, v.y]);
totalConductivity += conductivity;
totalTemp += Temperature[v.x, v.y - 1] * conductivity;
}
if (hullData.Shape[int2(v.x, v.y + 1)])
{
var conductivity = (GearOccupancy[v.x, v.y]?.Conductivity ?? 1) *
(GearOccupancy[v.x, v.y + 1]?.Conductivity ?? 1) *
(HullConductivity[v.x, v.y].y ? hullData.Conductivity : 1 / hullData.Conductivity) *
(ThermalMass[v.x, v.y + 1] / ThermalMass[v.x, v.y]);
totalConductivity += conductivity;
totalTemp += Temperature[v.x, v.y + 1] * conductivity;
}
NewTemperature[v.x, v.y] = totalTemp / totalConductivity;
var r = 0f;
// For all cells on the border of the entity, radiate some heat into space, increasing the visibility of the ship
if (Parent==null && !hullData.InteriorCells[v])
{
var rad = pow(NewTemperature[v.x, v.y], ItemManager.GameplaySettings.HeatRadiationExponent) *
ItemManager.GameplaySettings.HeatRadiationMultiplier;
NewTemperature[v.x, v.y] -= rad * delta;
r += rad;
}
radiation += r;
if(float.IsNaN(NewTemperature[v.x, v.y]) || NewTemperature[v.x, v.y] < 0)
ItemManager.Log("HOUSTON, WE HAVE A PROBLEM!");
if (NewTemperature[v.x, v.y] < MinTemp)
MinTemp = NewTemperature[v.x, v.y];
if (NewTemperature[v.x, v.y] > MaxTemp)
MaxTemp = NewTemperature[v.x, v.y];
}
SetSignature(this, SignatureChannel.Thermal, radiation, null);
var swap = Temperature;
Temperature = NewTemperature;
NewTemperature = swap;
}
public void SetMessage(string message)
{
Messages[message] = ItemManager.GameplaySettings.MessageDuration;
}
}
// The consumable case: no durability, no modifiers (there is no entity's worth of equipment to modify against),
// and progress-through-duration substitutes for heat rather than being exponentiated by the stat's heat field.
// That substitution is the disagreement the map names, kept exactly as it behaved before the collapse.
public class ConsumableItemEffect : IStatContext
{
public float RemainingDuration { get; private set; }
public Entity Entity { get; }
public ConsumableItem Item { get; }
public ConsumableItemData Data { get; }
public Lot Lot { get; }
public Behavior[] Behaviors { get; }
public ConsumableItemEffect(ConsumableItem item, Entity entity)
{
Item = item;
Entity = entity;
Data = (ConsumableItemData) entity.ItemManager.GetData(item);
Lot = entity.ItemManager.GetLot(item);
RemainingDuration = Data.Duration;
Behaviors = Data.Behaviors
.Select(bd => bd.CreateInstance(this))
.ToArray();
}
public void Update(float delta)
{
foreach (var behavior in Behaviors)
if(behavior is IAlwaysUpdatedBehavior alwaysUpdatedBehavior) alwaysUpdatedBehavior.Update(delta);
foreach (var behavior in Behaviors)
{
if (!behavior.Execute(delta))
break;
}
RemainingDuration -= delta;
// Progress moves every tick; a stat with a ConsumableProgress term must recompute against it, the same
// way EquippedItem signals Heat and Durability from UpdatePerformance below.
Entity.Resolver.InvalidateSource(this, StatSource.ConsumableProgress);
}
// Cut 2 (docs/stats-and-power-cut.md): the resolver owns the value; this is the caller's read of it, keyed by
// this effect instance (never by Entity, so two active consumables never share an entry).
public float Evaluate(PerformanceStat stat) => Entity.Resolver.Resolve(this, stat, this);
// Cut 1 (docs/stats-and-power-cut.md): progress-through-duration is now its own StatSource
// (ConsumableProgress) rather than a hard-coded override of "heat" that applied to every stat regardless of
// its declared terms. A consumable stat that wants this must declare a ConsumableProgress term; one that
// does not gets the identity (1), same as any other context reading a term it has no source for.
public float HeatFactor(float exponent) => 1f;
public float DurabilityFactor(float exponent) => 1f;
public float ConsumableProgressFactor(float exponent) =>
pow(Data.Effectiveness.Evaluate((Data.Duration - RemainingDuration) / Data.Duration), exponent);
public float PowerSupplyFactor(float exponent) => 1f;
// No modifiers: there is no entity's worth of equipment to modify against (comment above, unchanged by Cut 2).
public float ScaleModifier(PerformanceStat stat) => 1f;
public float ConstantModifier(PerformanceStat stat) => 0f;
}
// The equipped case: the only one with heat, live durability, and modifiers, because it is the only one with an
// entity and a running simulation behind it.
public class EquippedItem : IStatContext
{
// SortPosition (Cut 3-era, only ever set by Reactor.Order) is deleted by Cut 5 (docs/stats-and-power-cut.md
// §1.3): "EquippedItem.SortPosition must no longer influence who is fed" -- the tiered allocation pass
// replaces it, and IOrderedBehavior/Reactor.Order go with it (§7 O3).
public EquippableItem EquippableItem;
public int2 Position;
private bool _thermalOnline;
private bool _durabilityOnline;
public WwiseMetaSoundBank SoundBank;
public Behavior[] Behaviors { get; }
public Dictionary<int, BehaviorGroup> BehaviorGroups { get; }
public float Conductivity { get; }
public float ThermalPerformance { get; private set; }
public float ThermalExponent { get; }
public float DurabilityPerformance { get; private set; }
public float DurabilityExponent { get; }
public float Wear { get; private set; }
public Shape InsetShape { get; }
public Entity Entity { get; }
// The one hardpoint this item occupies, decided once at equip by the placement rule (Entity.HardpointAt);
// null for Tool gear and the hull. The item's origin cell need not lie in it: Entity.Hardpoints[,] is a
// per-cell map for armour and display, never an item lookup.
public HardpointData Hardpoint { get; }
public EquippableItemData Data { get; }
public Lot Lot { get; }
public ReactiveProperty<bool> ThermalOnline { get; } = new ReactiveProperty<bool>(false);
public ReactiveProperty<bool> DurabilityOnline { get; } = new ReactiveProperty<bool>(false);
public ReadOnlyReactiveProperty<bool> Online { get; }
public ReactiveProperty<bool> Enabled { get; } = new ReactiveProperty<bool>(true);
public ReadOnlyReactiveProperty<bool> Active { get; }
public ItemManager ItemManager { get; }
public Subject<uint> AudioEvents { get; } = new Subject<uint>();
public Subject<(uint id, float v)> AudioParameters { get; } = new Subject<(uint id, float v)>();
public Dictionary<uint, float> AudioParameterValues { get; } = new Dictionary<uint, float>();
private float oldTemperature;
public float Temperature
{
get
{
float sum = 0;
foreach (var x in InsetShape.Coordinates) sum += Entity.Temperature[x.x, x.y];
return sum/InsetShape.Coordinates.Length;
}
}
public void FireAudioEvent(uint eventId, bool skipVerify = false)
{
if(SoundBank != null && (skipVerify || SoundBank.IncludedEvents.Any(o => o.Id == eventId)))
AudioEvents.OnNext(eventId);
}
public void FireAudioEvent(WwiseSoundBinding soundBinding)
{
FireAudioEvent(soundBinding.PlayEvent);
}
public void PlaySound(WwiseLoopingSoundBinding soundBinding)
{
FireAudioEvent(soundBinding.PlayEvent);
}
public void StopSound(WwiseLoopingSoundBinding soundBinding)
{
FireAudioEvent(soundBinding.StopEvent);
}
public void FireAudioEvent(WeaponAudioEvent weaponAudioEvent)
{
if (SoundBank == null) return;
var eventObject = SoundBank.GetEvent(weaponAudioEvent);
if (eventObject == null)
{
ItemManager.Log($"Attempted to trigger {Enum.GetName(typeof(WeaponAudioEvent), weaponAudioEvent)} weapon audio event, but the soundbank doesn't support it!");
return;
}
FireAudioEvent(eventObject.Id, true);
}
public void FireAudioEvent(ChargedWeaponAudioEvent weaponAudioEvent)
{
if (SoundBank == null) return;
var eventObject = SoundBank.GetEvent(weaponAudioEvent);
if (eventObject == null)
{
ItemManager.Log($"Attempted to trigger {Enum.GetName(typeof(ChargedWeaponAudioEvent), weaponAudioEvent)} weapon audio event, but the soundbank doesn't support it!");
return;
}
FireAudioEvent(eventObject.Id, true);
}
public void SetAudioParameter(uint id, float v, bool skipVerify = false)
{
if (SoundBank != null && (skipVerify || SoundBank.GameParameters.Any(o => o.Id == id)))
{
AudioParameterValues[id] = v;
AudioParameters.OnNext((id, v));
}
}
// public void SetAudioParameter(WwiseParameterBinding binding)
// {
// FireAudioEvent(binding.Parameter);
// }
public void SetAudioParameter(SpecialAudioParameter p, float v)
{
if (SoundBank == null) return;
var metaObject = SoundBank.GetParameter(p);
if (metaObject == null)
{
ItemManager.Log($"Attempted to set {Enum.GetName(typeof(ChargedWeaponAudioEvent), p)} audio parameter, but the soundbank doesn't support it!");
return;
}
SetAudioParameter(metaObject.Id, v, true);
}
public EquippedItem(ItemManager itemManager, EquippableItem item, int2 position, Entity entity, HardpointData hardpoint)
{
ItemManager = itemManager;
Data = ItemManager.GetData(item);
Entity = entity;
Hardpoint = hardpoint;
EquippableItem = item;
Lot = ItemManager.GetLot(item);
Position = position;
Conductivity = Data.Conductivity;
ThermalExponent = lerp(
ItemManager.GameplaySettings.ThermalQualityMin,
ItemManager.GameplaySettings.ThermalQualityMax,
pow(Lot.Quality, ItemManager.GameplaySettings.ThermalQualityExponent));
DurabilityExponent = lerp(
ItemManager.GameplaySettings.DurabilityQualityMin,
ItemManager.GameplaySettings.DurabilityQualityMax,
pow(Lot.Quality, ItemManager.GameplaySettings.DurabilityQualityExponent));
var hullData = itemManager.GetData(entity.Hull);
InsetShape = hullData.Shape.Inset(Data.Shape, position, item.Rotation);
if (Entity.Temperature != null) oldTemperature = Temperature;
Online = new ReadOnlyReactiveProperty<bool>(ThermalOnline
.CombineLatest(DurabilityOnline, (thermal, durability) => thermal && durability).DistinctUntilChanged());
Active = new ReadOnlyReactiveProperty<bool>(Enabled
.CombineLatest(Online, (enabled, online) => enabled && online).DistinctUntilChanged());
Behaviors = Data.Behaviors
.Select(bd => bd.CreateInstance(this))
.ToArray();
BehaviorGroups = Behaviors
.GroupBy(b => b.Data.Group)
.OrderBy(g => g.Key)
.ToDictionary(g => g.Key, g => new BehaviorGroup
{
Behaviors = g.ToArray()
});
foreach (var behavior in Behaviors)
{
if(behavior is IPopulationAssignment populationAssignment)
entity.PopulationAssignments.Add(populationAssignment);
}
// Cut 5 (docs/stats-and-power-cut.md §1.3, Q5 "defaulted per behaviour kind"): seed the stored tier
// exactly once, the first time this unit is ever equipped. A unit the player has already assigned a
// tier to (or one seeded on an earlier equip) keeps it -- this never runs again for that unit.
if (EquippableItem.PowerTier == PowerTiers.Unassigned)
{
var consumerTiers = Behaviors.OfType<IPowerConsumer>().Select(c => c.DefaultPowerTier).ToArray();
if (consumerTiers.Length > 0)
EquippableItem.PowerTier = consumerTiers.Min();
}
// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19, superseding F6): Cut
// 6's static half of this check -- refusing any PowerRequestFields stat whose own Terms named
// PowerSupply -- assumed PowerRequest read those stats the same way Execute does. It does not any more:
// EvaluateNominalPower (below, and Behavior.EvaluateNominalPower) is what every PowerRequest/RefreshReserve/
// RefreshInputCapacitor implementation now calls for a request-field stat, and it pins that stat's own
// PowerSupplyFactor to 1 regardless of what Terms the stat declares -- so a direct PowerSupply term on a
// request field can no longer make the request depend on its own answer, and the six shipped records this
// ruling exists to make legal again (RadiatorData.PumpedHeat) are not an authoring
// error to refuse. What is still refused: a request field fed a PowerSupply-tainted value through a
// *modifier chain* (StatModifier.ValidateNoPowerSupplyChain, StatModifier.cs) -- EvaluateNominalPower
// forwards ScaleModifier/ConstantModifier to the item's real, non-nominal resolver entries (same as
// ConditionRatio's NominalContext already did), so a modifier chain that reaches a power-tainted magnitude
// stat still corrupts the nominal read too. That dynamic check is unchanged and still runs from
// Initialize below via StatModifier -- it is the only surviving half of Cut 6's rule.
}
// Cut 2 (docs/stats-and-power-cut.md): the resolver owns the value; this is the caller's read of it, keyed by
// this EquippedItem instance, so two ships equipping the same design never share a resolved value.
public float Evaluate(PerformanceStat stat) => Entity.Resolver.Resolve(this, stat, this);
// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): what this item wants at
// full power supply, not what it is currently managing -- the read every PowerRequest/RefreshReserve/
// RefreshInputCapacitor implementation uses for a stat named in StatValidation.PowerRequestFields, so a stat
// that is both what a request asks for and what it also produces (RadiatorData.PumpedHeat)
// stops being circular at the root instead of being forbidden outright. Only PowerSupply is pinned:
// Heat and Durability are NOT, because they are not the term a request would be circular through -- this
// tick's PowerBus.Step (which calls PowerRequest) always runs before this tick's grant exists, so nothing
// here could depend on an answer that has not been computed yet, and a hot or worn item honestly asking for
// less power is real degradation the ruling never objected to, only "the request depends on its own answer."
// Bypasses the resolver's (owner, stat) cache the same way ConditionRatio's NominalContext below does and for
// the same reason: the cache key is (this, stat) alone, so resolving a second, different context under that
// key would clobber whatever Execute's own real Evaluate(stat) call cached for this same tick.
public float EvaluateNominalPower(PerformanceStat stat) => stat.Evaluate(new PowerRequestContext(this));
// Real-condition view of this same item for EvaluateNominalPower above: everything but PowerSupply is
// forwarded to the real item, including ScaleModifier/ConstantModifier -- deliberately NOT pinned, so a
// modifier chain that reaches a power-tainted magnitude stat still taints a nominal read through them too.
// That is exactly the residual case StatModifier.ValidateNoPowerSupplyChain still refuses: nominalizing this
// item's own direct Terms cannot undo a value baked in by another item's modifier.
private readonly struct PowerRequestContext : IStatContext
{
private readonly EquippedItem _item;
public PowerRequestContext(EquippedItem item) => _item = item;
public Lot Lot => _item.Lot;
public float HeatFactor(float exponent) => _item.HeatFactor(exponent);
public float DurabilityFactor(float exponent) => _item.DurabilityFactor(exponent);
public float ConsumableProgressFactor(float exponent) => _item.ConsumableProgressFactor(exponent);
public float PowerSupplyFactor(float exponent) => 1f;
public float ScaleModifier(PerformanceStat stat) => _item.ScaleModifier(stat);
public float ConstantModifier(PerformanceStat stat) => _item.ConstantModifier(stat);
}
public float HeatFactor(float exponent) => pow(ThermalPerformance, ThermalExponent * exponent);
public float DurabilityFactor(float exponent) => pow(DurabilityPerformance, DurabilityExponent * exponent);
public float ConsumableProgressFactor(float exponent) => 1f;
// Cut 6 (docs/stats-and-power-cut.md), applied per F1 (operator ruling 2026-09-19): PerformanceStat.Evaluate
// multiplies this straight onto the resolved value rather than blending it into the Min/Max interpolation, so
// a stat with a PowerSupply term is exactly unchanged at full supply (pow(1, exponent) == 1 regardless of
// exponent) and exactly zero at zero supply (pow(0, exponent) == 0 for any exponent > 0), no matter what Min
// is -- "a continuous consumer that degrades instead of stopping" down to genuinely nothing. PowerBus writes
// PowerSupply below; the resolver invalidates this source once per tick from the same write (PowerBus.cs
// AllocateTiers), so this read is always this tick's own grant, never a stale one.
public float PowerSupplyFactor(float exponent) => pow(PowerSupply, exponent);
// Cut 3 (docs/stats-and-power-cut.md §1.2): PowerBus's grant ratio for this item, in [0,1], from whichever
// tick last ran its Step. Display-only and, as of Cut 6, stat-source-only: the only other reader is the
// resolver, through PowerSupplyFactor above, on behalf of whichever IPowerConsumer behaviour declared a
// PowerSupply term. Forbidden writers: nothing but PowerBus sets this. Defaults to 1 (fully supplied) for an
// item that draws no power, or before the bus has run once.
public float PowerSupply { get; internal set; } = 1f;
// Cut 2: these used to read the catalog stat's own per-entity dictionary (the leak, §0.3). A modifier now
// attaches to this entity's resolver, keyed by (this item, stat); reading it here is unchanged.
public float ScaleModifier(PerformanceStat stat) => Entity.Resolver.ScaleModifier(this, stat);
public float ConstantModifier(PerformanceStat stat) => Entity.Resolver.ConstantModifier(this, stat);
// Cut 8 (operator ask 2026-09-19): "multiply [emission] by actual performance so a broken thruster emits a
// puny flame." One ratio per (item, stat): this item's actually-resolved value against what the same item,
// same lot, same quality, same modifier stack would produce with every degradable term at its identity --
// full durability, optimal temperature, full power supply. Quality and lot are deliberately NOT part of
// "perfect": NominalContext forwards Lot/ScaleModifier/ConstantModifier unchanged and only pins Heat,
// Durability, PowerSupply and ConsumableProgress to 1, so a cheap item's honestly-lower ceiling still reads
// 1 at full health -- it is not reported as damaged for being cheap.
//
// Cost: Evaluate(stat) is the same resolver-cached read every other caller already pays for (§ above), so it
// is a dictionary hit here unless something already invalidated it this tick. The nominal side cannot reuse
// that cache -- the resolver's cache key is (owner, stat) alone, and owner is `this`, so resolving a second,
// different context under the same key would clobber the real cached value -- so it calls stat.Evaluate
// directly against NominalContext, bypassing the cache entirely. That is one pass over the stat's own Terms
// list (Thrust/Torque declare at most three: Quality, Heat or Durability, PowerSupply), each a pow() and a
// multiply, i.e. a handful of flops with no allocation (NominalContext is a readonly struct). Cheap enough to
// call once per thruster per frame, which is all presentation (ShipInstance.Update) does with it.
// No epsilon guard on a zero/near-zero nominal: math.min/max (CultMath's own DXIL-lowering semantics,
// math.cs) resolve a NaN operand to the OTHER operand, not to NaN, so saturate(0f/0f) -- the one way nominal
// degenerates to exactly 0 (a stat authored with Max <= 0 and no ScaleModifier/ConstantModifier moving it off
// that) -- is a real, tested 0f (ConditionIsZeroNotNaNWhenTheNominalValueItselfDegeneratesToZero), not NaN. A
// manual guard here would duplicate that behaviour rather than add any.
public float ConditionRatio(PerformanceStat stat) => saturate(Evaluate(stat) / stat.Evaluate(new NominalContext(this)));
// Perfect-conditions view of this same item for ConditionRatio above. Everything but the three degradable
// factors is forwarded to the real item so a modifier stack or a cheap lot's lower Quality term still shapes
// "perfect" the same way it shapes "actual" -- only Heat/Durability/PowerSupply/ConsumableProgress are
// pinned to their identity (1), since those are exactly the terms condition is supposed to measure.
private readonly struct NominalContext : IStatContext
{
private readonly EquippedItem _item;
public NominalContext(EquippedItem item) => _item = item;
public Lot Lot => _item.Lot;
public float HeatFactor(float exponent) => 1f;
public float DurabilityFactor(float exponent) => 1f;
public float ConsumableProgressFactor(float exponent) => 1f;
public float PowerSupplyFactor(float exponent) => 1f;
public float ScaleModifier(PerformanceStat stat) => _item.ScaleModifier(stat);
public float ConstantModifier(PerformanceStat stat) => _item.ConstantModifier(stat);
}
public void AddHeat(float heat, bool ignoreThermalMass = false)
{
foreach(var hullCoord in InsetShape.Coordinates)
Entity.AddHeat(hullCoord, heat / InsetShape.Coordinates.Length, ignoreThermalMass);
}
public void UpdatePerformance()
{
var temp = Temperature;
ThermalPerformance = Data.Performance(temp);
Entity.Resolver.InvalidateSource(this, StatSource.Heat);
var deltaTemp = math.abs(temp - oldTemperature);
DurabilityPerformance = EquippableItem.Durability / Data.Durability;
Entity.Resolver.InvalidateSource(this, StatSource.Durability);
var performanceThreshold = Entity.Settings.ShutdownPerformance;
Wear = (1 - pow(ThermalPerformance,
(1 - pow(Lot.Quality, ItemManager.GameplaySettings.QualityWearExponent)) *
ItemManager.GameplaySettings.ThermalWearExponent) +
deltaTemp * ItemManager.GameplaySettings.DeltaTempWearExponent
) * Data.Durability / Data.ThermalResilience;
ThermalOnline.Value = ThermalPerformance > performanceThreshold || Entity.OverrideShutdown && EquippableItem.OverrideShutdown;
DurabilityOnline.Value = !EquippableItem.IsDestroyed;
oldTemperature = temp;
}
public void Update(float delta)
{
foreach (var audioStat in Data.AudioStats)
{
SetAudioParameter(audioStat.Parameter, Evaluate(audioStat.Stat));
}
if (Active.Value)
{
foreach (var group in BehaviorGroups.Values)
{
foreach (var behavior in group.Behaviors)
{
if (!behavior.Execute(delta))
break;
}
}
}
foreach (var behavior in Behaviors)
if(behavior is IAlwaysUpdatedBehavior alwaysUpdatedBehavior) alwaysUpdatedBehavior.Update(delta);
}
public T GetBehavior<T>() where T : class
{
foreach (var behavior in Behaviors)
if (behavior is T b)
return b;
return null;
}
}
public class EquippedCargoBay : EquippedItem
{
public readonly ReactiveDictionary<ItemInstance, int2> Cargo = new ReactiveDictionary<ItemInstance, int2>();
public readonly ItemInstance[,] Occupancy;
public readonly Dictionary<CultRecordKey, List<ItemInstance>> ItemsOfType = new Dictionary<CultRecordKey, List<ItemInstance>>();
public new readonly CargoBayData Data;
public float Mass { get; private set; }
public float ThermalMass { get; private set; }
public string Name { get; }
public Shape UnoccupiedSpace
{
get
{
var unoccupied = new Shape(Data.InteriorShape.Width, Data.InteriorShape.Height);
foreach (var v in unoccupied.AllCoordinates)
unoccupied[v] = Occupancy[v.x, v.y] == null;
return unoccupied;
}
}
public EquippedCargoBay(ItemManager itemManager, EquippableItem item, int2 position, Entity entity, string name) : base(itemManager, item, position, entity, null)
{
Data = ItemManager.GetData(EquippableItem) as CargoBayData;
Name = name;
Mass = Data.Mass;
ThermalMass = Data.Mass * Data.SpecificHeat;
Occupancy = new ItemInstance[Data.InteriorShape.Width,Data.InteriorShape.Height];
}
// Check whether the given item will fit when its origin is placed at the given coordinate
public bool ItemFits(ItemInstance item, int2 cargoCoord)
{
var itemData = ItemManager.GetData(item);
// Check every cell of the item's shape
foreach (var i in itemData.Shape.Coordinates)
{
// If there is an item already occupying that space, it won't fit
var itemCargoCoord = cargoCoord + itemData.Shape.Rotate(i, item.Rotation);
if (!Data.InteriorShape[itemCargoCoord] || (Occupancy[itemCargoCoord.x, itemCargoCoord.y] != null && Occupancy[itemCargoCoord.x, itemCargoCoord.y] != item)) return false;
}
return true;
}
public bool TryFindSpace(ItemInstance item)
{
if (item is SimpleCommodity simpleCommodity)
return TryFindSpace(simpleCommodity, out _);
if (item is CraftedItemInstance craftedItem)
return TryFindSpace(craftedItem, out _);
return false;
}
// Tries to find a place to put the given items in the inventory
// Will attempt to fill existing item stacks first
// Returns true only when ALL of the items have places to go
public bool TryFindSpace(SimpleCommodity item, out List<int2> positions)
{
positions = new List<int2>();
var itemData = ItemManager.GetData(item);
var remainingQuantity = item.Quantity;
// For simple commodities, search for existing item stacks to add to
foreach (var cargoItem in Cargo.Keys)
{
if (!item.Data.Key.Equals(cargoItem.Data.Key)) continue;
var cargoCommodity = (SimpleCommodity) cargoItem;
if (cargoCommodity.Quantity >= itemData.MaxStack) continue;
// Subtract remaining space in existing stack from remaining quantity
remainingQuantity -= min(itemData.MaxStack - cargoCommodity.Quantity, remainingQuantity);
positions.Add(Cargo[cargoItem]);
// If we've moved all of the items into existing stacks, no need to search for empty space!
if (remainingQuantity == 0) return true;
}
// TODO: Try alternate item rotations / use Shape.FitsWithin
// Search all the space in the cargo bay for an empty space where the item fits
foreach (var cargoCoord in Data.InteriorShape.Coordinates)
{
if (ItemFits(item, cargoCoord))
{
positions.Add(cargoCoord);
return true;
}
}
return false;
}
// Searches the cargo bay for a position where the item will fit, returns true when found
public bool TryFindSpace(CraftedItemInstance item, out int2 position)
{
// Search all the space in the cargo bay for an empty space where the item fits
foreach (var cargoCoord in Data.InteriorShape.Coordinates)
{
if (ItemFits(item, cargoCoord))
{
position = cargoCoord;
return true;
}
}
position = int2.zero;
return false;
}
public bool TryStore(ItemInstance item)
{
if (item is SimpleCommodity simpleCommodity)
return TryStore(simpleCommodity);
if (item is CraftedItemInstance craftedItem)
return TryStore(craftedItem);
return false;
}
public bool TryStore(ItemInstance item, int2 cargoCoord)
{
if (item is SimpleCommodity simpleCommodity)
return TryStore(simpleCommodity, cargoCoord);
if (item is CraftedItemInstance craftedItem)
return TryStore(craftedItem, cargoCoord);
return false;
}
// Attempts to store all of the given item anywhere in the inventory
// Will attempt to fill existing item stacks first
// Returns true only when ALL of the items are successfully stored
public bool TryStore(SimpleCommodity item)
{
if (!TryFindSpace(item, out var positions)) return false;
foreach (var position in positions)
{
if (TryStore(item, position)) return true;
}
return false;
}
// Try to store the given commodity at the given position
// If there's a stack at the given position it will be added to
// Returns true only when ALL of the items are successfully stored
public bool TryStore(SimpleCommodity item, int2 cargoCoord)
{
var itemData = ItemManager.GetData(item);
if (ItemFits(item, cargoCoord))
{
foreach (var p in itemData.Shape.Coordinates)
{
var pos = cargoCoord + itemData.Shape.Rotate(p, item.Rotation);
Occupancy[pos.x, pos.y] = item;
}
Cargo[item] = cargoCoord;
if(!ItemsOfType.ContainsKey(item.Data.Key))
ItemsOfType[item.Data.Key] = new List<ItemInstance>();
ItemsOfType[item.Data.Key].Add(item);
}
else if (Occupancy[cargoCoord.x, cargoCoord.y] is SimpleCommodity cargoCommodity && cargoCommodity.Data.Key.Equals(item.Data.Key))
{
if (cargoCommodity.Quantity + item.Quantity <= itemData.MaxStack)
{
cargoCommodity.Quantity += item.Quantity;
}
else
{
var quantityTransferred = itemData.MaxStack - cargoCommodity.Quantity;
item.Quantity -= quantityTransferred;
cargoCommodity.Quantity = itemData.MaxStack;
Mass += itemData.Mass * quantityTransferred;
ThermalMass += itemData.Mass * itemData.SpecificHeat * quantityTransferred;
return false;
}
}
else return false;
Mass += ItemManager.GetMass(item);
ThermalMass += ItemManager.GetThermalMass(item);
return true;
}
// Try to store the given item anywhere it will fit, returns true when the item was successfully stored
public bool TryStore(CraftedItemInstance item) => TryFindSpace(item, out var position) && TryStore(item, position);
// Try to store the given item at the given position, returns true when the item was successfully stored
public bool TryStore(CraftedItemInstance item, int2 cargoCoord)
{
if (!ItemFits(item, cargoCoord)) return false;
var itemData = ItemManager.GetData(item);
foreach (var p in itemData.Shape.Coordinates)
{
var pos = cargoCoord + itemData.Shape.Rotate(p, item.Rotation);
Occupancy[pos.x, pos.y] = item;
}
Cargo[item] = cargoCoord;
if(!ItemsOfType.ContainsKey(item.Data.Key))
ItemsOfType[item.Data.Key] = new List<ItemInstance>();
ItemsOfType[item.Data.Key].Add(item);
Mass += ItemManager.GetMass(item);
ThermalMass += ItemManager.GetThermalMass(item);
return true;
}
public SimpleCommodity Remove(SimpleCommodity item, int quantity)
{
if (!Cargo.ContainsKey(item))
{
ItemManager.Log("Attempted to remove item from a cargo bay that it wasn't even in! Something went wrong here!");
return null;
}
var itemData = ItemManager.GetData(item);
if(quantity >= item.Quantity)
{
foreach(var v in Data.InteriorShape.Coordinates)
if (Occupancy[v.x, v.y] == item)
Occupancy[v.x, v.y] = null;
Cargo.Remove(item);
ItemsOfType[item.Data.Key].Remove(item);
if (!ItemsOfType[item.Data.Key].Any())
ItemsOfType.Remove(item.Data.Key);
Mass -= ItemManager.GetMass(item);
ThermalMass -= ItemManager.GetThermalMass(item);
return item;
}
item.Quantity -= quantity;
Mass -= itemData.Mass * quantity;
ThermalMass -= itemData.Mass * itemData.SpecificHeat * quantity;
return new SimpleCommodity{Data = item.Data, Quantity = quantity, Rotation = item.Rotation};
}
public void Remove(CraftedItemInstance item)
{
if (!Cargo.ContainsKey(item))
{
ItemManager.Log("Attempted to remove item from a cargo bay that it wasn't even in! Something went wrong here!");
return;
}
var itemData = ItemManager.GetData(item);
foreach(var v in Data.InteriorShape.Coordinates)
if (Occupancy[v.x, v.y] == item)
Occupancy[v.x, v.y] = null;
Cargo.Remove(item);
ItemsOfType[item.Data.Key].Remove(item);
if (!ItemsOfType[item.Data.Key].Any())
ItemsOfType.Remove(item.Data.Key);
Mass -= ItemManager.GetMass(item);
ThermalMass -= ItemManager.GetThermalMass(item);
}
public void Remove(ItemInstance item)
{
if (item is SimpleCommodity simpleCommodity)
Remove(simpleCommodity, simpleCommodity.Quantity);
if (item is CraftedItemInstance craftedItem)
Remove(craftedItem);
}
public bool TryTransferItem(EquippedCargoBay target, SimpleCommodity item, int quantity)
{
if (!Cargo.ContainsKey(item))
{
ItemManager.Log("Attempted to remove item from a cargo bay that it wasn't even in! Something went wrong here!");
return false;
}
var oldPos = Cargo[item];
var newItem = Remove(item, quantity);
if (target.TryStore(item)) return true;
// Failed to transfer full quantity, move the remaining items back to their old slot
TryStore(newItem, oldPos);
return false;
}
public bool TryTransferItem(EquippedCargoBay target, CraftedItemInstance item)
{
if (!Cargo.ContainsKey(item))
{
ItemManager.Log("Attempted to remove item from a cargo bay that it wasn't even in! Something went wrong here!");
return false;
}
if (!target.TryStore(item)) return false;
Remove(item);
return true;
}
}
public class EquippedDockingBay : EquippedCargoBay
{
public Ship DockedShip;
public int2 MaxSize => _data.MaxSize;
private DockingBayData _data;
public EquippedDockingBay(ItemManager itemManager, EquippableItem item, int2 position, Entity entity, string name) : base(itemManager, item, position, entity, name)
{
_data = ItemManager.GetData(EquippableItem) as DockingBayData;
}
}
public class BehaviorGroup
{
public Behavior[] Behaviors;
public T GetBehavior<T>() where T : Behavior
{
foreach (var b in Behaviors)
{
if (!(b is T s)) continue;
return s;
}
return null;
}
public T GetExposed<T>() where T : Behavior, IInteractiveBehavior
{
foreach (var b in Behaviors)
{
if (!(b is T s) || !((IInteractiveBehavior)b).Exposed) continue;
return s;
}
return null;
}
}