Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's named, temporary exception for the four instant draws. InstantWeapon (both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend from their own InputCapacitor, filled continuously by PowerBus like every other IPowerConsumer instead of touching the entity's shared bus capacitors directly. InputCapacitor's Capacity/Rate derive from the owning item's Energy and Cooldown, with an authored-override hook (ChargedWeapon repurposes its previously-unused ChargeEnergy stat as that override, per the map's own instruction, rather than adding a new field). A weapon/sensor fire attempt only ever spends exactly Capacity, so it only ever succeeds at full charge -- no fractional shot. Shield is the map's named exception: its reserve is continuous, not an activation buffer, so it allows a partial draw; its size (no Energy/Cooldown pair exists on Shield) is a flagged judgment call, not a spec'd formula. Adds InputCapacitorTests.cs (8 tests) and mutation_tests_stats_power_cut4.py (7 mutations, all behave as declared); removes the one PowerBusTests.cs test and Cut 3 mutation case that exercised the now-deleted Entity methods. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
98 lines
No EOL
4.1 KiB
C#
98 lines
No EOL
4.1 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using MessagePack;
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using Newtonsoft.Json;
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using CultMath;
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using static CultMath.math;
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class ShieldData : BehaviorData
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{
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[Inspectable, JsonProperty("efficiency"), Key(1), RuntimeInspectable]
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public PerformanceStat Efficiency = new PerformanceStat();
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[Inspectable, JsonProperty("energy"), Key(2), RuntimeInspectable]
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public PerformanceStat EnergyUsage = new PerformanceStat();
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Shield(this, item);
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}
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public override Behavior CreateInstance(ConsumableItemEffect item)
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{
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return new Shield(this, item);
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}
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}
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public class Shield : Behavior, IProgressBehavior, IPowerConsumer
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{
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public float Efficiency { get; private set; }
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public float EnergyUsage { get; private set; }
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private ShieldData _data;
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// Cut 4 (docs/stats-and-power-cut.md, Cut 4): "a shield hit is not an activation the player chose, so its
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// 'instant' draw is really a continuous reserve. Name it as such rather than giving it an activation
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// buffer." Unlike InstantWeapon/Sensor above, TrySpend below is never called with exactly Capacity -- a hit
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// can partially draw the reserve, same as the old direct capacitor spend could. Shield has no Energy/
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// Cooldown pair to derive a size from (only EnergyUsage, a per-damage-point multiplier), so this is a
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// judgment call, not a formula the map states: the reserve's Capacity and Rate both default to EnergyUsage
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// itself, refilling in full every second (Cooldown's implicit identity value -- the same "absent means
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// identity" convention InputCapacitor and PerformanceStat itself already use). Flagged for operator review
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// against real catalog EnergyUsage magnitudes rather than presented as spec'd.
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private readonly InputCapacitor _reserve = new InputCapacitor();
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public Shield(ShieldData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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}
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public Shield(ShieldData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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}
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// Cut 4: capacity/rate, resolved fresh (Capacitor.ResolveCapacity's precedent -- PowerBus.Step calls
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// PowerRequest below before this behaviour's own Execute runs this tick).
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private void RefreshReserve()
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{
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var energyUsage = Evaluate(_data.EnergyUsage);
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_reserve.UpdateStats(energyUsage, cooldown: 1f);
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}
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// Cut 4: the request PowerBus needs before Execute runs.
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public float PowerRequest(float dt)
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{
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RefreshReserve();
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return _reserve.RequestedFill(dt);
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}
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public override bool Execute(float dt)
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{
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Efficiency = Evaluate(_data.Efficiency);
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EnergyUsage = Evaluate(_data.EnergyUsage);
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// Cut 4: this tick's grant, read back via Item.PowerSupply -- Item is non-null here because a null-Item
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// instance never reaches PowerBus.Step (see CanTakeHit/TakeHit) and so never accrues charge.
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if (Item != null)
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_reserve.AddCharge(_reserve.RequestedFill(dt) * Item.PowerSupply);
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return true;
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}
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// Cut 4 (docs/stats-and-power-cut.md, Cut 4): a hit taken, not a chosen activation, drawing from the
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// shield's own continuous reserve instead of the entity's shared bus capacitors -- closing Cut 3's named,
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// temporary exception. A consumable-hosted instance (Item == null) has no PowerBus entry, so nothing would
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// ever fill this reserve; bypass it rather than starving such an instance forever.
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public bool CanTakeHit(DamageType type, float damage)
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{
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return Item == null || _reserve.CanSpend(damage * EnergyUsage);
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}
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public void TakeHit(DamageType type, float damage)
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{
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if (Item != null) _reserve.TrySpend(damage * EnergyUsage);
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AddHeat(damage / Efficiency);
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}
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public virtual float Progress => Item.ThermalPerformance;
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} |