Aetheria/Assets/Scripts/ServerShared/PowerBus.cs
Meta Vens 881415d5e3 F2: gate the bus's reactors and consumers on Active, not Online
PowerBus.Step billed every equipped IPowerConsumer's request unconditionally
and admitted a reactor on Item.Online alone, but Entity.Update only ever runs
a behaviour's Execute when the item is Active (Enabled && Online). A consumer
the player switched off never executes and never spends anything, yet was
still billed, starving live consumers and draining capacitors for nobody. A
reactor switched off stayed Online and kept generating even though
Reactor.Execute (which produces the heat receipt) never ran for it: free,
heat-free power.

Both directions now gate on the same predicate the rest of Entity uses:
item.Active.Value.

Pinned in tests/Aetheria.Shared.Tests/PowerBusTests.cs:
DisabledConsumerContributesNoDemand and DisabledReactorGeneratesNoPower --
both fail under the reverted (Online-only / unconditional) mutation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 05:06:31 +02:00

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