Aetheria/Assets/Scripts/ServerShared/Behaviors/Radiator.cs
Meta Vens 1d14edea3a Signatures: every light signature names its channel and item through Entity.SetSignature
VisibilitySources holds Signature (channel, strength, item); the eight direct writes
go through the one writer; Visibility stays the sum; SignatureOn(channel) splits it.
VisibilityData gains Key(3) Channel. No number changes. Not yet built or tested at this
commit (verification follows).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 09:13:24 +02:00

128 lines
No EOL
5.7 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 MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class RadiatorData : BehaviorData
{
[Inspectable, JsonProperty("emissivity"), Key(1), RuntimeInspectable]
public PerformanceStat Emissivity = new PerformanceStat();
[Inspectable, JsonProperty("pumpedHeat"), Key(2), RuntimeInspectable]
public PerformanceStat PumpedHeat = new PerformanceStat();
[InspectableTemperature, JsonProperty("temperatureFloor"), Key(3), RuntimeInspectable]
public float TemperatureFloor;
[Inspectable, JsonProperty("wasteHeat"), Key(4), RuntimeInspectable]
public PerformanceStat WasteHeat = new PerformanceStat();
[Inspectable, JsonProperty("energyUsage"), Key(5), RuntimeInspectable]
public PerformanceStat EnergyUsage = new PerformanceStat();
[Inspectable, JsonProperty("thermalMass"), Key(6), RuntimeInspectable]
public PerformanceStat ThermalMass = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new Radiator(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new Radiator(this, item);
}
}
public class Radiator : Behavior, IAlwaysUpdatedBehavior, IInitializableBehavior, IPowerConsumer
{
public float RadiatorTemperature { get; private set; }
public float Emissivity { get; private set; }
public float PumpedHeat { get; private set; }
public float WasteHeat { get; private set; }
public float EnergyUsage { get; private set; }
private RadiatorData _data;
public Radiator(RadiatorData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public Radiator(RadiatorData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
// Cut 3 (docs/stats-and-power-cut.md): mirrors Execute's own early-out below -- a radiator that would not
// even try to pump this tick (waste would outrun pump capacity) requests nothing, exactly like before.
//
// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): PumpedHeat, WasteHeat and
// EnergyUsage are all registered request fields (StatValidation.PowerRequestFields) -- read nominally (what
// full power would pump) so PumpedHeat carrying its own PowerSupply term (Cut 7's brownout curve) no longer
// makes this tick's request depend on this tick's own grant. Execute below is unchanged: it calls the real,
// curved Evaluate, so the actual pumping still degrades with whatever the bus actually grants.
public float PowerRequest(float dt)
{
var pumpedHeat = EvaluateNominalPower(_data.PumpedHeat);
var wasteHeat = EvaluateNominalPower(_data.WasteHeat);
var tempRatio = max(RadiatorTemperature / Temperature, 1);
if (tempRatio > pumpedHeat / wasteHeat) return 0f;
return EvaluateNominalPower(_data.EnergyUsage) * tempRatio * dt;
}
// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Critical -- the closest thing this game has to
// life support. A starved radiator cascades into wear and shutdown across every other item on the hull.
public int DefaultPowerTier => PowerTiers.Critical;
public override bool Execute(float dt)
{
PumpedHeat = Evaluate(_data.PumpedHeat);
WasteHeat = Evaluate(_data.WasteHeat);
EnergyUsage = Evaluate(_data.EnergyUsage);
var itemTemperature = Temperature;
var tempRatio = max(RadiatorTemperature / itemTemperature, 1);
// Temperature ratio would cause more waste heat than pump capacity, stop executing
if (tempRatio > PumpedHeat / WasteHeat) return true;
// Cut 7 (docs/stats-and-power-target.md): no separate power gate at all. PumpedHeat above is already a
// plain Evaluate() read, so a PumpedHeat stat carrying a PowerSupply term already pumps less under a
// partial grant -- waste heat below is unaffected by the curve, so a starved radiator falls behind and
// the ship heats up, which is the reduced-performance failure the ruling asks for instead of the pump
// simply refusing to run. F1 (docs/stats-and-power-cut.md, operator ruling 2026-09-19): PowerSupply is a
// multiplier PerformanceStat.Evaluate applies to the whole resolved value, not a term blended into the
// Min/Max interpolation, so at true zero supply PumpedHeat resolves to exactly 0 regardless of Min -- so
// "produces nothing" already falls out of Evaluate() without a special case here.
var pumpedHeat = PumpedHeat * max(itemTemperature - _data.TemperatureFloor, 0);
// Radiator temperature is below temperature floor, stop executing
if (pumpedHeat < 0.01f) return true;
var wasteHeat = WasteHeat * tempRatio;
AddHeat((wasteHeat - pumpedHeat) * dt);
RadiatorTemperature += pumpedHeat / Evaluate(_data.ThermalMass) * dt;
return true;
}
public void Update(float delta)
{
Emissivity = Evaluate(_data.Emissivity);
var rad = pow(RadiatorTemperature, ItemManager.GameplaySettings.HeatRadiationExponent) * ItemManager.GameplaySettings.HeatRadiationMultiplier * Emissivity;
RadiatorTemperature -= rad * delta;
Entity.SetSignature(this, SignatureChannel.Thermal, rad, Item);
}
public void Initialize()
{
RadiatorTemperature = Temperature;
}
}