Aetheria/Assets/Scripts/ServerShared/Behaviors/EnergyDraw.cs
Meta Vens 55249beb98 Cut 5: priority tiers replace PowerBus's single shared GrantRatio
PowerTiers.cs names five tiers (Critical/High/Medium/Low/Utility) and their
per-behaviour-kind defaults: Radiator is Critical (the closest thing this game
has to life support -- a starved radiator cascades into wear and shutdown
across the whole hull), Shield is High, Thruster/AetherDrive are Medium,
ConstantWeapon/InstantWeapon are Low, and Sensor/EnergyDraw are Utility.
IPowerConsumer.DefaultPowerTier lets each behaviour own its own default.

EquippableItem.PowerTier (Key 12) is the stored, player-choosable tier on the
unit rather than the design; EquippedItem's constructor seeds a kind default
the first time a unit is equipped, only when the field is still
PowerTiers.Unassigned, and never again -- a tier is a stored choice, not
something the bus re-derives.

PowerBus.AllocateTiers walks tiers lowest-number-first: a tier is granted in
full before the next tier sees anything left, an empty tier passes its whole
share down, and within a tier every consumer rations by the same
grant/demand fraction so unequal requests still divide proportionally. A new
TierGrantRatio[] exposes each tier's own ratio for a future UI (Cut 8) to
read starvation from directly, instead of reconstructing it from every item's
PowerSupply.

Deletes EquippedItem.SortPosition, IOrderedBehavior and Reactor.Order (its
only implementer): the bus already steps before any equipment's Execute, so
equip/behaviour order never decided who got fed even before this cut, and
nothing else needed the interface (subject to the map's O3 operator check).

docs/stats-and-power-cut.md Cut 5 / §1.3.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 02:58:38 +02:00

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2.2 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;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class EnergyDrawData : BehaviorData
{
[Inspectable, JsonProperty("draw"), Key(1), RuntimeInspectable]
public PerformanceStat EnergyDraw = new PerformanceStat();
[Inspectable, JsonProperty("perSecond"), Key(2)]
public bool PerSecond;
public override Behavior CreateInstance(EquippedItem item)
{
return new EnergyDraw(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new EnergyDraw(this, item);
}
}
public class EnergyDraw : Behavior, IPowerConsumer
{
private EnergyDrawData _data;
public EnergyDraw(EnergyDrawData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public EnergyDraw(EnergyDrawData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
// Cut 3 (docs/stats-and-power-cut.md): the request PowerBus needs before Execute runs, in place of the
// direct Entity.TryConsumeEnergy spend that used to happen inside Execute.
public float PowerRequest(float dt) => Evaluate(_data.EnergyDraw) * (_data.PerSecond ? dt : 1);
// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Utility -- the generic/unclassified draw. An item
// that declares power use without asking for a specific tier should not accidentally outrank a named one.
public int DefaultPowerTier => PowerTiers.Utility;
public override bool Execute(float dt)
{
// A consumable-hosted instance (Item null) has no PowerBus entry (§1.2's grants are keyed by
// EquippedItem); named rather than silently assumed away, it always succeeds here, the same way every
// other context-dependent factor a ConsumableItemEffect answers with the identity elsewhere in this cut.
return Item == null || Item.PowerSupply >= 1f;
}
}