Aetheria/Assets/Scripts/ServerShared/Behaviors/Thruster.cs
Meta Vens c349de9c31 Delete the thrust mixer, buckets, aggregates, trim and pruning; wire ThrustAllocator into Ship.Update
Ship.Update hands the intent (the throttle lock's one line) and every thruster's live
Column(NominalThrust) to one ThrustAllocator and writes each Axis from its throttle.
Thruster gains NominalThrust and Column; the .01 throttle gates become > 0.

Does not build the test project: EvasionTermTests still read the deleted aggregates
(next commit rewrites them). Not compiled in Unity.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 13:40:06 +02:00

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7.6 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 MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), EntityTypeRestriction(HullType.Ship), RuntimeInspectable]
public class ThrusterData : BehaviorData
{
[Inspectable, JsonProperty("thrust"), Key(1), RuntimeInspectable]
public PerformanceStat Thrust = new PerformanceStat();
[Inspectable, JsonProperty("visibility"), Key(2), RuntimeInspectable]
public PerformanceStat Visibility = new PerformanceStat();
[Inspectable, JsonProperty("heat"), Key(3), RuntimeInspectable]
public PerformanceStat Heat = new PerformanceStat();
[Inspectable, JsonProperty("energy"), Key(4), RuntimeInspectable]
public PerformanceStat EnergyUsage = new PerformanceStat();
[Inspectable, CultInspectorAssetGuid, JsonProperty("Particles"), Key(5)]
public string ParticlesPrefab;
public override Behavior CreateInstance(EquippedItem item)
{
return new Thruster(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new Thruster(this, item);
}
}
public class Thruster : Behavior, IPowerConsumer
{
// Live: heat, quality, durability and power move this stat after construction, so it is read, never cached.
public float Thrust => Evaluate(_data.Thrust);
// Thrust at a full grant, the same stat read without the power-supply term: what a column promises. Live, like Thrust.
public float NominalThrust => EvaluateNominalPower(_data.Thrust);
public float Torque { get; }
// This thruster's effect per unit throttle at the given thrust, in the body frame: xy is the push (x starboard, y
// forward), z the clockwise yaw rate in rad/s. Zero when the item is absent or offline. The one geometry owner for
// the allocator and the envelope.
public float3 Column(float thrust)
{
if (Item == null || !Item.Active.Value) return default;
var push = -float2(0, 1).Rotate(Item.EquippableItem.Rotation) * thrust / Entity.Mass;
return float3(push.x, push.y, Torque * thrust * ItemManager.GameplaySettings.TorqueMultiplier / Entity.Mass);
}
public float Axis
{
get => _input;
set => _input = saturate(value);
}
private ThrusterData _data;
private float _input;
// Cut 8 (operator ask 2026-09-19): presentation's read of "how healthy does this thruster actually look" --
// Thrust is the stat that governs this behaviour's real output, so it is the equivalent quantity to condition
// against. 1f for the ConsumableItemEffect constructor's item-less case; that path has no durability, heat or
// power-supply state to be broken by, so it always reads perfect.
public float Condition => Item?.ConditionRatio(_data.Thrust) ?? 1f;
public Thruster(ThrusterData data, EquippedItem item) : base(data, item)
{
_data = data;
var hullData = ItemManager.GetData(Entity.Hull) as HullData;
var hullCenter = hullData.Shape.CenterOfMass;
var itemData = ItemManager.GetData(item.EquippableItem);
var itemCenter = hullData.Shape.Inset(itemData.Shape, item.Position, item.EquippableItem.Rotation).CenterOfMass;
var toCenter = hullCenter - itemCenter;
Torque = -dot(normalize(toCenter), float2(1, 0).Rotate(item.EquippableItem.Rotation));
}
public Thruster(ThrusterData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
Torque = 0;
}
// Cut 3 (docs/stats-and-power-cut.md): the resolved stat times the behaviour-supplied throttle scalar (§1.2),
// exactly the shape the map names. _input is set externally (the ship's controls) before Entity.Update calls
// PowerBus.Step, so it is already current when this runs.
//
// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): EnergyUsage is a
// registered request field (StatValidation.PowerRequestFields) -- read nominally, same reasoning as every
// other IPowerConsumer in this cut, though EnergyUsage carries no PowerSupply term in Thruster's own shipped
// catalog today; Thrust (the field Cut 7 curves) is a separate stat Execute reads with the real Evaluate.
public float PowerRequest(float dt) => _input > 0f ? _input * EvaluateNominalPower(_data.EnergyUsage) : 0f;
// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Medium -- mobility. Losing thrust for a tick
// under brownout is an inconvenience, not the cascading failure a starved radiator or shield causes.
public int DefaultPowerTier => PowerTiers.Medium;
// What this thruster adds to the ship's manoeuvre envelope: Execute's own arithmetic at full input, read live.
// Its push is Thrust / Mass along its mount, into the matching body
// axis, even for a flank thruster that only turns (it pushes whenever it turns); its turn is |Torque| * Thrust *
// TorqueMultiplier / Mass into the side its Torque sign fires on, when |Torque| clears the floor. Zero when the
// item is offline or unpowered, the same gates Execute applies.
public ManoeuvreEnvelope Manoeuvre()
{
if (Item == null || !Item.Active.Value || Item.PowerSupply <= 1e-4f) return default;
var settings = ItemManager.GameplaySettings;
var thrust = Thrust;
var acceleration = thrust / Entity.Mass;
var forward = normalize(Entity.Direction);
var right = forward.Rotate(ItemRotation.Clockwise);
var push = -forward.Rotate(Item.EquippableItem.Rotation);
var along = dot(push, forward);
var across = dot(push, right);
var turn = abs(Torque) > settings.TorqueFloor ? abs(Torque) * thrust * settings.TorqueMultiplier / Entity.Mass : 0f;
return new ManoeuvreEnvelope(
max(along, 0f) * acceleration, max(-along, 0f) * acceleration,
max(-across, 0f) * acceleration, max(across, 0f) * acceleration,
Torque > 0f ? turn : 0f, Torque < 0f ? turn : 0f);
}
public override bool Execute(float dt)
{
Item.SetAudioParameter(SpecialAudioParameter.Intensity, _input);
// Cut 7 (docs/stats-and-power-target.md): "continuous consumers brown out ... through a power supply
// curve on their performance stats." Thrust below is a plain Evaluate() read, so once the catalog's own
// Thrust stat carries a PowerSupply term, a partial grant already comes back reduced -- this gate no
// longer demands a full grant, only that the thruster is being asked to do anything (_input) and that it
// has not been cut to true zero supply (the epsilon PowerBus itself already treats as "nothing granted").
if(_input > 0f && Item.PowerSupply > 1e-4f)
{
var thrust = Thrust;
Entity.Velocity -= Direction.xz * _input * thrust / Entity.Mass * dt;
var turnRate = _input * Torque * thrust * ItemManager.GameplaySettings.TorqueMultiplier / Entity.Mass;
Entity.Direction = mul(Entity.Direction, CultMath.float2x2.Rotate(turnRate * dt));
Entity.TurnRate += turnRate;
AddHeat(_input * Evaluate(_data.Heat) * dt);
var vis = _input * Evaluate(_data.Visibility);
if (!Entity.VisibilitySources.ContainsKey(this) || vis > Entity.VisibilitySources[this])
Entity.VisibilitySources[this] = vis;
return true;
}
return false;
}
}