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>
116 lines
No EOL
4.3 KiB
C#
116 lines
No EOL
4.3 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 RadiatorData : BehaviorData
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{
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[Inspectable, JsonProperty("emissivity"), Key(1), RuntimeInspectable]
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public PerformanceStat Emissivity = new PerformanceStat();
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[Inspectable, JsonProperty("pumpedHeat"), Key(2), RuntimeInspectable]
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public PerformanceStat PumpedHeat = new PerformanceStat();
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[InspectableTemperature, JsonProperty("temperatureFloor"), Key(3), RuntimeInspectable]
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public float TemperatureFloor;
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[Inspectable, JsonProperty("wasteHeat"), Key(4), RuntimeInspectable]
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public PerformanceStat WasteHeat = new PerformanceStat();
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[Inspectable, JsonProperty("energyUsage"), Key(5), RuntimeInspectable]
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public PerformanceStat EnergyUsage = new PerformanceStat();
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[Inspectable, JsonProperty("thermalMass"), Key(6), RuntimeInspectable]
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public PerformanceStat ThermalMass = new PerformanceStat();
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Radiator(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 Radiator(this, item);
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}
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}
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public class Radiator : Behavior, IAlwaysUpdatedBehavior, IInitializableBehavior, IPowerConsumer
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{
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public float RadiatorTemperature { get; private set; }
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public float Emissivity { get; private set; }
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public float PumpedHeat { get; private set; }
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public float WasteHeat { get; private set; }
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public float EnergyUsage { get; private set; }
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private RadiatorData _data;
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public Radiator(RadiatorData 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 Radiator(RadiatorData 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 3 (docs/stats-and-power-cut.md): mirrors Execute's own early-out below -- a radiator that would not
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// even try to pump this tick (waste would outrun pump capacity) requests nothing, exactly like before.
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public float PowerRequest(float dt)
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{
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var pumpedHeat = Evaluate(_data.PumpedHeat);
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var wasteHeat = Evaluate(_data.WasteHeat);
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var tempRatio = max(RadiatorTemperature / Temperature, 1);
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if (tempRatio > pumpedHeat / wasteHeat) return 0f;
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return Evaluate(_data.EnergyUsage) * tempRatio * dt;
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}
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// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Critical -- the closest thing this game has to
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// life support. A starved radiator cascades into wear and shutdown across every other item on the hull.
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public int DefaultPowerTier => PowerTiers.Critical;
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public override bool Execute(float dt)
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{
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PumpedHeat = Evaluate(_data.PumpedHeat);
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WasteHeat = Evaluate(_data.WasteHeat);
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EnergyUsage = Evaluate(_data.EnergyUsage);
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var itemTemperature = Temperature;
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var tempRatio = max(RadiatorTemperature / itemTemperature, 1);
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// Temperature ratio would cause more waste heat than pump capacity, stop executing
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if (tempRatio > PumpedHeat / WasteHeat) return true;
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if (Item != null && Item.PowerSupply < 1f) return false;
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var pumpedHeat = PumpedHeat * max(itemTemperature - _data.TemperatureFloor, 0);
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// Radiator temperature is below temperature floor, stop executing
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if (pumpedHeat < 0.01f) return true;
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var wasteHeat = WasteHeat * tempRatio;
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AddHeat((wasteHeat - pumpedHeat) * dt);
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RadiatorTemperature += pumpedHeat / Evaluate(_data.ThermalMass) * dt;
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return true;
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}
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public void Update(float delta)
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{
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Emissivity = Evaluate(_data.Emissivity);
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var rad = pow(RadiatorTemperature, ItemManager.GameplaySettings.HeatRadiationExponent) * ItemManager.GameplaySettings.HeatRadiationMultiplier * Emissivity;
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RadiatorTemperature -= rad * delta;
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Entity.VisibilitySources[this] = rad;
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}
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public void Initialize()
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{
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RadiatorTemperature = Temperature;
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}
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} |