Aetheria/Assets/Scripts/ServerShared/Behaviors/Radiator.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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4.3 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.
public float PowerRequest(float dt)
{
var pumpedHeat = Evaluate(_data.PumpedHeat);
var wasteHeat = Evaluate(_data.WasteHeat);
var tempRatio = max(RadiatorTemperature / Temperature, 1);
if (tempRatio > pumpedHeat / wasteHeat) return 0f;
return Evaluate(_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;
if (Item != null && Item.PowerSupply < 1f) return false;
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.VisibilitySources[this] = rad;
}
public void Initialize()
{
RadiatorTemperature = Temperature;
}
}