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>
100 lines
No EOL
3.9 KiB
C#
100 lines
No EOL
3.9 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 GameCult.Caching;
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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), EntityTypeRestriction(HullType.Ship), RuntimeInspectable]
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public class ThrusterData : BehaviorData
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{
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[Inspectable, JsonProperty("thrust"), Key(1), RuntimeInspectable]
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public PerformanceStat Thrust = new PerformanceStat();
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[Inspectable, JsonProperty("visibility"), Key(2), RuntimeInspectable]
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public PerformanceStat Visibility = new PerformanceStat();
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[Inspectable, JsonProperty("heat"), Key(3), RuntimeInspectable]
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public PerformanceStat Heat = new PerformanceStat();
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[Inspectable, JsonProperty("energy"), Key(4), RuntimeInspectable]
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public PerformanceStat EnergyUsage = new PerformanceStat();
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[Inspectable, CultInspectorAssetGuid, JsonProperty("Particles"), Key(5)]
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public string ParticlesPrefab;
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Thruster(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 Thruster(this, item);
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}
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}
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public class Thruster : Behavior, IAnalogBehavior, IPowerConsumer
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{
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public float Thrust { get; private set; }
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public float Torque { get; }
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public float Axis
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{
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get => _input;
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set => _input = saturate(value);
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}
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private ThrusterData _data;
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private float _input;
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public Thruster(ThrusterData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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var hullData = ItemManager.GetData(Entity.Hull) as HullData;
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var hullCenter = hullData.Shape.CenterOfMass;
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var itemData = ItemManager.GetData(item.EquippableItem);
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var itemCenter = hullData.Shape.Inset(itemData.Shape, item.Position, item.EquippableItem.Rotation).CenterOfMass;
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var toCenter = hullCenter - itemCenter;
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Torque = -dot(normalize(toCenter), float2(1, 0).Rotate(item.EquippableItem.Rotation));
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Thrust = Evaluate(_data.Thrust);
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}
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public Thruster(ThrusterData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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Torque = 0;
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Thrust = Evaluate(_data.Thrust);
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}
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// Cut 3 (docs/stats-and-power-cut.md): the resolved stat times the behaviour-supplied throttle scalar (§1.2),
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// exactly the shape the map names. _input is set externally (the ship's controls) before Entity.Update calls
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// PowerBus.Step, so it is already current when this runs.
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public float PowerRequest(float dt) => _input > .01f ? _input * Evaluate(_data.EnergyUsage) : 0f;
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// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Medium -- mobility. Losing thrust for a tick
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// under brownout is an inconvenience, not the cascading failure a starved radiator or shield causes.
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public int DefaultPowerTier => PowerTiers.Medium;
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public override bool Execute(float dt)
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{
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Item.SetAudioParameter(SpecialAudioParameter.Intensity, _input);
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if(_input > .01f && Item.PowerSupply >= 1f)
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{
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Thrust = Evaluate(_data.Thrust);
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Entity.Velocity -= Direction.xz * _input * Thrust / Entity.Mass * dt;
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Entity.Direction = mul(Entity.Direction,
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CultMath.float2x2.Rotate(_input * Torque * Thrust * ItemManager.GameplaySettings.TorqueMultiplier / Entity.Mass * dt));
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AddHeat(_input * Evaluate(_data.Heat) * dt);
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var vis = _input * Evaluate(_data.Visibility);
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if (!Entity.VisibilitySources.ContainsKey(this) || vis > Entity.VisibilitySources[this])
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Entity.VisibilitySources[this] = vis;
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return true;
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}
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return false;
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}
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} |