docs/stats-and-power-cut.md Cut 6, purely additive per its own map: the enum member, the resolver's generation-cache and the bus's PowerSupply write already existed (Cuts 2/3/5) as an identity everywhere. This lands the two things Cut 6 actually adds. The curve: EquippedItem.PowerSupplyFactor now returns pow(PowerSupply, exponent) instead of the Cut-3 identity stub, so a stat that declares a PowerSupply term degrades as this tick's grant falls and reads unchanged at full supply (pow(1, n) == 1 regardless of n). PowerBus.AllocateTiers now invalidates StatSource.PowerSupply once per draw per tick -- the missing half of the wiring named in the cut map -- so the resolver actually recomputes when the grant moves, using the same per-source generation scheme Heat/Durability already use (unconditional, at most once per tick, never touching a stat that did not declare the source). The request-independence rule: a stat that decides a power request may not depend on power supply, directly or through a modifier chain. Direct dependency is checked statically (StatValidation.ValidateNoPowerSupplyOnRequest, ItemData.cs) against a fixed registry of (BehaviorData type, field) pairs -- the one PerformanceStat each IPowerConsumer's own PowerRequest evaluates as its request, a compile-time fact rather than something authored per instance -- and runs at catalog load (AetheriaStores.Open), at Upsert, and again at equip (EquippedItem's constructor) as defense against the two named bypasses that write a catalog document without going through Upsert. The modifier-chain half is dynamic (StatModifier.ValidateNoPowerSupplyChain): a modifier's own magnitude stat is walked through the same magnitude->target edges ValidateNoCycle already builds for the self-cycle check, and refused at Initialize (equip time) if it is power-tainted and targets a known request stat, naming both items. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
220 lines
12 KiB
C#
220 lines
12 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 System.Collections.Generic;
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using System.Linq;
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using static CultMath.math;
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// Cut 3 (docs/stats-and-power-cut.md §1.2): the sole owner of every power grant for one Entity, stepped once per
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// tick from Entity.Update, before any equipped item's Behaviors execute. It replaces
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// Entity.TryConsumeEnergy/CanConsumeEnergy: at HEAD every draw succeeded as long as one reactor was online, and
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// any shortfall was silently taxed onto the reactor as heat instead of ever being refused (§0.5). The bus makes
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// the ceiling real: demand beyond what this tick's generation and stored capacitor charge can cover goes unmet.
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//
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// Cut 5 (docs/stats-and-power-cut.md §1.3) replaces the single shared fraction with priority tiers
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// (PowerTiers.cs): the total this tick's supply can cover (TotalGrant, unchanged by tiers -- see below) is
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// walked tier by tier, lowest number first. A tier is fed in full before the next tier sees anything left; a
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// tier with no demand simply passes its whole share down; within a tier, every consumer's own request is
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// rationed by the same fraction, so two requests of unequal size still divide proportionally. This is the death
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// of the old "whoever equipped first drains the capacitors first" hidden priority (§0.5), replaced with an
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// authored one instead of no priority at all.
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//
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// Bus capacitors are charged and drained only here (§0b): Reactor no longer touches them, and neither does any
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// IPowerConsumer. The four instant draws the cut map names (a burst, a shot, a ping, a hit taken) are
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// IPowerConsumers too as of Cut 4: each spends from its own InputCapacitor (InstantWeapon, Sensor, Shield),
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// never from these bus capacitors directly. Entity.TrySpendCapacitorCharge/CanSpendCapacitorCharge, Cut 3's
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// named, temporary exception, died with their last caller.
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public class PowerBus
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{
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private readonly Entity _entity;
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public PowerBus(Entity entity) => _entity = entity;
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// Every figure below is this tick's, overwritten wholesale by the next Step -- nothing here is persisted
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// (§0.6); a fresh Entity starts with the defaults below and they read as "fully supplied, nothing drawn"
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// until the first Step runs.
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public float TotalGeneration { get; private set; }
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public float TotalDemand { get; private set; }
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// Energy actually delivered this tick, summed across every tier: generation first, then whatever stored
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// capacitor charge covers the rest, capped at demand. Equal to TotalDemand whenever supply covers it; equal
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// to (generation + available charge) otherwise -- never more, which TryConsumeEnergy could never promise (a
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// reactor always paid the remainder as heat, so overdraw was invisible at this level). Which consumers that
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// total actually reaches is what tiering (below) decides; this figure is unaffected by tiers -- the ceiling
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// is a property of supply, not of priority.
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public float TotalGrant { get; private set; }
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// Aggregate fraction of all demand granted this tick (TotalGrant / TotalDemand) -- a fleet-wide summary, not
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// what any one consumer necessarily received. Still written onto every consuming EquippedItem.PowerSupply
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// when every tier in play happens to land on the same ratio (single-tier loadouts, the common case in the
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// Cut 3/4 test fixtures), but a multi-tier shortfall gives different tiers different ratios -- read
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// TierGrantRatio or the item's own PowerSupply for that.
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public float GrantRatio { get; private set; } = 1f;
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// Cut 5: this tick's within-tier grant ratio, indexed by PowerTiers.Critical..Utility. 1f means that tier's
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// demand was fully met (including a tier with no demand at all, per the array's own default-init); anything
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// below 1f is exactly the "starved" state a future UI (Cut 8) reads instead of reconstructing it from
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// per-item PowerSupply. A tier below a starved one is always 0f -- §1.3's "a tier boundary does not leak".
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public float[] TierGrantRatio { get; } = InitFullTiers();
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private static float[] InitFullTiers()
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{
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var ratios = new float[PowerTiers.Count];
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for (var i = 0; i < ratios.Length; i++) ratios[i] = 1f;
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return ratios;
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}
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// What Reactor.Execute reads to run its own heat/throttle arithmetic (Cut 3: "the arithmetic survives, moved
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// under the bus's numbers"). Positive: demand left unmet after generation AND stored charge, split evenly
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// across online reactors for overload heat. Negative: generation left over after demand and after topping up
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// every capacitor, split evenly for the throttling arithmetic. Reactor.Draw no longer feeds this -- it is now
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// a reported total, not a sink (§1.2).
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public float NetDraw { get; private set; }
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// One equipped item's power request for this tick, captured once so PowerRequest -- which some behaviours
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// (Shield, InstantWeapon, Sensor) implement by refreshing their own cached stats -- is never called twice in
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// one Step.
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private readonly struct Draw
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{
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public readonly EquippedItem Item;
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public readonly int Tier;
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public readonly float Request;
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public Draw(EquippedItem item, int tier, float request) { Item = item; Tier = tier; Request = request; }
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}
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public void Step(float dt)
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{
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var reactors = new List<Reactor>();
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var capacitors = new List<Capacitor>();
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var draws = new List<Draw>();
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foreach (var item in _entity.Equipment)
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foreach (var behavior in item.Behaviors)
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{
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switch (behavior)
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{
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case Reactor reactor when reactor.Item.Online.Value:
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reactors.Add(reactor);
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break;
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case Capacitor capacitor:
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capacitors.Add(capacitor);
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break;
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}
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if (behavior is IPowerConsumer consumer)
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{
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// Cut 5 (docs/stats-and-power-cut.md §1.3): the item's own stored choice wins once it has one;
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// PowerTiers.Unassigned only survives past EquippedItem's constructor for a consumer added to
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// the game after this unit was minted, which the constructor never saw -- fall back to the
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// behaviour's own default rather than stranding it at an invalid tier.
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var tier = item.EquippableItem.PowerTier;
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if (tier == PowerTiers.Unassigned) tier = consumer.DefaultPowerTier;
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tier = clamp(tier, 0, PowerTiers.Count - 1);
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draws.Add(new Draw(item, tier, max(0f, consumer.PowerRequest(dt))));
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}
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}
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TotalGeneration = reactors.Sum(r => r.Generation(dt));
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TotalDemand = draws.Sum(d => d.Request);
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var availableCharge = capacitors.Sum(c => c.Charge);
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var preCapacitorNet = TotalDemand - TotalGeneration;
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float overload = 0f, unabsorbedSurplus = 0f;
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if (preCapacitorNet > 0f)
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{
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var chargeDrawn = min(preCapacitorNet, availableCharge);
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if (chargeDrawn > 0f) DrainEvenly(capacitors, chargeDrawn);
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overload = preCapacitorNet - chargeDrawn;
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}
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else if (preCapacitorNet < 0f)
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{
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unabsorbedSurplus = FillEvenly(capacitors, -preCapacitorNet);
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}
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NetDraw = overload - unabsorbedSurplus; // exactly one of the two is ever nonzero
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TotalGrant = TotalDemand - overload;
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GrantRatio = TotalDemand <= 1e-4f ? 1f : saturate(TotalGrant / TotalDemand);
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AllocateTiers(draws);
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}
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// Cut 5 (docs/stats-and-power-cut.md §1.3): walks tiers lowest-number-first, feeding each in full before the
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// next sees anything. remaining only ever shrinks, and once it hits 0 every later tier's ratio is 0 by the
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// same division -- a lower tier can never take from a higher one (§1.3 "a tier boundary does not leak"),
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// because a higher tier's share is committed (remaining -= grant) before a lower tier is even considered.
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// Within a tier every consumer shares that tier's one ratio against its own request, so two unequal requests
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// still divide proportionally -- the same property Cut 3 proved for the whole ship, now proved per tier.
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private void AllocateTiers(List<Draw> draws)
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{
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var tierDemand = new float[PowerTiers.Count];
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foreach (var draw in draws) tierDemand[draw.Tier] += draw.Request;
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var remaining = TotalGrant;
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var ratios = TierGrantRatio;
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for (var tier = 0; tier < PowerTiers.Count; tier++)
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{
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var demand = tierDemand[tier];
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if (demand <= 1e-4f) { ratios[tier] = 1f; continue; }
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var grant = min(demand, remaining);
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ratios[tier] = saturate(grant / demand);
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remaining -= grant;
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}
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foreach (var draw in draws)
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{
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draw.Item.PowerSupply = ratios[draw.Tier];
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// Cut 6 (docs/stats-and-power-cut.md): the missing half of the wiring -- a stat with a PowerSupply
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// term must recompute when the grant actually moves. Called unconditionally, once per draw per tick,
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// the same shape as EquippedItem.UpdatePerformance's own Heat/Durability invalidation: "recomputes at
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// most once per tick per (item, stat)," not "only when the value moved." An item with no PowerSupply
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// term pays nothing extra -- the resolver's per-source generation bookkeeping (StatResolver.Resolve)
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// only ever looks at sources a stat's own Terms declared.
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_entity.Resolver.InvalidateSource(draw.Item, StatSource.PowerSupply);
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}
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}
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// Mirrors Entity.TryConsumeEnergy's old do/while exactly (draw evenly across every capacitor that still has
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// charge, repeating as capacitors empty out), just relocated: bus capacitors are drained only by the bus now.
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private static void DrainEvenly(List<Capacitor> capacitors, float amount)
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{
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int chargedCount;
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do
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{
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chargedCount = capacitors.Count(c => c.Charge > .01f);
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if (chargedCount == 0) break;
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var share = amount / chargedCount;
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foreach (var cap in capacitors)
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{
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if (cap.Charge <= .01f) continue;
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var drawn = min(share, cap.Charge);
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cap.AddCharge(-drawn);
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amount -= drawn;
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}
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} while (chargedCount > 0 && amount > .01f);
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}
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// Fills every capacitor evenly up to its own capacity and returns whatever would not fit, for Reactor to
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// throttle away -- the same job Reactor.cs used to do to itself (surplus branch), moved here because bus
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// capacitors are charged only by the bus (§0b). Resolves Capacity itself rather than reading each
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// Capacitor's cached property: the bus steps before any behaviour's Execute runs this tick, so that property
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// still holds last tick's value.
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private static float FillEvenly(List<Capacitor> capacitors, float amount)
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{
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int nonFullCount;
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do
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{
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nonFullCount = capacitors.Count(c => c.Charge < c.ResolveCapacity() - .01f);
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if (nonFullCount == 0) break;
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var share = amount / nonFullCount;
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foreach (var cap in capacitors)
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{
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var capacity = cap.ResolveCapacity();
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if (cap.Charge >= capacity - .01f) continue;
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var added = min(share, capacity - cap.Charge);
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cap.AddCharge(added);
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amount -= added;
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}
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} while (nonFullCount > 0 && amount > .01f);
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return amount;
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}
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}
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