docs/stats-and-power-target.md: "Continuous consumers brown out through a power supply curve on their performance stats." Cut 6 wired the curve (EquippedItem.PowerSupplyFactor) but every continuous consumer still gated its own effect on Item.PowerSupply >= 1f, so an 80% grant produced nothing instead of 80% performance. - Thruster/AetherDrive: gate narrowed from ">= 1f" to a true-zero floor (> 1e-4f, PowerBus's own epsilon); Thrust/Torque are plain Evaluate() reads, so a curved stat already degrades once the full-grant demand is dropped. - Radiator: the gate is deleted outright. PumpedHeat is already a curved Evaluate() read; waste heat is unaffected, so a starved radiator now falls behind instead of refusing to pump, and zero supply already zeroes PumpedHeat via the curve with no special case needed. - ConstantWeapon: the weapon no longer safes itself off (_firing = false) on a partial grant -- only true zero still stops it. Damage already degrades via base.Execute's own Evaluate() read. - EnergyDraw: has no performance stat of its own -- its Execute return value IS the effect (gates its BehaviorGroup). Narrowed the same way: a partial grant still passes, only true zero closes the gate. InputCapacitor and the three instant consumers (InstantWeapon, Sensor, Shield) are untouched: all-or-nothing on a partial charge still holds. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
66 lines
No EOL
2.8 KiB
C#
66 lines
No EOL
2.8 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 System;
|
|
using System.Linq;
|
|
using MessagePack;
|
|
using Newtonsoft.Json;
|
|
|
|
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
|
|
public class EnergyDrawData : BehaviorData
|
|
{
|
|
[Inspectable, JsonProperty("draw"), Key(1), RuntimeInspectable]
|
|
public PerformanceStat EnergyDraw = new PerformanceStat();
|
|
|
|
[Inspectable, JsonProperty("perSecond"), Key(2)]
|
|
public bool PerSecond;
|
|
|
|
public override Behavior CreateInstance(EquippedItem item)
|
|
{
|
|
return new EnergyDraw(this, item);
|
|
}
|
|
|
|
public override Behavior CreateInstance(ConsumableItemEffect item)
|
|
{
|
|
return new EnergyDraw(this, item);
|
|
}
|
|
}
|
|
|
|
public class EnergyDraw : Behavior, IPowerConsumer
|
|
{
|
|
private EnergyDrawData _data;
|
|
|
|
public EnergyDraw(EnergyDrawData data, EquippedItem item) : base(data, item)
|
|
{
|
|
_data = data;
|
|
}
|
|
|
|
public EnergyDraw(EnergyDrawData data, ConsumableItemEffect item) : base(data, item)
|
|
{
|
|
_data = data;
|
|
}
|
|
|
|
// Cut 3 (docs/stats-and-power-cut.md): the request PowerBus needs before Execute runs, in place of the
|
|
// direct Entity.TryConsumeEnergy spend that used to happen inside Execute.
|
|
public float PowerRequest(float dt) => Evaluate(_data.EnergyDraw) * (_data.PerSecond ? dt : 1);
|
|
|
|
// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Utility -- the generic/unclassified draw. An item
|
|
// that declares power use without asking for a specific tier should not accidentally outrank a named one.
|
|
public int DefaultPowerTier => PowerTiers.Utility;
|
|
|
|
public override bool Execute(float dt)
|
|
{
|
|
// A consumable-hosted instance (Item null) has no PowerBus entry (§1.2's grants are keyed by
|
|
// EquippedItem); named rather than silently assumed away, it always succeeds here, the same way every
|
|
// other context-dependent factor a ConsumableItemEffect answers with the identity elsewhere in this cut.
|
|
//
|
|
// Cut 7 (docs/stats-and-power-target.md): unlike the other four continuous consumers, EnergyDraw has no
|
|
// performance stat of its own to curve -- its Execute return value IS its whole effect, the gate that
|
|
// decides whether the rest of its BehaviorGroup runs at all (Entity.cs's per-group Execute chain). There
|
|
// is nothing here for a PowerSupply term to degrade continuously, so brownout is expressed the only way
|
|
// this behaviour can express it: a partial grant still passes (no more flicking off at 80%), and only a
|
|
// true zero grant closes the gate.
|
|
return Item == null || Item.PowerSupply > 1e-4f;
|
|
}
|
|
} |