Aetheria/Assets/Scripts/ServerShared/Behaviors/Radiator.cs
Meta Vens da5a710030 F1: power supply multiplies the resolved stat, it does not interpolate
PerformanceStat.Evaluate folded PowerSupply into the same Min/Max lerp factor
as Heat/Durability/Quality, so zero supply bottomed out at Min instead of 0
(measured: a radiator at zero power still pumped 19-25% of full; three of Cut
7's eight authored terms had Min == Max and were completely inert, since
lerp(x, x, anything) == x).

PowerSupply terms are now accumulated into their own multiplier and applied to
the fully-interpolated, fully-modified value instead of to the interpolation
factor. The term still lives in PerformanceStat.Terms -- it is still authored
per stat and still censused/validated the same way -- it is just no longer
blended into `factor`. Corrected the comments that stated the old premise
(Radiator.cs, Entity.cs, ItemData.cs's IStatContext.PowerSupplyFactor doc).

Pinned in tests/Aetheria.Shared.Tests/PowerCurveTests.cs:
APowerSupplyTermedStatWithNonzeroMinResolvesToExactlyZeroAtZeroSupply and
AMinEqualsMaxStatStillRespondsToItsPowerSupplyTerm -- both fail under the
reverted (lerp-based) mutation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 05:03:31 +02:00

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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;
// Cut 7 (docs/stats-and-power-target.md): no separate power gate at all. PumpedHeat above is already a
// plain Evaluate() read, so a PumpedHeat stat carrying a PowerSupply term already pumps less under a
// partial grant -- waste heat below is unaffected by the curve, so a starved radiator falls behind and
// the ship heats up, which is the reduced-performance failure the ruling asks for instead of the pump
// simply refusing to run. F1 (docs/stats-and-power-cut.md, operator ruling 2026-09-19): PowerSupply is a
// multiplier PerformanceStat.Evaluate applies to the whole resolved value, not a term blended into the
// Min/Max interpolation, so at true zero supply PumpedHeat resolves to exactly 0 regardless of Min -- so
// "produces nothing" already falls out of Evaluate() without a special case here.
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;
}
}