Aetheria/Assets/Scripts/ServerShared/Behaviors/Shield.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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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 ShieldData : BehaviorData
{
[Inspectable, JsonProperty("efficiency"), Key(1), RuntimeInspectable]
public PerformanceStat Efficiency = new PerformanceStat();
[Inspectable, JsonProperty("energy"), Key(2), RuntimeInspectable]
public PerformanceStat EnergyUsage = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new Shield(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new Shield(this, item);
}
}
public class Shield : Behavior, IProgressBehavior, IPowerConsumer
{
public float Efficiency { get; private set; }
public float EnergyUsage { get; private set; }
private ShieldData _data;
// Cut 4 (docs/stats-and-power-cut.md, Cut 4): "a shield hit is not an activation the player chose, so its
// 'instant' draw is really a continuous reserve. Name it as such rather than giving it an activation
// buffer." Unlike InstantWeapon/Sensor above, TrySpend below is never called with exactly Capacity -- a hit
// can partially draw the reserve, same as the old direct capacitor spend could. Shield has no Energy/
// Cooldown pair to derive a size from (only EnergyUsage, a per-damage-point multiplier), so this is a
// judgment call, not a formula the map states: the reserve's Capacity and Rate both default to EnergyUsage
// itself, refilling in full every second (Cooldown's implicit identity value -- the same "absent means
// identity" convention InputCapacitor and PerformanceStat itself already use). Flagged for operator review
// against real catalog EnergyUsage magnitudes rather than presented as spec'd.
private readonly InputCapacitor _reserve = new InputCapacitor();
public Shield(ShieldData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public Shield(ShieldData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
// Cut 4: capacity/rate, resolved fresh (Capacitor.ResolveCapacity's precedent -- PowerBus.Step calls
// PowerRequest below before this behaviour's own Execute runs this tick).
private void RefreshReserve()
{
var energyUsage = Evaluate(_data.EnergyUsage);
_reserve.UpdateStats(energyUsage, cooldown: 1f);
}
// Cut 4: the request PowerBus needs before Execute runs.
public float PowerRequest(float dt)
{
RefreshReserve();
return _reserve.RequestedFill(dt);
}
// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): High -- hull survival the player is actively
// trading power for, but not the life-support constant Radiator is, so it sits one tier below.
public int DefaultPowerTier => PowerTiers.High;
public override bool Execute(float dt)
{
Efficiency = Evaluate(_data.Efficiency);
EnergyUsage = Evaluate(_data.EnergyUsage);
// Cut 4: this tick's grant, read back via Item.PowerSupply -- Item is non-null here because a null-Item
// instance never reaches PowerBus.Step (see CanTakeHit/TakeHit) and so never accrues charge.
if (Item != null)
_reserve.AddCharge(_reserve.RequestedFill(dt) * Item.PowerSupply);
return true;
}
// Cut 4 (docs/stats-and-power-cut.md, Cut 4): a hit taken, not a chosen activation, drawing from the
// shield's own continuous reserve instead of the entity's shared bus capacitors -- closing Cut 3's named,
// temporary exception. A consumable-hosted instance (Item == null) has no PowerBus entry, so nothing would
// ever fill this reserve; bypass it rather than starving such an instance forever.
public bool CanTakeHit(DamageType type, float damage)
{
return Item == null || _reserve.CanSpend(damage * EnergyUsage);
}
public void TakeHit(DamageType type, float damage)
{
if (Item != null) _reserve.TrySpend(damage * EnergyUsage);
AddHeat(damage / Efficiency);
}
public virtual float Progress => Item.ThermalPerformance;
}