Aetheria/Assets/Scripts/ServerShared/ItemInstance.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

67 lines
2.6 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.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using GameCult.Caching;
//using JM.LinqFaster;
using MessagePack;
using MessagePack.Formatters;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Union(0, typeof(SimpleCommodity)),
Union(1, typeof(CompoundCommodity)),
Union(2, typeof(EquippableItem)),
Union(3, typeof(ConsumableItem)),
JsonObject(MemberSerialization.OptIn)]
public abstract class ItemInstance
{
[JsonProperty("data"), Key(0)] public CultRecordRef<ItemData> Data;
[JsonProperty("rotation"), Key(1)] public ItemRotation Rotation;
}
[Union(0, typeof(CompoundCommodity)),
Union(1, typeof(EquippableItem)),
Union(2, typeof(ConsumableItem)),
JsonObject(MemberSerialization.OptIn)]
public abstract class CraftedItemInstance : ItemInstance
{
// Keys 2 (Quality), 9 (Ingredients) and 10 (Product) belonged to fields moved to Lot; do not reuse them.
// The lot this unit was minted from: its design, provenance, workmanship and role fills all live there.
[JsonProperty("lot"), Key(11)] public int Lot;
}
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class CompoundCommodity : CraftedItemInstance { }
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class SimpleCommodity : ItemInstance
{
[JsonProperty("quantity"), Key(2)] public int Quantity;
}
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class EquippableItem : CraftedItemInstance
{
[JsonProperty("durability"), Key(7)] public float Durability;
[JsonProperty("override"), Key(8)] public bool OverrideShutdown;
// Cut 5 (docs/stats-and-power-cut.md §1.3, §0b "A power tier"): a player choice, stored on the unit rather
// than the design, so two units of the same design can be prioritized differently. PowerTiers.Unassigned
// until the first equip seeds a behaviour-kind default (EquippedItem's constructor) or the player overrides
// it from the schematic UI; from then on PowerBus only ever reads it, never derives it. An old run store
// missing key 12 deserializes to this same field initializer, so no migration is needed (§ Cut 5).
[JsonProperty("powerTier"), Key(12)] public int PowerTier = PowerTiers.Unassigned;
}
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class ConsumableItem : CraftedItemInstance
{
}