Aetheria/Assets/Scripts/ServerShared/Behaviors/Thruster.cs
soul e0c1daa4ec Thrust is a tenth of authored, the ratio gravity fell by; ThrustScale and DragScale are global flight tuning in GameplaySettings
Most ships cannot climb straight out of a well and use orbits; an overspecced hull like the Longinus still can (operator direction, 2026-10-29). DragScale defaults to 1, unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 08:30:48 +01:00

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6.6 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 GameCult.Caching;
using MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), EntityTypeRestriction(HullType.Ship), RuntimeInspectable]
public class ThrusterData : BehaviorData
{
[Inspectable, JsonProperty("thrust"), Key(1), RuntimeInspectable]
public PerformanceStat Thrust = new PerformanceStat();
[Inspectable, JsonProperty("visibility"), Key(2), RuntimeInspectable]
public PerformanceStat Visibility = new PerformanceStat();
[Inspectable, JsonProperty("heat"), Key(3), RuntimeInspectable]
public PerformanceStat Heat = new PerformanceStat();
[Inspectable, JsonProperty("energy"), Key(4), RuntimeInspectable]
public PerformanceStat EnergyUsage = new PerformanceStat();
[Inspectable, CultInspectorAssetGuid, JsonProperty("Particles"), Key(5)]
public string ParticlesPrefab;
// The gimbal's slew rate in degrees per second: the part's own stat, as a weapon's traverse is
// (ruling mount-arc-gun-traverse). The swing limit is the hardpoint's FiringArc, the row its Row.
[Inspectable, JsonProperty("slew"), Key(6), RuntimeInspectable]
public PerformanceStat Slew = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new Thruster(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new Thruster(this, item);
}
}
public class Thruster : Behavior, IPowerConsumer
{
// Live: heat, quality, durability and power move this stat after construction, so it is read, never cached.
public float Thrust => Evaluate(_data.Thrust) * ItemManager.GameplaySettings.ThrustScale;
// Thrust at a full grant, the same stat read without the power-supply term: what a column promises. Live, like Thrust.
public float NominalThrust => EvaluateNominalPower(_data.Thrust) * ItemManager.GameplaySettings.ThrustScale;
public float Torque { get; }
// This thruster's effect per unit throttle at the given thrust, in the body frame: xy is the push (x starboard, y
// forward), z the clockwise yaw rate in rad/s. Zero when the item is absent or offline. The one geometry owner for
// the allocator and the envelope.
public float3 Column(float thrust)
{
if (Item == null || !Item.Active.Value) return default;
var push = -float2(0, 1).Rotate(Item.EquippableItem.Rotation) * thrust / Entity.Mass;
return float3(push.x, push.y, Torque * thrust * ItemManager.GameplaySettings.TorqueMultiplier / Entity.Mass);
}
public float Axis
{
get => _input;
set => _input = saturate(value);
}
private ThrusterData _data;
private float _input;
// Cut 8 (operator ask 2026-09-19): presentation's read of "how healthy does this thruster actually look" --
// Thrust is the stat that governs this behaviour's real output, so it is the equivalent quantity to condition
// against. 1f for the ConsumableItemEffect constructor's item-less case; that path has no durability, heat or
// power-supply state to be broken by, so it always reads perfect.
public float Condition => Item?.ConditionRatio(_data.Thrust) ?? 1f;
public Thruster(ThrusterData data, EquippedItem item) : base(data, item)
{
_data = data;
var hullData = ItemManager.GetData(Entity.Hull) as HullData;
var hullCenter = hullData.Shape.CenterOfMass;
var itemData = ItemManager.GetData(item.EquippableItem);
var itemCenter = hullData.Shape.Inset(itemData.Shape, item.Position, item.EquippableItem.Rotation).CenterOfMass;
var toCenter = hullCenter - itemCenter;
Torque = -dot(normalize(toCenter), float2(1, 0).Rotate(item.EquippableItem.Rotation));
}
public Thruster(ThrusterData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
Torque = 0;
}
// Cut 3 (docs/stats-and-power-cut.md): the resolved stat times the behaviour-supplied throttle scalar (§1.2),
// exactly the shape the map names. _input is set externally (the ship's controls) before Entity.Update calls
// PowerBus.Step, so it is already current when this runs.
//
// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): EnergyUsage is a
// registered request field (StatValidation.PowerRequestFields) -- read nominally, same reasoning as every
// other IPowerConsumer in this cut, though EnergyUsage carries no PowerSupply term in Thruster's own shipped
// catalog today; Thrust (the field Cut 7 curves) is a separate stat Execute reads with the real Evaluate.
public float PowerRequest(float dt) => _input > 0f ? _input * EvaluateNominalPower(_data.EnergyUsage) : 0f;
// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Medium -- mobility. Losing thrust for a tick
// under brownout is an inconvenience, not the cascading failure a starved radiator or shield causes.
public int DefaultPowerTier => PowerTiers.Medium;
public override bool Execute(float dt)
{
// Cut 7 (docs/stats-and-power-target.md): "continuous consumers brown out ... through a power supply
// curve on their performance stats." Thrust below is a plain Evaluate() read, so once the catalog's own
// Thrust stat carries a PowerSupply term, a partial grant already comes back reduced -- this gate no
// longer demands a full grant, only that the thruster is being asked to do anything (_input) and that it
// has not been cut to true zero supply (the epsilon PowerBus itself already treats as "nothing granted").
if(_input > 0f && Item.PowerSupply > 1e-4f)
{
var thrust = Thrust;
Entity.Velocity -= Direction.xz * _input * thrust / Entity.Mass * dt;
var turnRate = _input * Torque * thrust * ItemManager.GameplaySettings.TorqueMultiplier / Entity.Mass;
Entity.Direction = mul(Entity.Direction, CultMath.float2x2.Rotate(turnRate * dt));
Entity.TurnRate += turnRate;
AddHeat(_input * Evaluate(_data.Heat) * dt);
var vis = _input * Evaluate(_data.Visibility);
if (!Entity.VisibilitySources.TryGetValue(this, out var burn) || vis > burn.Strength)
Entity.SetSignature(this, SignatureChannel.DrivePlume, vis, Item);
return true;
}
return false;
}
}