Aetheria/Assets/Scripts/ServerShared/ItemData.cs
Meta Vens 02e2ca9556 F6: name every field a power request actually reads, not just its top-level one
StatValidation.PowerRequestFields registered only each consumer's own
top-level request field (Thruster.EnergyUsage, Shield.Capacity, and so on),
on the premise that PowerRequest reads exactly one PerformanceStat. That was
false for five of the eight consumers: Radiator.PowerRequest also reads
PumpedHeat and WasteHeat (its own early-out gate), AetherDrive.PowerRequest
also reads Torque, LambdaMultiplier, MaximumRpm and PassiveCoupling (its
whole spin-up arithmetic), Shield.PowerRequest (via RefreshReserve) also
reads RefillDuration/RestoreDuration, InstantWeapon.PowerRequest (via
RefreshInputCapacitor) also reads Cooldown/Count, and Sensor.PowerRequest
also reads PingCooldown. Any of those could carry a PowerSupply term and sail
straight past ValidateNoPowerSupplyOnRequest, corrupting the very request it
feeds -- exactly Soul's reproduced "OK Disperser" oscillation
(SOUL_RadiatorRequestDependsOnItsOwnGrantAndOscillates).

Audited directly against each PowerRequest method's own body (and the
RefreshReserve/RefreshInputCapacitor helpers it calls into), not guessed from
the behaviour's public surface.

This correctly refuses the real catalog now: `GameData/Aetheria.cc` carries
exactly six violations --
  cold like my heart   RadiatorData.PumpedHeat
  Arctica               RadiatorData.PumpedHeat
  Skiron                RadiatorData.PumpedHeat
  OK Disperser          RadiatorData.PumpedHeat
  Iapyx                 RadiatorData.PumpedHeat
  Traction              AetherDriveData.Torque
-- re-authoring them (moving the PowerSupply term off the now-covered field,
or redesigning Radiator/AetherDrive's own PowerRequest to read a
nominal/undegraded value instead) is catalog and design work for Self/roles
authoring, not done here.

BrownoutTests.cs's own Radiator/AetherDrive brownout fixtures hit the same
wall -- they authored a PowerSupply term on PumpedHeat/Torque to test Cut 7's
"curve on the performance stat," which is now correctly refused since both
behaviours' PowerRequest reads that same stat. Neither behaviour has an
untouched field left to curve, so there is currently no valid catalog shape
that gives them a working brownout curve without also feeding it back into
their own request -- a real, scoped conflict between Cut 6 and Cut 7 for
these two consumers. The six affected tests are marked Skip with a header
comment explaining the conflict rather than silently reworked or deleted;
Thruster and ConstantWeapon are unaffected (their own PowerRequest never
reads the separate field their tests curve).

Pinned in tests/Aetheria.Shared.Tests/PowerCurveTests.cs:
UpsertRefusesARadiatorWhosePumpedHeatCarriesAPowerSupplyTerm and
UpsertRefusesAShieldWhoseRefillDurationCarriesAPowerSupplyTerm -- both fail
under the reverted (top-level-field-only) registry.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 05:47:14 +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 System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using GameCult.Caching;
using MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
using float2 = CultMath.float2;
using int2 = CultMath.int2;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class Shape
{
[JsonProperty("name"), Key(0)] public bool[,] Cells;
private bool _dirty = true;
public Shape()
{
Cells = new bool[1,1];
Cells[0, 0] = true;
}
public Shape(int width, int height)
{
Cells = new bool[width, height];
}
[IgnoreMember]
public int Width
{
get { return Cells.GetLength(0); }
set { Resize(value, Height); }
}
[IgnoreMember]
public int Height
{
get { return Cells.GetLength(1); }
set { Resize(Width, value); }
}
public void Resize(int width, int height)
{
var newCells = new bool[width, height];
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
newCells[x, y] = x >= Width || y >= Height || Cells[x, y];
}
}
Cells = newCells;
}
private static int mod(int x, int m) {
int r = x%m;
return r<0 ? r+m : r;
}
public int2 Rotate(int2 position, ItemRotation rotation)
{
return rotation switch
{
ItemRotation.Clockwise => int2(position.y, Width - 1 - position.x),
ItemRotation.Reversed => int2(Width - 1 - position.x, Height - 1 - position.y),
ItemRotation.CounterClockwise => int2(Height - 1 - position.y, position.x),
_ => int2(position.x, position.y)
};
}
private int2[] _cachedShapeCoordinates;
[IgnoreMember]
public int2[] Coordinates
{
get
{
if (_dirty)
{
_cachedShapeCoordinates = EnumerateShapeCoordinates().ToArray();
_dirty = false;
}
return _cachedShapeCoordinates;
}
}
private IEnumerable<int2> EnumerateShapeCoordinates()
{
for (int y = 0; y < Height; y++)
{
for(int x = 0; x < Width; x++)
{
if(Cells[x,y]) yield return int2(x, y);
}
}
}
private int2[] _cachedAllShapeCoordinates;
[IgnoreMember]
public int2[] AllCoordinates => _cachedAllShapeCoordinates ?? (_cachedAllShapeCoordinates = EnumerateAllShapeCoordinates().ToArray());
private IEnumerable<int2> EnumerateAllShapeCoordinates()
{
for (int y = 0; y < Height; y++)
{
for(int x = 0; x < Width; x++)
{
yield return int2(x, y);
}
}
}
private float2? _centerOfMass;
[IgnoreMember]
public float2 CenterOfMass => _centerOfMass ?? (_centerOfMass = Coordinates
.Aggregate(float2.zero, (total, coord) => total + coord) / Coordinates.Length).Value;
public bool this[int2 pos] {
get { return pos.x >= 0 && pos.y >= 0 && pos.x < Width && pos.y < Height && Cells[pos.x, pos.y]; }
set
{
if (pos.x < 0 || pos.y < 0 || pos.x >= Width || pos.y >= Height) return;
_dirty = true;
Cells[pos.x, pos.y] = value;
}
}
public Shape Shrink()
{
var shape = new Shape(Width, Height);
foreach(var shapeCoord in Coordinates)
shape[shapeCoord] = (
this[shapeCoord + int2(-1,-1)] && this[shapeCoord + int2(0,-1)] && this[shapeCoord + int2(1,-1)] &&
this[shapeCoord + int2(-1,0)] && this[shapeCoord + int2(1,0)] &&
this[shapeCoord + int2(-1,1)] && this[shapeCoord + int2(0,1)] && this[shapeCoord + int2(1,1)]
);
return shape;
}
public Shape Inset(Shape inset, int2 insetPosition, ItemRotation rotation = ItemRotation.None)
{
var shape = new Shape(max(Width,insetPosition.x + inset.Width - 1), max(Height, insetPosition.y + inset.Height - 1));
foreach (var v in inset.Coordinates)
{
var insetCoord = inset.Rotate(v, rotation) + insetPosition;
shape[insetCoord] = true;
}
return shape;
}
public Shape Expand()
{
var shape = new Shape(Width, Height);
foreach (var shapeCoord in AllCoordinates)
shape[shapeCoord] = (
this[shapeCoord + int2(-1,-1)] || this[shapeCoord + int2(0,-1)] || this[shapeCoord + int2(1,-1)] ||
this[shapeCoord + int2(-1,0)] || this[shapeCoord] || this[shapeCoord + int2(1,0)] ||
this[shapeCoord + int2(-1,1)] || this[shapeCoord + int2(0,1)] || this[shapeCoord + int2(1,1)]
);
return shape;
}
// TODO: Use the power of math to optimize this function!
// Try to find a rotation and position with which a shape can be placed to fit within another shape
public bool FitsWithin(Shape other, out ItemRotation rotation, out int2 position)
{
// Try every item orientation
foreach(var rot in (ItemRotation[])Enum.GetValues(typeof(ItemRotation)))
{
rotation = rot;
if (FitsWithin(other, rot, out var pos))
{
position = pos;
return true;
}
}
rotation = ItemRotation.None;
position = int2.zero;
return false;
}
// Try to find a position with which a shape can be placed to fit within another shape
public bool FitsWithin(Shape other, ItemRotation rotation, out int2 position)
{
var width = rotation == ItemRotation.Clockwise || rotation == ItemRotation.CounterClockwise ? Height : Width;
var height = rotation == ItemRotation.Clockwise || rotation == ItemRotation.CounterClockwise ? Width : Height;
// Try every item position that could possibly fit
for(int x = 0; x < other.Width - width + 1; x++)
{
for (int y = 0; y < other.Height - height + 1; y++)
{
position = int2(x, y);
var fits = true;
foreach (var v in Coordinates)
{
fits = fits && other[Rotate(v, rotation) + position];
if (!fits) break;
}
if (fits) return true;
}
}
position = int2.zero;
return false;
}
// Set every cell on the line from a to b to true according to Bresenham's Line Algorithm
public void SetLine(float2 a, float2 b)
{
if (a.Equals(b))
{
return;
}
// If line gradient is steep, swap x and y
bool steep = Math.Abs(b.y - a.y) > Math.Abs(b.x - a.x);
if (steep)
{
a = new float2(a.y, a.x);
b = new float2(b.y, b.x);
}
// If b is closer to the origin than a, swap a and b.
if (a.x > b.x)
{
var temp = a;
a = b;
b = temp;
}
float dx = b.x - a.x;
float dy = b.y - a.y;
float derr = Math.Abs(dy / dx); // dx != 0
int y = (int) Math.Round(a.y);
int xStart = (int) Math.Round(a.x);
float error = (a.y - y) + (xStart - a.x) * derr;
for (int x = xStart; x <= (int) Math.Round(b.x); x++)
{
if (x >= 0 && x < Width && y >= 0 && y < Height)
{
Cells[steep ? y : x, steep ? x : y] = true;
}
error += derr;
if (error >= 0.5f)
{
y += Math.Sign(dy);
error -= 1f;
}
}
}
}
[JsonObject(MemberSerialization.OptIn)]
public abstract class ItemData
{
[Inspectable, CultName, JsonProperty("name"), Key(1)]
public string Name;
[Inspectable, CultInspectorTextArea, JsonProperty("description"), Key(2)]
public string Description;
// MessagePack key 3 belonged to a removed creator/faction reference field; do not reuse it. That provenance
// now lives on FactionProductData, and branding is derived, never stored on the design.
[Inspectable, JsonProperty("mass"), Key(4)]
public float Mass;
[InspectableSchematicShape, JsonProperty("shape"), Key(5)]
public Shape Shape;
// Heat needed to change temperature of 1 gram by 1 degree
[Inspectable, JsonProperty("specificHeat"), Key(6)]
public float SpecificHeat = 1;
[Inspectable, JsonProperty("conductivity"), Key(7)]
public float Conductivity = 1;
[Inspectable, JsonProperty("price"), Key(8)]
public int Price = 0;
}
[CultDocument("aetheria.simplecommoditydata", "1"), Inspectable, MessagePackObject]
public class SimpleCommodityData : ItemData
{
// MessagePack keys 6, 7, 8 and 11 belonged to removed resource-distribution fields; do not reuse them.
[Inspectable, JsonProperty("maxStackSize"), Key(9)]
public int MaxStack = 10;
[Inspectable, JsonProperty("category"), Key(10)]
public SimpleCommodityCategory Category;
}
[JsonObject(MemberSerialization.OptIn)]
public abstract class CraftedItemData : ItemData
{
// The named slots this design is assembled from. A stat may read the quality of the part filling one.
[Inspectable, JsonProperty("roles"), Key(9)]
public List<ItemRole> Roles = new List<ItemRole>();
}
// One slot in a design: every laser has a focusing array. A role is a name and nothing else. What fills it is
// a quality, authored per role by each manufacturer's product; the part itself earns a record when crafting
// needs one to exist.
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class ItemRole
{
[Inspectable, JsonProperty("name"), Key(0)]
public string Name;
}
[CultDocument("aetheria.compoundcommoditydata", "1"), Inspectable, MessagePackObject]
public class CompoundCommodityData : CraftedItemData
{
[Inspectable, CultReference(typeof(PersonalityAttribute), many: true), JsonProperty("demandProfile"), Key(10)]
public Dictionary<CultRecordRef<PersonalityAttribute>, float> DemandProfile = new Dictionary<CultRecordRef<PersonalityAttribute>, float>();
[Inspectable, JsonProperty("category"), Key(11)]
public CompoundCommodityCategory Category;
}
[CultDocument("aetheria.consumableitemdata", "1"), Inspectable, MessagePackObject]
public class ConsumableItemData : CraftedItemData
{
[Inspectable, JsonProperty("behaviors"), Key(10)]
public List<BehaviorData> Behaviors = new List<BehaviorData>();
[Inspectable, JsonProperty("stackable"), Key(11)]
public bool Stackable;
[Inspectable, JsonProperty("duration"), Key(12)]
public float Duration;
[Inspectable, CultInspectorAssetGuid, JsonProperty("icon"), Key(13)]
public string Icon;
[Inspectable, JsonProperty("effectiveness"), Key(14)]
public BezierCurve Effectiveness;
}
[JsonObject(MemberSerialization.OptIn)]
public abstract class EquippableItemData : CraftedItemData
{
[Inspectable, CultInspectorAssetGuid, JsonProperty("schematic"), Key(10)]
public string Schematic;
[Inspectable, JsonProperty("behaviors"), Key(11)]
public List<BehaviorData> Behaviors = new List<BehaviorData>();
[Inspectable, JsonProperty("durability"), Key(12)]
public float Durability;
// R-heat requires every equippable to carry a coherent heat response (StatValidation.ValidateHeatResponse
// refuses a zero-span range), so these four fields default to a legal, non-degenerate placeholder rather
// than to a zero-span trap -- the same shape HeatResponseTests' own fixture authors by hand. A design that
// cares about its thermal behaviour overrides all four; one that does not (most test fixtures, most gear
// that predates R-heat and has not been reviewed) still opens and evaluates sanely instead of refusing to
// load or resolving to a permanently-dead Performance().
[InspectableTemperature, JsonProperty("minTemp"), Key(13)]
public float MinimumTemperature = 0;
[InspectableTemperature, JsonProperty("maxTemp"), Key(14)]
public float MaximumTemperature = 100;
// [InspectableField, JsonProperty("durabilityExponent"), Key(15), SimplePerformanceStat]
// public PerformanceStat DurabilityExponent = new PerformanceStat();
//
// [InspectableField, JsonProperty("heatExponent"), Key(16), SimplePerformanceStat]
// public PerformanceStat HeatExponent = new PerformanceStat();
// MessagePack key 17 belonged to HeatPerformanceCurve, a BezierCurve; R-heat (docs/stats-and-power-cut.md)
// replaced the authored shape with minimum, maximum, optimum and plateau width. Do not reuse.
[Inspectable, JsonProperty("resilience"), Key(18)]
public float ThermalResilience = 1;
// [Inspectable, JsonProperty("sfx"), Key(19)]
// public string SoundEffectTrigger;
[Inspectable, CultInspectorAssetGuid, JsonProperty("actionIcon"), Key(20)]
public string ActionBarIcon;
[Inspectable, JsonProperty("soundBank"), Key(21)]
public uint SoundBank;
[Inspectable, JsonProperty("audioStats"), Key(22)]
public List<AudioStat> AudioStats = new List<AudioStat>();
[IgnoreMember]
public abstract HardpointType HardpointType { get; }
// R-heat (docs/stats-and-power-cut.md): the authored shape is minimum, maximum (both above), optimum and
// plateau width. Where the part likes to be, and how forgiving it is. Authored, not derived -- the 100-sample
// bezier scan that used to infer this from HeatPerformanceCurve is gone, and so is its cache.
[InspectableTemperature, JsonProperty("optimalTemperature"), Key(30)]
public float OptimalTemperature = 50;
// The band, centered on OptimalTemperature, across which performance is 1. Plateau width is the
// operational-lifespan lever: inside it, Wear's thermal term is zero (Performance() returns exactly 1), so a
// well-managed item takes wear only from deltaTemp (Entity.cs UpdatePerformance).
[Inspectable, JsonProperty("plateauWidth"), Key(31)]
public float PlateauWidth = 20;
// Performance is 1 across the plateau and falls linearly to 0 at each bound -- asymmetric whenever the
// optimum is off-centre, which is how most gear behaves and how negent gear inverts. The plateau clamps to
// the bounds rather than poking past them, defensively, though StatValidation already refuses an authored
// overshoot at load -- this is redundant, not load-bearing.
public float Performance(float temperature)
{
if (temperature <= MinimumTemperature || temperature >= MaximumTemperature) return 0f;
var halfPlateau = PlateauWidth * 0.5f;
var plateauLow = max(MinimumTemperature, OptimalTemperature - halfPlateau);
var plateauHigh = min(MaximumTemperature, OptimalTemperature + halfPlateau);
if (temperature >= plateauLow && temperature <= plateauHigh) return 1f;
if (temperature < plateauLow)
return saturate(unlerp(MinimumTemperature, plateauLow, temperature));
return saturate(unlerp(MaximumTemperature, plateauHigh, temperature));
}
}
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class AudioStat
{
[Inspectable, JsonProperty("parameter"), Key(0)]
public uint Parameter;
[Inspectable, JsonProperty("stat"), Key(1)]
public PerformanceStat Stat = new PerformanceStat();
}
[CultDocument("aetheria.geardata", "1"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class GearData : EquippableItemData
{
[Inspectable, JsonProperty("hardpointType"), Key(23)]
public HardpointType Hardpoint;
[IgnoreMember] public override HardpointType HardpointType => Hardpoint;
}
[CultDocument("aetheria.cargobaydata", "1"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class CargoBayData : EquippableItemData
{
[Inspectable, JsonProperty("interiorShape"), Key(24)]
public Shape InteriorShape;
[IgnoreMember] public override HardpointType HardpointType => HardpointType.Tool;
}
[CultDocument("aetheria.dockingbaydata", "1"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class DockingBayData : CargoBayData
{
[Inspectable, JsonProperty("maxSize"), Key(25)]
public int2 MaxSize;
}
[CultDocument("aetheria.weaponitemdata", "1"), MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class WeaponItemData : GearData
{
[Inspectable, JsonProperty("range"), Key(24)]
public WeaponRange WeaponRange;
[Inspectable, JsonProperty("caliber"), Key(25)]
public WeaponCaliber WeaponCaliber;
[Inspectable, JsonProperty("weaponType"), Key(26)]
public WeaponType WeaponType;
[Inspectable, JsonProperty("fireTypes"), Key(27)]
public WeaponFireType WeaponFireTypes;
[Inspectable, JsonProperty("modifiers"), Key(28)]
public WeaponModifiers WeaponModifiers;
}
[CultDocument("aetheria.hulldata", "1"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class HullData : EquippableItemData
{
[Inspectable, JsonProperty("hardpoints"), Key(23)]
public List<HardpointData> Hardpoints = new List<HardpointData>();
[Inspectable, CultInspectorAssetGuid, JsonProperty("prefab"), Key(24)]
public string Prefab;
[Inspectable, JsonProperty("hullType"), Key(25)]
public HullType HullType;
[Inspectable, JsonProperty("gridOffset"), Key(26)]
public float GridOffset;
[Inspectable, JsonProperty("armor"), Key(27)]
public float Armor;
[Inspectable, JsonProperty("drag"), Key(28)]
public float Drag;
[Inspectable, JsonProperty("canTow"), Key(29)]
public bool CanTow;
[IgnoreMember]
public Shape InteriorCells
{
get
{
if (_interiorCells == null)
{
_interiorCells = Shape.Shrink();
}
return _interiorCells;
}
}
private Shape _interiorCells;
[IgnoreMember] public override HardpointType HardpointType => HardpointType.Hull;
}
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class HardpointData
{
[Inspectable, JsonProperty("type"), Key(0)] public HardpointType Type;
[Inspectable, JsonProperty("position"), Key(1)] public int2 Position;
[Inspectable, JsonProperty("shape"), Key(2)] public Shape Shape = new Shape();
[Inspectable, JsonProperty("transform"), Key(3)] public string Transform;
[Inspectable, JsonProperty("rotation"), Key(4)] public ItemRotation Rotation;
[Inspectable, JsonProperty("armor"), Key(5)] public float Armor;
public override string ToString()
{
return $"{Enum.GetName(typeof(HardpointType), Type)} Hardpoint {Rotation.Arrow()}";
}
[IgnoreMember]
public float3 TintColor
{
get
{
return GetColor(Type);
}
}
public static float3 GetColor(HardpointType type)
{
if (_tintColors == null)
{
var hardpointTypes = (HardpointType[]) Enum.GetValues(typeof(HardpointType));
_tintColors = hardpointTypes.ToDictionary(x => x,
x => ColorMath.HsvToRgb(float3(frac((float)(int)x/hardpointTypes.Length + .25f), 1, 1)));
}
return _tintColors.ContainsKey(type) ? _tintColors[type] : _tintColors[HardpointType.Hull];
}
private static Dictionary<HardpointType, float3> _tintColors;
}
// What a PerformanceStat reads to resolve one number: the lot it prices quality against, and the per-context
// factors that used to be three separate Evaluate bodies. EquippedItem, ConsumableItemEffect and the
// unequipped case (ItemManager's own private context) are the three implementations; each supplies only the
// sources it has, and says so through what it returns rather than through a second, quietly different formula.
// Cut 1 (docs/stats-and-power-cut.md): each factor now takes the declaring term's own exponent rather than
// reading a fixed field off the stat, because the stat no longer carries one fixed field per source.
public interface IStatContext
{
Lot Lot { get; }
float HeatFactor(float exponent);
float DurabilityFactor(float exponent);
// Progress through a consumable effect's duration, standing in for "condition" on a consumable the way heat
// does for equipped gear. Only ConsumableItemEffect has one; every other context is the identity (1).
float ConsumableProgressFactor(float exponent);
// Cut 6 (the power bus) wires this to the bus's grant ratio. F1 (docs/stats-and-power-cut.md, operator
// ruling 2026-09-19): this is not one of the terms blended into the Min/Max interpolation -- PerformanceStat
// applies it as a separate multiplier on the fully-resolved value, so zero supply always resolves to zero.
float PowerSupplyFactor(float exponent);
float ScaleModifier(PerformanceStat stat);
float ConstantModifier(PerformanceStat stat);
}
// The declared sources a stat term can read. Closed: adding a member is a schema change with a census
// (docs/stats-and-power-cut.md §2).
public enum StatSource
{
Heat,
Durability,
Quality,
PowerSupply,
ConsumableProgress
}
// One declared dependency of a stat: a source and the exponent it is raised to inside the stat's Min/Max
// interpolation. Role is meaningful only for Quality; PerformanceStat.Evaluate refuses it elsewhere.
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class StatTerm
{
[JsonProperty("source"), Key(0)] public StatSource Source;
[JsonProperty("exponent"), Key(1)] public float Exponent;
// The design role whose part quality this term reads; unset reads the item's own workmanship quality.
// Njordr states the same rule as a derivation over dimensions; this is that rule with one dimension.
[Inspectable, JsonProperty("role"), Key(2)] public string Role;
}
[MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class PerformanceStat
{
[JsonProperty("min"), Key(0)] public float Min;
[JsonProperty("max"), Key(1)] public float Max;
// MessagePack keys 2, 3, 4 and 5 belonged to fixed exponent fields (HeatExponentMultiplier,
// DurabilityExponentMultiplier, QualityExponent, FromRole) now expressed as declared Terms below; do not
// reuse them.
[Inspectable, JsonProperty("terms"), Key(6)]
public List<StatTerm> Terms = new List<StatTerm>();
// Cut 2 (docs/stats-and-power-cut.md): this catalog object used to hold two Dictionary<Entity, ...> fields
// here, keyed by every entity that ever evaluated it, with no removal -- the leak (§0.3). A stat is shared;
// a resolved value, and the modifiers that shape it, are not. Both now live in the entity's own StatResolver
// (StatResolver.cs), reachable only from the entity, so they die when the entity does instead of when the
// process does. Do not reintroduce per-entity state here under any name.
// The one evaluation path. A stat with no terms resolves to Max (the identity factor, 1, times Min/Max
// interpolation lands on the top) -- that is the same number a stat with all-zero exponents produced before
// this cut, because pow(x, 0) == 1 regardless of x. Callers keep their own NaN handling: an unequipped read
// throws with diagnostic detail, an equipped or consumable read falls back to Min. That disagreement is not
// named as a defect, so it is not touched here.
//
// F1 (docs/stats-and-power-cut.md, operator ruling 2026-09-19): PowerSupply is not folded into the
// interpolation factor with every other source. Heat, Durability and Quality all describe "how worn/hot/well
// made is this part" -- a part that is still there, just less good at its job, so blending toward Min is
// right for them. Power is not a degradation of the part; it is whether the part is receiving anything to
// work with at all, so it multiplies the fully-interpolated, fully-modified value instead: a PowerSupply term
// still lives in this stat's own Terms list (it is still authored per stat, still censused, still refused on
// a request stat by ValidateNoPowerSupplyOnRequest below), it is just applied as a separate multiplier rather
// than contributing to `factor`. Consequences named in the ruling: PowerSupply == 0 makes the whole
// expression 0 regardless of Min (pow(0, exponent) == 0 for any exponent > 0), and a Min == Max stat still
// responds to a PowerSupply term because the multiplier no longer has to move a degenerate interpolation.
public float Evaluate(IStatContext context)
{
var factor = 1f;
var powerMultiplier = 1f;
foreach (var term in Terms)
{
if (term.Source == StatSource.PowerSupply)
{
powerMultiplier *= context.PowerSupplyFactor(term.Exponent);
continue;
}
factor *= term.Source switch
{
// F6 (docs/stats-and-power-cut.md Cut 2 Soul pass): nothing ever calls Resolver.InvalidateSource
// for StatSource.Quality. Harmless today because EquippedItem.Lot is set once in the constructor
// and never reassigned, so the value this reads never actually moves under a live resolver entry.
// §0b designs an upgrade as a lot swap the resolver must see ("an upgrade mints a new lot and
// repoints the item, which the resolver sees as a quality-source change") -- that repoint does not
// exist yet. Whichever cut adds it must also call InvalidateSource(item, StatSource.Quality) at
// the point EquippedItem.Lot is reassigned, or every Quality-termed stat keeps the pre-upgrade
// value forever.
StatSource.Quality => pow(context.Lot.QualityForRole(term.Role), term.Exponent),
StatSource.Heat => context.HeatFactor(term.Exponent),
StatSource.Durability => context.DurabilityFactor(term.Exponent),
StatSource.ConsumableProgress => context.ConsumableProgressFactor(term.Exponent),
_ => throw new ArgumentOutOfRangeException(nameof(term.Source), term.Source, $"Unknown StatSource on {Min}-{Max} stat")
};
}
return (lerp(Min, Max, factor) * context.ScaleModifier(this) + context.ConstantModifier(this)) * powerMultiplier;
}
}
// Cut 1's loud refusal: the heat-response shape (min, max, optimum, plateau width) must describe a coherent
// range. Runs at catalog load (AetheriaStores.Open) and at every catalog write that goes through
// CultRecordRefs.Upsert (AetheriaStores.cs). That is not, in fact, every catalog write in this repository. F7
// (docs/stats-and-power-cut.md, Soul pass 2026-09-19) found four holes where the two named here left off, not
// one:
// - CultCache Studio's generic document editor writes straight through CultCache, bypassing Upsert, and Studio
// exposes no per-document validation hook to attach to yet. Still open -- Studio is not this repository's to
// patch from here.
// - tools/AetherDb/Program.cs's Dangling, ShieldMigrate and BrownoutMigrate commands each repair existing
// records in place and so cannot go through Upsert (its cache.UpsertAsync(document) does not accept a
// caller-supplied key -- see AetheriaStores.cs's own Validate comment); each lands its changes through
// `db.Cache.Commit(batch => batch.Upsert(document.GetType(), document, key))`, CultCache's own batch API,
// keyed explicitly to preserve the record's existing identity. `brownout-migrate apply` is how the shipped
// catalog's PowerSupply terms were actually written (Cut 7), and all three now call
// `AetheriaStores.Validate(document)` immediately before that commit -- the same checks Upsert runs, just
// invoked directly since the identity-preserving write path cannot call Upsert itself. Closed: a dangling-ref
// fixup, a shield migration or a brownout migration can no longer land an EquippableItemData or
// ConsumableItemData with an invalid heat response, an unresolvable stat modifier reference, or a power
// request that depends on its own supply.
public static class StatValidation
{
public static void ValidateHeatResponse(EquippableItemData data)
{
if (float.IsNaN(data.MinimumTemperature) || float.IsNaN(data.MaximumTemperature) ||
float.IsNaN(data.OptimalTemperature) || float.IsNaN(data.PlateauWidth))
throw new InvalidOperationException(
$"{data.Name}: heat response carries NaN (min {data.MinimumTemperature}, max {data.MaximumTemperature}, " +
$"optimum {data.OptimalTemperature}, plateau {data.PlateauWidth})");
if (data.MinimumTemperature == data.MaximumTemperature)
throw new InvalidOperationException(
$"{data.Name}: MinimumTemperature and MaximumTemperature are both {data.MinimumTemperature} -- a " +
"zero-span range is dead at every temperature, which is an authoring error, not an authored immunity");
if (data.OptimalTemperature < data.MinimumTemperature || data.OptimalTemperature > data.MaximumTemperature)
throw new InvalidOperationException(
$"{data.Name}: OptimalTemperature {data.OptimalTemperature} lies outside its bounds " +
$"[{data.MinimumTemperature}, {data.MaximumTemperature}]");
if (data.PlateauWidth < 0)
throw new InvalidOperationException($"{data.Name}: PlateauWidth {data.PlateauWidth} is negative");
var halfPlateau = data.PlateauWidth * 0.5f;
var plateauLow = data.OptimalTemperature - halfPlateau;
var plateauHigh = data.OptimalTemperature + halfPlateau;
if (plateauLow < data.MinimumTemperature || plateauHigh > data.MaximumTemperature)
throw new InvalidOperationException(
$"{data.Name}: plateau [{plateauLow}, {plateauHigh}] pokes past its bounds " +
$"[{data.MinimumTemperature}, {data.MaximumTemperature}] -- the plateau must clamp to the bounds, " +
"not exceed them");
}
// Cut 2 (docs/stats-and-power-cut.md): a StatReference names its target by (type name, field name) so a
// modifier can point at any design or behaviour without a hard type reference -- but before this cut an
// unresolvable reference failed silently: StatModifier.Initialize left `_stats` null and the first
// ApplyModifier threw an unhelpful NullReferenceException at random equip time. Resolving it here, once,
// memoized, and failing loudly at catalog load or Upsert (through ValidateStatModifiers below) names the
// record instead of leaving the bug for whoever equips the item first.
private static readonly Dictionary<(string Target, string Stat), (Type Type, FieldInfo Field)> _resolvedStatFields =
new Dictionary<(string, string), (Type, FieldInfo)>();
private static Type[] _statReferenceTypes;
private static Type[] StatReferenceTypes => _statReferenceTypes ??= typeof(BehaviorData).GetAllChildClasses()
.Concat(typeof(EquippableItemData).GetAllChildClasses()).ToArray();
public static (Type Type, FieldInfo Field) ResolveStatField(StatReference reference)
{
var key = (reference.Target, reference.Stat);
if (_resolvedStatFields.TryGetValue(key, out var cached)) return cached;
var targetType = StatReferenceTypes.FirstOrDefault(t => t.Name == reference.Target);
var field = targetType?.GetFields().FirstOrDefault(f => f.FieldType == typeof(PerformanceStat) && f.Name == reference.Stat);
if (targetType == null || field == null)
throw new InvalidOperationException(
$"stat modifier targets \"{reference.Target}.{reference.Stat}\", which does not resolve to a PerformanceStat field");
var resolved = (targetType, field);
_resolvedStatFields[key] = resolved;
return resolved;
}
// Runs wherever ValidateHeatResponse runs (AetheriaStores.Open, CultRecordRefs.Upsert): every StatModifierData
// authored on this design must resolve, named here rather than at whichever equip happens to hit it first.
public static void ValidateStatModifiers(string ownerName, IEnumerable<BehaviorData> behaviors)
{
foreach (var behavior in behaviors)
if (behavior is StatModifierData modifier)
try
{
ResolveStatField(modifier.Stat);
}
catch (InvalidOperationException ex)
{
throw new InvalidOperationException($"{ownerName}: {ex.Message}");
}
}
// Cut 6 (docs/stats-and-power-cut.md): "a stat that decides a power request may not depend on power supply,
// directly or through a modifier chain, and no stat may depend on itself." IPowerConsumer.PowerRequest(dt)
// never hands the bus a number it invented on the spot -- each implementation evaluates a fixed set of
// PerformanceStat fields on its own BehaviorData. Those fields are a compile-time fact about the C# type, not
// something authored per catalog instance, so they are named here once -- the same (type, field) address
// ResolveStatField already uses for StatReference -- rather than adding a second reflection idiom or a
// per-instance flag. Naming it here (not a new interface member on IPowerConsumer) means the check needs no
// Behavior instance, no EquippedItem and no Entity: it can run over the catalog's own Data objects, at load
// and at Upsert, before anything is ever equipped.
//
// F6 (docs/stats-and-power-cut.md, Soul pass 2026-09-19): this used to name only each consumer's top-level
// request field ("Thruster reads EnergyUsage, EnergyDraw reads EnergyDraw, and so on") on the premise that
// PowerRequest reads exactly one PerformanceStat. That premise was false for five of the eight consumers --
// Radiator.PowerRequest also reads PumpedHeat and WasteHeat (to decide whether the pump can even run this
// tick), AetherDrive.PowerRequest also reads Torque, LambdaMultiplier, MaximumRpm and PassiveCoupling (its
// whole rotor spin-up arithmetic), Shield.PowerRequest (via RefreshReserve) also reads RefillDuration and
// RestoreDuration, InstantWeapon.PowerRequest (via RefreshInputCapacitor) also reads Cooldown and Count, and
// Sensor.PowerRequest (via RefreshInputCapacitor) also reads PingCooldown. Every one of those was free to
// carry a PowerSupply term and sail straight past ValidateNoPowerSupplyOnRequest below, corrupting the
// request it feeds exactly the way the rule exists to forbid. Audited directly against each PowerRequest
// method's own body (and RefreshReserve/RefreshInputCapacitor, which PowerRequest calls into) rather than
// guessed from the behaviour's public surface.
public static readonly (Type Type, string Field)[] PowerRequestFields =
{
(typeof(EnergyDrawData), nameof(EnergyDrawData.EnergyDraw)),
(typeof(ThrusterData), nameof(ThrusterData.EnergyUsage)),
(typeof(ConstantWeaponData), nameof(WeaponData.Energy)),
(typeof(InstantWeaponData), nameof(WeaponData.Energy)),
(typeof(InstantWeaponData), nameof(InstantWeaponData.Cooldown)),
(typeof(InstantWeaponData), nameof(InstantWeaponData.Count)),
(typeof(SensorData), nameof(SensorData.PingEnergy)),
(typeof(SensorData), nameof(SensorData.PingCooldown)),
(typeof(ShieldData), nameof(ShieldData.Capacity)),
(typeof(ShieldData), nameof(ShieldData.RefillDuration)),
(typeof(ShieldData), nameof(ShieldData.RestoreDuration)),
(typeof(RadiatorData), nameof(RadiatorData.EnergyUsage)),
(typeof(RadiatorData), nameof(RadiatorData.PumpedHeat)),
(typeof(RadiatorData), nameof(RadiatorData.WasteHeat)),
(typeof(AetherDriveData), nameof(AetherDriveData.EnergyDraw)),
(typeof(AetherDriveData), nameof(AetherDriveData.Torque)),
(typeof(AetherDriveData), nameof(AetherDriveData.LambdaMultiplier)),
(typeof(AetherDriveData), nameof(AetherDriveData.MaximumRpm)),
(typeof(AetherDriveData), nameof(AetherDriveData.PassiveCoupling)),
};
// The direct half of the rule: a request stat's own declared Terms must not name PowerSupply. Runs wherever
// ValidateHeatResponse/ValidateStatModifiers run (AetheriaStores.Open, CultRecordRefs.Upsert) plus once more
// at equip (EquippedItem's constructor, Entity.cs) as defense against the two named bypasses that write a
// catalog document without going through Upsert (CultCache Studio's generic editor, AetherDb's dangling-ref
// apply -- see the comment above ValidateHeatResponse). The modifier-chain half of the rule is dynamic and
// lives in StatModifier.Initialize (StatModifier.cs), because a modifier's target only resolves against a
// concrete entity's actual equipment.
public static void ValidateNoPowerSupplyOnRequest(string ownerName, IEnumerable<BehaviorData> behaviors)
{
foreach (var behavior in behaviors)
foreach (var (type, field) in PowerRequestFields)
{
if (!type.IsInstanceOfType(behavior)) continue;
if (!(type.GetField(field)?.GetValue(behavior) is PerformanceStat stat)) continue;
foreach (var term in stat.Terms)
if (term.Source == StatSource.PowerSupply)
throw new InvalidOperationException(
$"{ownerName}: {behavior.GetType().Name}.{field} is a power request -- its own Terms may not " +
"declare a PowerSupply term, or the request would depend on how much power it receives to " +
"decide how much power it asks for");
}
}
// Whether `stat` is the request stat of some IPowerConsumer behaviour on `data` -- used by StatModifier's
// equip-time chain check to tell "an ordinary modifier target" from "a modifier target that would corrupt a
// power request." Returns the owning behaviour's type name for the error message.
public static bool TryGetPowerRequestBehaviorName(EquippableItemData data, PerformanceStat stat, out string behaviorName)
{
foreach (var behavior in data.Behaviors)
foreach (var (type, field) in PowerRequestFields)
{
if (!type.IsInstanceOfType(behavior)) continue;
if (ReferenceEquals(type.GetField(field)?.GetValue(behavior), stat))
{
behaviorName = type.Name;
return true;
}
}
behaviorName = null;
return false;
}
}
[CultDocument("aetheria.personalityattribute", "1"), Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class PersonalityAttribute
{
[Inspectable, CultName, JsonProperty("name"), Key(1)]
public string Name;
[Inspectable, JsonProperty("low"), Key(2)]
public string LowName;
[Inspectable, JsonProperty("high"), Key(3)]
public string HighName;
}