VisibilitySources holds Signature (channel, strength, item); the eight direct writes go through the one writer; Visibility stays the sum; SignatureOn(channel) splits it. VisibilityData gains Key(3) Channel. No number changes. Not yet built or tested at this commit (verification follows). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
128 lines
No EOL
5.7 KiB
C#
128 lines
No EOL
5.7 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using MessagePack;
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using Newtonsoft.Json;
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using CultMath;
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using static CultMath.math;
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class RadiatorData : BehaviorData
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{
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[Inspectable, JsonProperty("emissivity"), Key(1), RuntimeInspectable]
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public PerformanceStat Emissivity = new PerformanceStat();
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[Inspectable, JsonProperty("pumpedHeat"), Key(2), RuntimeInspectable]
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public PerformanceStat PumpedHeat = new PerformanceStat();
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[InspectableTemperature, JsonProperty("temperatureFloor"), Key(3), RuntimeInspectable]
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public float TemperatureFloor;
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[Inspectable, JsonProperty("wasteHeat"), Key(4), RuntimeInspectable]
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public PerformanceStat WasteHeat = new PerformanceStat();
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[Inspectable, JsonProperty("energyUsage"), Key(5), RuntimeInspectable]
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public PerformanceStat EnergyUsage = new PerformanceStat();
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[Inspectable, JsonProperty("thermalMass"), Key(6), RuntimeInspectable]
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public PerformanceStat ThermalMass = new PerformanceStat();
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Radiator(this, item);
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}
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public override Behavior CreateInstance(ConsumableItemEffect item)
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{
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return new Radiator(this, item);
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}
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}
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public class Radiator : Behavior, IAlwaysUpdatedBehavior, IInitializableBehavior, IPowerConsumer
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{
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public float RadiatorTemperature { get; private set; }
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public float Emissivity { get; private set; }
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public float PumpedHeat { get; private set; }
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public float WasteHeat { get; private set; }
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public float EnergyUsage { get; private set; }
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private RadiatorData _data;
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public Radiator(RadiatorData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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}
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public Radiator(RadiatorData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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}
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// Cut 3 (docs/stats-and-power-cut.md): mirrors Execute's own early-out below -- a radiator that would not
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// even try to pump this tick (waste would outrun pump capacity) requests nothing, exactly like before.
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//
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// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): PumpedHeat, WasteHeat and
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// EnergyUsage are all registered request fields (StatValidation.PowerRequestFields) -- read nominally (what
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// full power would pump) so PumpedHeat carrying its own PowerSupply term (Cut 7's brownout curve) no longer
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// makes this tick's request depend on this tick's own grant. Execute below is unchanged: it calls the real,
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// curved Evaluate, so the actual pumping still degrades with whatever the bus actually grants.
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public float PowerRequest(float dt)
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{
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var pumpedHeat = EvaluateNominalPower(_data.PumpedHeat);
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var wasteHeat = EvaluateNominalPower(_data.WasteHeat);
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var tempRatio = max(RadiatorTemperature / Temperature, 1);
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if (tempRatio > pumpedHeat / wasteHeat) return 0f;
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return EvaluateNominalPower(_data.EnergyUsage) * tempRatio * dt;
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}
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// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Critical -- the closest thing this game has to
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// life support. A starved radiator cascades into wear and shutdown across every other item on the hull.
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public int DefaultPowerTier => PowerTiers.Critical;
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public override bool Execute(float dt)
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{
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PumpedHeat = Evaluate(_data.PumpedHeat);
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WasteHeat = Evaluate(_data.WasteHeat);
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EnergyUsage = Evaluate(_data.EnergyUsage);
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var itemTemperature = Temperature;
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var tempRatio = max(RadiatorTemperature / itemTemperature, 1);
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// Temperature ratio would cause more waste heat than pump capacity, stop executing
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if (tempRatio > PumpedHeat / WasteHeat) return true;
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// Cut 7 (docs/stats-and-power-target.md): no separate power gate at all. PumpedHeat above is already a
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// plain Evaluate() read, so a PumpedHeat stat carrying a PowerSupply term already pumps less under a
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// partial grant -- waste heat below is unaffected by the curve, so a starved radiator falls behind and
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// the ship heats up, which is the reduced-performance failure the ruling asks for instead of the pump
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// simply refusing to run. F1 (docs/stats-and-power-cut.md, operator ruling 2026-09-19): PowerSupply is a
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// multiplier PerformanceStat.Evaluate applies to the whole resolved value, not a term blended into the
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// Min/Max interpolation, so at true zero supply PumpedHeat resolves to exactly 0 regardless of Min -- so
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// "produces nothing" already falls out of Evaluate() without a special case here.
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var pumpedHeat = PumpedHeat * max(itemTemperature - _data.TemperatureFloor, 0);
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// Radiator temperature is below temperature floor, stop executing
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if (pumpedHeat < 0.01f) return true;
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var wasteHeat = WasteHeat * tempRatio;
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AddHeat((wasteHeat - pumpedHeat) * dt);
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RadiatorTemperature += pumpedHeat / Evaluate(_data.ThermalMass) * dt;
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return true;
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}
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public void Update(float delta)
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{
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Emissivity = Evaluate(_data.Emissivity);
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var rad = pow(RadiatorTemperature, ItemManager.GameplaySettings.HeatRadiationExponent) * ItemManager.GameplaySettings.HeatRadiationMultiplier * Emissivity;
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RadiatorTemperature -= rad * delta;
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Entity.SetSignature(this, SignatureChannel.Thermal, rad, Item);
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}
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public void Initialize()
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{
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RadiatorTemperature = Temperature;
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}
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} |