Deletes Entity.CanConsumeEnergy/TryConsumeEnergy and Reactor's own capacitor draining/filling (the demand-mechanism halves of Reactor.cs:90-141); adds PowerBus (one per Entity, stepped once per tick before equipment executes), IPowerConsumer on the five continuous draw sites (EnergyDraw, Thruster, AetherDrive, Radiator, ConstantWeapon), and EquippedItem.PowerSupply as the bus's grant ratio. Reactor keeps only its heat/throttle arithmetic, now driven by PowerBus.NetDraw instead of an accumulator any behaviour could add into. The four instant draws (InstantWeapon's burst/shot, Sensor's ping, Shield's hit taken) are out of scope for the bus this cut per the map; they spend capacitor charge directly and atomically via the new Entity.TrySpendCapacitorCharge/ CanSpendCapacitorCharge, replacing TryConsumeEnergy's old partial-drain-then- refuse bug for that path too. Named, temporary exception closed by Cut 4. docs/stats-and-power-cut.md Cut 3. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
160 lines
No EOL
5.1 KiB
C#
160 lines
No EOL
5.1 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 System;
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using System.Collections.Generic;
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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 SensorData : BehaviorData
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{
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[Inspectable, JsonProperty("sensitivity"), Key(3), RuntimeInspectable]
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public PerformanceStat Sensitivity = new PerformanceStat();
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[InspectableAnimationCurve, JsonProperty("sensCurve"), Key(4), RuntimeInspectable]
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public BezierCurve SensitivityCurve;
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[Inspectable, JsonProperty("pingBoost"), Key(5), RuntimeInspectable]
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public PerformanceStat PingBoost;
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[Inspectable, JsonProperty("pingEnergy"), Key(6), RuntimeInspectable]
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public PerformanceStat PingEnergy;
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[Inspectable, JsonProperty("pingVisibility"), Key(7), RuntimeInspectable]
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public PerformanceStat PingVisibility;
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[Inspectable, JsonProperty("pingRange"), Key(8), RuntimeInspectable]
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public PerformanceStat PingRange;
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[Inspectable, JsonProperty("pingCooldown"), Key(9), RuntimeInspectable]
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public PerformanceStat PingCooldown;
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[Inspectable, JsonProperty("pingDuration"), Key(10)]
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public float PingDuration = 2;
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[Inspectable, JsonProperty("pingRadiusExponent"), Key(11)]
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public float PingRadiusExponent = .5f;
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Sensor(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 Sensor(this, item);
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}
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}
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public class Sensor : Behavior, IEventBehavior
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{
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private SensorData _data;
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private float _pingCooldown;
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private float _pingLerp;
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private bool _pinging;
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private float _pingRadius;
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private HashSet<Entity> _pingedEntities = new HashSet<Entity>();
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public float Cooldown
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{
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get => saturate(_pingCooldown);
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}
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public float PingRadius
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{
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get => _pingRadius;
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}
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public float PingBrightness => pow(1 - _pingLerp, _data.PingRadiusExponent);
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public event Action OnPingStart;
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public event Action OnPingEnd;
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public void ResetEvents()
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{
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OnPingStart = null;
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OnPingEnd = null;
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}
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// Cut 3 (docs/stats-and-power-cut.md): one of the four instant draws out of scope for the bus this cut (a
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// ping) -- named, temporary exception, spending capacitor charge directly. Cut 4 closes this.
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public void Ping()
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{
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if(_pingCooldown < 0 && Entity.TrySpendCapacitorCharge(Evaluate(_data.PingEnergy)))
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{
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Entity.VisibilitySources[this] = Evaluate(_data.PingVisibility);
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_pinging = true;
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_pingCooldown = 1;
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_pingLerp = 0;
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_pingRadius = 0;
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_pingedEntities.Clear();
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OnPingStart?.Invoke();
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}
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}
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public Sensor(SensorData 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 Sensor(SensorData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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}
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public override bool Execute(float dt)
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{
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if (_pinging)
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{
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_pingLerp += dt / _data.PingDuration;
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_pingRadius = lerp(0, Evaluate(_data.PingRange), pow(_pingLerp, _data.PingRadiusExponent));
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if (_pingLerp > 1)
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{
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_pinging = false;
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OnPingEnd?.Invoke();
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}
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}
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_pingCooldown -= dt / Evaluate(_data.PingCooldown);
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// TODO: Handle Active Detection / Visibility From Reflected Radiance
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var forward = Direction.xz;
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foreach (var entity in Entity.Zone.Entities)
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{
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if (entity == Entity) continue;
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var diff = entity.Position.xz - Entity.Position.xz;
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var angle = acos(dot(forward, normalize(diff)));
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var dist = length(diff);
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float previous, next;
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Entity.EntityInfoGathered.TryGetValue(entity, out previous);
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if (!_pingedEntities.Contains(entity) && dist < _pingRadius)
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{
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_pingedEntities.Add(entity);
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next = saturate(
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previous +
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entity.Visibility *
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Evaluate(_data.Sensitivity) *
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Evaluate(_data.PingBoost) *
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dist);
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}
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else
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{
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next = saturate(
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previous +
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entity.Visibility *
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Evaluate(_data.Sensitivity) *
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_data.SensitivityCurve.Evaluate(angle / PI) *
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dt / dist);
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}
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next *= 1 - ItemManager.GameplaySettings.TargetInfoDecay * dt;
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//Context.Log($"{entity.Name} visibility {(int)(previous * 100)}% -> {(int)(next * 100)}%");
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Entity.EntityInfoGathered[entity] = next;
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}
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return true;
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}
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} |