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>
67 lines
No EOL
2.2 KiB
C#
67 lines
No EOL
2.2 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 ShieldData : BehaviorData
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{
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[Inspectable, JsonProperty("efficiency"), Key(1), RuntimeInspectable]
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public PerformanceStat Efficiency = new PerformanceStat();
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[Inspectable, JsonProperty("energy"), Key(2), RuntimeInspectable]
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public PerformanceStat EnergyUsage = new PerformanceStat();
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Shield(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 Shield(this, item);
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}
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}
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public class Shield : Behavior, IProgressBehavior
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{
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public float Efficiency { get; private set; }
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public float EnergyUsage { get; private set; }
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private ShieldData _data;
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public Shield(ShieldData 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 Shield(ShieldData 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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Efficiency = Evaluate(_data.Efficiency);
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EnergyUsage = Evaluate(_data.EnergyUsage);
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return true;
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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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// hit taken, not a chosen activation) -- named, temporary exception, spending capacitor charge directly
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// instead of through PowerBus. Cut 4 gives it a real continuous reserve model and closes this.
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public bool CanTakeHit(DamageType type, float damage)
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{
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return Entity.CanSpendCapacitorCharge(damage * EnergyUsage);
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}
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public void TakeHit(DamageType type, float damage)
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{
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Entity.TrySpendCapacitorCharge(damage * EnergyUsage);
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AddHeat(damage / Efficiency);
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}
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public virtual float Progress => Item.ThermalPerformance;
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} |