Aetheria/Assets/Scripts/ServerShared/Behaviors/Capacitor.cs
Meta Vens f1fd64ac60 Cut 3: PowerBus replaces TryConsumeEnergy/CanConsumeEnergy
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>
2026-09-18 21:39:38 +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.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class CapacitorData : BehaviorData
{
[Inspectable, JsonProperty("capacity"), Key(1), RuntimeInspectable]
public PerformanceStat Capacity = new PerformanceStat();
[Inspectable, JsonProperty("efficiency"), Key(2), RuntimeInspectable]
public PerformanceStat Efficiency = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new Capacitor(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new Capacitor(this, item);
}
}
public class Capacitor : Behavior
{
private CapacitorData _data;
public float Charge { get; private set; }
public float Capacity { get; private set; }
public float Efficiency { get; private set; } = 1;
public void AddCharge(float charge)
{
Charge = clamp(Charge + charge, 0, Capacity);
AddHeat(abs(charge) * (1-Efficiency));
}
// Cut 3 (docs/stats-and-power-cut.md): PowerBus needs Capacity before this behaviour's own Execute runs this
// tick (the bus steps first, §1.2), so it resolves the stat itself rather than reading the cached property,
// which still holds last tick's value at that point.
public float ResolveCapacity() => Evaluate(_data.Capacity);
public Capacitor(CapacitorData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public Capacitor(CapacitorData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
public override bool Execute(float dt)
{
Capacity = Evaluate(_data.Capacity);
Efficiency = Evaluate(_data.Efficiency);
return true;
}
}