docs/stats-and-power-target.md: "Continuous consumers brown out through a power supply curve on their performance stats." Cut 6 wired the curve (EquippedItem.PowerSupplyFactor) but every continuous consumer still gated its own effect on Item.PowerSupply >= 1f, so an 80% grant produced nothing instead of 80% performance. - Thruster/AetherDrive: gate narrowed from ">= 1f" to a true-zero floor (> 1e-4f, PowerBus's own epsilon); Thrust/Torque are plain Evaluate() reads, so a curved stat already degrades once the full-grant demand is dropped. - Radiator: the gate is deleted outright. PumpedHeat is already a curved Evaluate() read; waste heat is unaffected, so a starved radiator now falls behind instead of refusing to pump, and zero supply already zeroes PumpedHeat via the curve with no special case needed. - ConstantWeapon: the weapon no longer safes itself off (_firing = false) on a partial grant -- only true zero still stops it. Damage already degrades via base.Execute's own Evaluate() read. - EnergyDraw: has no performance stat of its own -- its Execute return value IS the effect (gates its BehaviorGroup). Narrowed the same way: a partial grant still passes, only true zero closes the gate. InputCapacitor and the three instant consumers (InstantWeapon, Sensor, Shield) are untouched: all-or-nothing on a partial charge still holds. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
120 lines
No EOL
4.9 KiB
C#
120 lines
No EOL
4.9 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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public float PowerRequest(float dt)
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{
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var pumpedHeat = Evaluate(_data.PumpedHeat);
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var wasteHeat = Evaluate(_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 Evaluate(_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. At true zero supply PumpedHeat itself resolves to 0 (pow(0, exponent) == 0),
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// so "produces nothing" already falls out of the curve below 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.VisibilitySources[this] = rad;
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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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} |