2021-01-25 05:53:36 +00:00
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using System;
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using System.Collections;
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using System.Collections.Generic;
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2026-08-10 14:57:50 +01:00
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using MessagePack;
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using Newtonsoft.Json;
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2026-09-14 17:39:12 +02:00
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using CultMath;
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using static CultMath.math;
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2026-08-10 14:57:50 +01:00
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class InstantWeaponData : WeaponData
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{
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[Inspectable, JsonProperty("count"), Key(17)]
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public PerformanceStat Count = new PerformanceStat();
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[Inspectable, JsonProperty("burstTime"), Key(18)]
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public PerformanceStat BurstTime = new PerformanceStat();
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[Inspectable, JsonProperty("cooldown"), Key(19), RuntimeInspectable]
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public PerformanceStat Cooldown = new PerformanceStat();
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Move the ServerShared data model onto CultLib's CultCache
Cut 8b. Aetheria.Shared builds headless against GameCult.Caching and
GameCult.Caching.MessagePack at the pinned CultLib; the pin guard also
checks the Caching project exists.
Documents: [CultDocument("aetheria.<type>", "1")] with [MessagePackObject]
and integer [Key]s on the Q7 concrete types (the eight ItemData leaves,
Faction, FactionProductData, PersonalityAttribute, NameFile, OrbitData, the
four BodyData leaves, SavedZone, SavedGame, PlayerSettings, InputLayout).
SavedGame and PlayerSettings are [CultGlobal]; Name members are [CultName].
ItemData, CraftedItemData, EquippableItemData, BodyData and AgentTask lose
[MessagePackObject]; BodyData and AgentTask lose their [Union]s. InputLayout
moves into ServerShared so AetheriaStores can route it.
References: Guid and DatabaseLink<T> members become CultRecordRef<T>;
Guid-keyed maps become ref-keyed with [CultReference(..., many: true)];
ZonePack holds refs to orbit and body records. Runtime maps (Zone orbits,
bodies and belts, cargo ItemsOfType, agent targets) key by CultRecordKey.
Identity is the record key: ID comparisons become reference or key
comparisons. StatModifierData.RequireBehavior is a simple type name.
AetheriaStores.Open composes the catalog (read-only unless writable), run
and player stores, one home per type. CultRecordRefs carries IsSet, a
null-safe Get(ref), RefOf (key from TryGetHandle) and Upsert.
ItemManager.GetData is the one item resolution path. MathResolver is
declared by [assembly: CultCacheFormatterResolver].
Inspector attributes: text, range and asset path map onto CultLib's
CultInspector attributes (asset path only on string members); every
replaced Aetheria attribute keeps [Inspectable] for the runtime panel.
Builds: Aetheria.Shared. Does not build: AetherDb and the Unity project,
which follow.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:00:42 +02:00
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[Inspectable, JsonProperty("ammoInterval"), Key(20)]
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2026-08-10 14:57:50 +01:00
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public bool SingleAmmoBurst;
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new InstantWeapon(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 InstantWeapon(this, item);
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}
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}
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2021-01-25 05:53:36 +00:00
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Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00
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public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer
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2021-01-25 05:53:36 +00:00
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{
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2026-08-10 14:57:50 +01:00
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private InstantWeaponData _data;
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2021-01-25 05:53:36 +00:00
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Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00
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// Cut 4 (docs/stats-and-power-cut.md, Cut 4): replaces the direct Entity.TrySpendCapacitorCharge spend at
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// both Trigger() and Execute() below -- the named, temporary exception Cut 3 left standing.
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protected readonly InputCapacitor _capacitor = new InputCapacitor();
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2021-01-25 05:53:36 +00:00
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protected int _burstRemaining;
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private float _burstTimer;
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private float _burstInterval;
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protected float _cooldown; // Normalized
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2021-02-01 08:13:14 +00:00
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private int _ammo = 0;
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2021-01-30 01:02:11 +00:00
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protected bool _coolingDown;
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2021-02-26 19:01:47 +00:00
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2021-01-31 03:52:32 +00:00
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public float BurstCount { get; protected set; }
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public float BurstTime { get; protected set; }
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public float Cooldown { get; protected set; }
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2021-02-26 19:01:47 +00:00
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public virtual bool CanFire
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{
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get => !_coolingDown;
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}
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public override float DamagePerSecond => Damage / Cooldown;
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public override float RangeDamagePerSecond(float range)
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{
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2026-08-10 14:57:50 +01:00
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return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) / Cooldown;
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2021-02-26 19:01:47 +00:00
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}
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2021-01-25 05:53:36 +00:00
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public override int Ammo
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{
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get => _ammo;
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}
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public virtual float Progress => saturate(_cooldown);
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public event Action OnReloadBegin;
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public event Action OnReloadComplete;
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public event Action OnCooldownComplete;
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public event Action OnFire;
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2021-03-21 01:55:25 +00:00
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public virtual void ResetEvents()
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2021-01-31 03:52:32 +00:00
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{
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OnReloadBegin = null;
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OnReloadComplete = null;
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OnCooldownComplete = null;
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OnFire = null;
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}
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2026-08-10 14:57:50 +01:00
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public InstantWeapon(InstantWeaponData data, EquippedItem item) : base(data, item)
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2026-06-15 20:12:34 +01:00
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{
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2026-08-10 14:57:50 +01:00
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_data = data;
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_ammo = data.MagazineSize;
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2026-06-15 20:12:34 +01:00
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}
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2026-08-10 14:57:50 +01:00
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public InstantWeapon(InstantWeaponData data, ConsumableItemEffect item) : base(data, item)
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2021-01-25 05:53:36 +00:00
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{
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2026-08-10 14:57:50 +01:00
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_data = data;
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_ammo = data.MagazineSize;
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2021-04-18 05:13:20 +01:00
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}
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2021-01-25 05:53:36 +00:00
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protected void Trigger()
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{
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Gate weapon fire on the shooter's own stance, shared by player and AI
Weapon.StanceAllowsFire is the one shared gate: true with no target, else the
shooter's own Entity.IsHostileTo(Target) -- not the target's stance toward the
shooter. It lives on the Weapon base class so every weapon subtype and every
caller (player input, TurretController, AI) goes through the same rule.
Wired at the two places weapons actually start dealing damage:
- InstantWeapon.Trigger (the base for InstantWeapon, AutoWeapon, ChargedWeapon
and LockWeapon/Launcher, all of which route real firing through Trigger).
- ConstantWeapon.Execute's continuous-beam loop, which stops firing (and
raises OnStopFiring) the moment the shooter's stance disallows it.
Also fixes LockWeapon's lock-building condition, which read the wrong
direction (target.IsHostileTo(shooter) instead of shooter.IsHostileTo(target))
-- the same backwards check as the HUD lock indicator, fixed alongside this in
ActionGameManager.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:00:59 +02:00
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// Safed: shooter has a target and hasn't declared hostility toward it.
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if (!StanceAllowsFire) return;
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2021-03-22 06:10:00 +00:00
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// If 1 ammo is consumed per burst, perform ammo and energy consumption here
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2021-02-01 08:13:14 +00:00
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// UseAmmo returns false when triggering reload; cancel firing if that is the case
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Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00
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if(_data.SingleAmmoBurst && (!TrySpendActivationEnergy() || !UseAmmo())) return;
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2026-08-10 14:57:50 +01:00
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2021-01-31 03:52:32 +00:00
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_burstRemaining = (int) BurstCount;
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_burstInterval = BurstTime / _burstRemaining;
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2021-01-25 05:53:36 +00:00
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_burstTimer = 0;
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_cooldown = 1;
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_coolingDown = true;
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}
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2021-01-31 03:52:32 +00:00
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protected override void UpdateStats()
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{
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base.UpdateStats();
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2026-08-10 14:57:50 +01:00
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BurstCount = Evaluate(_data.Count);
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BurstTime = Evaluate(_data.BurstTime);
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Cooldown = Evaluate(_data.Cooldown);
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2021-02-01 08:13:14 +00:00
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Damage /= (int) BurstCount;
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Heat /= (int) BurstCount;
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Energy /= (int) BurstCount;
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}
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Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00
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// Cut 4 (docs/stats-and-power-cut.md §7 Q4): capacity and rate, resolved fresh rather than off the cached
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// Energy/Cooldown properties above -- Capacitor.ResolveCapacity's precedent (PowerBus.Step, which calls
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// PowerRequest below, runs before this behaviour's own Execute this tick, so those cached properties would
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// still hold last tick's value). Capacity is one shot's own energy cost, exactly what the two deleted
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// direct-spend call sites measured. Default rate keeps sustained fire exactly at Cooldown's pace when the
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// bus grants the full request; RateOverride lets an owner replace that (ChargedWeapon does).
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protected virtual float RateOverride => 0f;
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2026-09-19 06:58:57 +02:00
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// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): Count, Energy and
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// Cooldown are all registered request fields (StatValidation.PowerRequestFields) -- read nominally here so
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// the capacitor's own Capacity/Rate this feeds into PowerRequest below never depends on this tick's own
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// grant. Nothing here needs the real, curved value: PowerRequest only ever asks "how much would a full shot
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// cost," and the actual charge added back in Execute is separately scaled by Item.PowerSupply.
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Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00
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protected void RefreshInputCapacitor()
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{
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2026-09-19 06:58:57 +02:00
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var burstCount = max(1, (int) EvaluateNominalPower(_data.Count));
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var perShotEnergy = EvaluateNominalPower(_data.Energy) / burstCount;
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var cooldown = EvaluateNominalPower(_data.Cooldown);
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Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00
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_capacitor.UpdateStats(perShotEnergy, cooldown, rateOverride: RateOverride);
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}
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// Cut 4: the request PowerBus needs before Execute runs, mirroring EnergyDraw's IPowerConsumer pattern.
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public float PowerRequest(float dt)
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{
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RefreshInputCapacitor();
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return _capacitor.RequestedFill(dt);
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}
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Cut 5: priority tiers replace PowerBus's single shared GrantRatio
PowerTiers.cs names five tiers (Critical/High/Medium/Low/Utility) and their
per-behaviour-kind defaults: Radiator is Critical (the closest thing this game
has to life support -- a starved radiator cascades into wear and shutdown
across the whole hull), Shield is High, Thruster/AetherDrive are Medium,
ConstantWeapon/InstantWeapon are Low, and Sensor/EnergyDraw are Utility.
IPowerConsumer.DefaultPowerTier lets each behaviour own its own default.
EquippableItem.PowerTier (Key 12) is the stored, player-choosable tier on the
unit rather than the design; EquippedItem's constructor seeds a kind default
the first time a unit is equipped, only when the field is still
PowerTiers.Unassigned, and never again -- a tier is a stored choice, not
something the bus re-derives.
PowerBus.AllocateTiers walks tiers lowest-number-first: a tier is granted in
full before the next tier sees anything left, an empty tier passes its whole
share down, and within a tier every consumer rations by the same
grant/demand fraction so unequal requests still divide proportionally. A new
TierGrantRatio[] exposes each tier's own ratio for a future UI (Cut 8) to
read starvation from directly, instead of reconstructing it from every item's
PowerSupply.
Deletes EquippedItem.SortPosition, IOrderedBehavior and Reactor.Order (its
only implementer): the bus already steps before any equipment's Execute, so
equip/behaviour order never decided who got fed even before this cut, and
nothing else needed the interface (subject to the map's O3 operator check).
docs/stats-and-power-cut.md Cut 5 / §1.3.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 02:58:38 +02:00
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// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Low -- offense. The ruling's own example of what
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// a reactor throttle should sacrifice first.
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public int DefaultPowerTier => PowerTiers.Low;
|
|
|
|
|
|
Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00
|
|
|
// Cut 4: whole-or-nothing against this behaviour's own input capacitor -- the operator's ruling ("no item
|
|
|
|
|
// ever receives a fraction of a shot") means a fire attempt only ever succeeds at full charge, so the cost
|
|
|
|
|
// spent is always exactly Capacity, never the possibly-stale cached Energy. A consumable-hosted instance
|
|
|
|
|
// (Item == null) has no PowerBus entry (Behaviors.cs: "no PowerBus entry ... always succeeds"), so nothing
|
|
|
|
|
// would ever fill this capacitor -- bypass it entirely rather than starving such an instance forever.
|
|
|
|
|
protected bool TrySpendActivationEnergy() => Item == null || _capacitor.TrySpend(_capacitor.Capacity);
|
|
|
|
|
|
2021-02-01 08:13:14 +00:00
|
|
|
private bool UseAmmo()
|
|
|
|
|
{
|
2026-08-10 14:57:50 +01:00
|
|
|
if (_data.MagazineSize <= 1) return true;
|
|
|
|
|
|
2021-03-22 06:10:00 +00:00
|
|
|
if (_ammo > 0)
|
2021-02-01 08:13:14 +00:00
|
|
|
{
|
2021-03-22 06:10:00 +00:00
|
|
|
_ammo--;
|
|
|
|
|
return true;
|
|
|
|
|
}
|
2026-08-10 14:57:50 +01:00
|
|
|
|
2021-03-22 06:10:00 +00:00
|
|
|
var hasAmmo = true;
|
Move the ServerShared data model onto CultLib's CultCache
Cut 8b. Aetheria.Shared builds headless against GameCult.Caching and
GameCult.Caching.MessagePack at the pinned CultLib; the pin guard also
checks the Caching project exists.
Documents: [CultDocument("aetheria.<type>", "1")] with [MessagePackObject]
and integer [Key]s on the Q7 concrete types (the eight ItemData leaves,
Faction, FactionProductData, PersonalityAttribute, NameFile, OrbitData, the
four BodyData leaves, SavedZone, SavedGame, PlayerSettings, InputLayout).
SavedGame and PlayerSettings are [CultGlobal]; Name members are [CultName].
ItemData, CraftedItemData, EquippableItemData, BodyData and AgentTask lose
[MessagePackObject]; BodyData and AgentTask lose their [Union]s. InputLayout
moves into ServerShared so AetheriaStores can route it.
References: Guid and DatabaseLink<T> members become CultRecordRef<T>;
Guid-keyed maps become ref-keyed with [CultReference(..., many: true)];
ZonePack holds refs to orbit and body records. Runtime maps (Zone orbits,
bodies and belts, cargo ItemsOfType, agent targets) key by CultRecordKey.
Identity is the record key: ID comparisons become reference or key
comparisons. StatModifierData.RequireBehavior is a simple type name.
AetheriaStores.Open composes the catalog (read-only unless writable), run
and player stores, one home per type. CultRecordRefs carries IsSet, a
null-safe Get(ref), RefOf (key from TryGetHandle) and Upsert.
ItemManager.GetData is the one item resolution path. MathResolver is
declared by [assembly: CultCacheFormatterResolver].
Inspector attributes: text, range and asset path map onto CultLib's
CultInspector attributes (asset path only on string members); every
replaced Aetheria attribute keeps [Inspectable] for the runtime panel.
Builds: Aetheria.Shared. Does not build: AetherDb and the Unity project,
which follow.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:00:42 +02:00
|
|
|
if (_data.AmmoType.IsSet())
|
2021-03-22 06:10:00 +00:00
|
|
|
{
|
Move the ServerShared data model onto CultLib's CultCache
Cut 8b. Aetheria.Shared builds headless against GameCult.Caching and
GameCult.Caching.MessagePack at the pinned CultLib; the pin guard also
checks the Caching project exists.
Documents: [CultDocument("aetheria.<type>", "1")] with [MessagePackObject]
and integer [Key]s on the Q7 concrete types (the eight ItemData leaves,
Faction, FactionProductData, PersonalityAttribute, NameFile, OrbitData, the
four BodyData leaves, SavedZone, SavedGame, PlayerSettings, InputLayout).
SavedGame and PlayerSettings are [CultGlobal]; Name members are [CultName].
ItemData, CraftedItemData, EquippableItemData, BodyData and AgentTask lose
[MessagePackObject]; BodyData and AgentTask lose their [Union]s. InputLayout
moves into ServerShared so AetheriaStores can route it.
References: Guid and DatabaseLink<T> members become CultRecordRef<T>;
Guid-keyed maps become ref-keyed with [CultReference(..., many: true)];
ZonePack holds refs to orbit and body records. Runtime maps (Zone orbits,
bodies and belts, cargo ItemsOfType, agent targets) key by CultRecordKey.
Identity is the record key: ID comparisons become reference or key
comparisons. StatModifierData.RequireBehavior is a simple type name.
AetheriaStores.Open composes the catalog (read-only unless writable), run
and player stores, one home per type. CultRecordRefs carries IsSet, a
null-safe Get(ref), RefOf (key from TryGetHandle) and Upsert.
ItemManager.GetData is the one item resolution path. MathResolver is
declared by [assembly: CultCacheFormatterResolver].
Inspector attributes: text, range and asset path map onto CultLib's
CultInspector attributes (asset path only on string members); every
replaced Aetheria attribute keeps [Inspectable] for the runtime panel.
Builds: Aetheria.Shared. Does not build: AetherDb and the Unity project,
which follow.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:00:42 +02:00
|
|
|
var cargo = Entity.FindItemInCargo(_data.AmmoType.Key);
|
2021-03-22 06:10:00 +00:00
|
|
|
if (cargo != null)
|
2021-03-22 05:22:31 +00:00
|
|
|
{
|
Move the ServerShared data model onto CultLib's CultCache
Cut 8b. Aetheria.Shared builds headless against GameCult.Caching and
GameCult.Caching.MessagePack at the pinned CultLib; the pin guard also
checks the Caching project exists.
Documents: [CultDocument("aetheria.<type>", "1")] with [MessagePackObject]
and integer [Key]s on the Q7 concrete types (the eight ItemData leaves,
Faction, FactionProductData, PersonalityAttribute, NameFile, OrbitData, the
four BodyData leaves, SavedZone, SavedGame, PlayerSettings, InputLayout).
SavedGame and PlayerSettings are [CultGlobal]; Name members are [CultName].
ItemData, CraftedItemData, EquippableItemData, BodyData and AgentTask lose
[MessagePackObject]; BodyData and AgentTask lose their [Union]s. InputLayout
moves into ServerShared so AetheriaStores can route it.
References: Guid and DatabaseLink<T> members become CultRecordRef<T>;
Guid-keyed maps become ref-keyed with [CultReference(..., many: true)];
ZonePack holds refs to orbit and body records. Runtime maps (Zone orbits,
bodies and belts, cargo ItemsOfType, agent targets) key by CultRecordKey.
Identity is the record key: ID comparisons become reference or key
comparisons. StatModifierData.RequireBehavior is a simple type name.
AetheriaStores.Open composes the catalog (read-only unless writable), run
and player stores, one home per type. CultRecordRefs carries IsSet, a
null-safe Get(ref), RefOf (key from TryGetHandle) and Upsert.
ItemManager.GetData is the one item resolution path. MathResolver is
declared by [assembly: CultCacheFormatterResolver].
Inspector attributes: text, range and asset path map onto CultLib's
CultInspector attributes (asset path only on string members); every
replaced Aetheria attribute keeps [Inspectable] for the runtime panel.
Builds: Aetheria.Shared. Does not build: AetherDb and the Unity project,
which follow.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 19:00:42 +02:00
|
|
|
var item = cargo.ItemsOfType[_data.AmmoType.Key][0];
|
2021-03-22 06:10:00 +00:00
|
|
|
if (item is SimpleCommodity simpleCommodity)
|
|
|
|
|
cargo.Remove(simpleCommodity, 1);
|
2021-02-01 08:13:14 +00:00
|
|
|
}
|
2021-03-22 06:10:00 +00:00
|
|
|
else hasAmmo = false;
|
|
|
|
|
}
|
|
|
|
|
if(hasAmmo)
|
|
|
|
|
{
|
|
|
|
|
OnReloadBegin?.Invoke();
|
|
|
|
|
_cooldown = 1;
|
|
|
|
|
_coolingDown = true;
|
|
|
|
|
_firing = false;
|
2021-02-01 08:13:14 +00:00
|
|
|
}
|
2021-03-22 06:10:00 +00:00
|
|
|
_burstRemaining = 0;
|
|
|
|
|
return false;
|
2021-02-01 08:13:14 +00:00
|
|
|
|
2021-01-31 03:52:32 +00:00
|
|
|
}
|
|
|
|
|
|
2021-04-14 03:29:14 +01:00
|
|
|
public override bool Execute(float dt)
|
2021-01-25 05:53:36 +00:00
|
|
|
{
|
2021-04-14 03:29:14 +01:00
|
|
|
base.Execute(dt);
|
Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00
|
|
|
// Cut 4: this tick's grant, read back via Item.PowerSupply -- Item is non-null here because a null-Item
|
|
|
|
|
// instance never reaches PowerBus.Step (see TrySpendActivationEnergy) and so never accrues charge.
|
|
|
|
|
if (Item != null)
|
|
|
|
|
_capacitor.AddCharge(_capacitor.RequestedFill(dt) * Item.PowerSupply);
|
2021-01-25 05:53:36 +00:00
|
|
|
if (_coolingDown)
|
|
|
|
|
{
|
2026-08-10 14:57:50 +01:00
|
|
|
_cooldown -= dt / (_data.MagazineSize > 0 && _ammo == 0 ? _data.ReloadTime : Cooldown);
|
2021-01-25 05:53:36 +00:00
|
|
|
if (_cooldown < 0)
|
|
|
|
|
{
|
|
|
|
|
_coolingDown = false;
|
2026-08-10 14:57:50 +01:00
|
|
|
if (_data.MagazineSize > 0 && _ammo == 0)
|
2021-01-25 05:53:36 +00:00
|
|
|
{
|
2026-08-10 14:57:50 +01:00
|
|
|
_ammo = _data.MagazineSize;
|
2021-01-25 05:53:36 +00:00
|
|
|
OnReloadComplete?.Invoke();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
OnCooldownComplete?.Invoke();
|
|
|
|
|
}
|
|
|
|
|
}
|
2021-04-30 06:39:57 +01:00
|
|
|
|
|
|
|
|
var firedThisFrame = false;
|
2021-04-14 03:29:14 +01:00
|
|
|
_burstTimer += dt;
|
2021-01-25 05:53:36 +00:00
|
|
|
while (_burstRemaining > 0 && _burstTimer > 0)
|
|
|
|
|
{
|
2021-03-22 06:10:00 +00:00
|
|
|
// If multiple ammo is consumed per burst, perform ammo and energy consumption here
|
|
|
|
|
// UseAmmo returns false when triggering reload; cancel firing if that is the case
|
Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00
|
|
|
if (!_data.SingleAmmoBurst && (!TrySpendActivationEnergy() || !UseAmmo()))
|
2021-03-02 23:02:19 +00:00
|
|
|
{
|
|
|
|
|
_burstRemaining = 0;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
2026-08-10 14:57:50 +01:00
|
|
|
|
2021-01-25 05:53:36 +00:00
|
|
|
_burstRemaining--;
|
|
|
|
|
_burstTimer -= _burstInterval;
|
|
|
|
|
OnFire?.Invoke();
|
2021-04-30 06:39:57 +01:00
|
|
|
if(!firedThisFrame)
|
|
|
|
|
{
|
|
|
|
|
Item.FireAudioEvent(WeaponAudioEvent.Fire);
|
|
|
|
|
firedThisFrame = true;
|
|
|
|
|
}
|
2021-04-18 05:13:20 +01:00
|
|
|
CauseWearDamage(1);
|
|
|
|
|
AddHeat(Heat);
|
|
|
|
|
Entity.VisibilitySources[this] = Visibility;
|
2021-01-25 05:53:36 +00:00
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
public override void Activate()
|
|
|
|
|
{
|
2021-04-07 01:27:35 +01:00
|
|
|
if(CanFire)
|
|
|
|
|
Trigger();
|
|
|
|
|
base.Activate();
|
2021-01-25 05:53:36 +00:00
|
|
|
}
|
2026-08-10 14:57:50 +01:00
|
|
|
}
|