Aetheria/Assets/Scripts/ServerShared/Behaviors/InstantWeapon.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class InstantWeaponData : WeaponData
{
[Inspectable, JsonProperty("count"), Key(17)]
public PerformanceStat Count = new PerformanceStat();
[Inspectable, JsonProperty("burstTime"), Key(18)]
public PerformanceStat BurstTime = new PerformanceStat();
[Inspectable, JsonProperty("cooldown"), Key(19), RuntimeInspectable]
public PerformanceStat Cooldown = new PerformanceStat();
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
[Inspectable, JsonProperty("ammoInterval"), Key(20)]
public bool SingleAmmoBurst;
public override Behavior CreateInstance(EquippedItem item)
{
return new InstantWeapon(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new InstantWeapon(this, item);
}
}
public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer
{
private InstantWeaponData _data;
// Cut 4 (docs/stats-and-power-cut.md, Cut 4): replaces the direct Entity.TrySpendCapacitorCharge spend at
// both Trigger() and Execute() below -- the named, temporary exception Cut 3 left standing.
protected readonly InputCapacitor _capacitor = new InputCapacitor();
protected int _burstRemaining;
private float _burstTimer;
private float _burstInterval;
protected float _cooldown; // Normalized
private int _ammo = 0;
protected bool _coolingDown;
public float BurstCount { get; protected set; }
public float BurstTime { get; protected set; }
public float Cooldown { get; protected set; }
public virtual bool CanFire
{
get => !_coolingDown;
}
public override float DamagePerSecond => Damage / Cooldown;
public override float RangeDamagePerSecond(float range)
{
return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) / Cooldown;
}
public override int Ammo
{
get => _ammo;
}
public virtual float Progress => saturate(_cooldown);
public event Action OnReloadBegin;
public event Action OnReloadComplete;
public event Action OnCooldownComplete;
Fire control Cut 3: hit authority moves to FireControl Deletes the Unity physics hit path (HullCollider.Hit/Splash, and the raycast/shield/SendHit blocks in Projectile, GuidedProjectile, Laser and Lightning) and replaces it with a single owner in the same cut: FireControl now decides whether a shot hits, Zone owns the pending-shot lifecycle, and Entity.DamageSchematic/ApplyHit (moved verbatim from EntityInstance) apply the result. Presentation subscribes to Zone.ShotCommitted/ShotResolved and applies nothing. FireControl.HitProbability is the pure targeting solution (Accuracy * pSensor * pSpread, gated by detection/range/lock/arc). FireControl.Fire freezes the weapon's payload and the shooter's resolved targeting stats at the instant the trigger is pulled (Q6), computes the predicted intercept through the one shared PredictedIntercept function (CombatState now calls the same function instead of duplicating first_order_intercept), and queues a PendingShot. FireControl.Step commits each shot's outcome at ArrivalTime - CommitHorizon -- deviation from the predicted intercept, measured once, live, at that instant -- and applies it at ArrivalTime. A shot whose flight is shorter than the horizon commits and resolves in the same tick it fires. Rolls draw from the shooter's own ItemManager.Random (Q5, seeded and reproducible); an out-of-arc or otherwise gated shot draws nothing. Player fire is arc-gated through the same predicate AI and turret fire use (Weapon.ArcAllowsFire, checked in InstantWeapon.Trigger -- the one point every shooter's trigger passes through), closing Q2. Adds GameplaySettings.CommitHorizon, SchematicCellSize and AgentMinHitProbability (first guesses; the headless suite is the tuning harness, operator play smoke is the arbiter). FORK reported, not worked around silently: HullCollider.SendHit/SendSplash cannot be deleted yet without breaking ConstantLaser.cs, ConstantLightning.cs, ConstantParticleWeapon.cs, HitscanEffect.cs and Mine.cs, which still call them from their own live Physics queries -- that's Cut 4's migration. They fire into the void today: nothing subscribes to Hit/Splash any more for the four weapon kinds this cut owns. tests/Aetheria.Shared.Tests/FireAuthorityTests.cs pins the roll's seeding, the gate-consumes-no-draw rule, resolve-on-arrival, the commit horizon and its evasion window, short-flight degradation, the frozen-payload snapshot, aimed hits, the item-then-hull damage order, the planar penetration march and the shield-absorbs branch. FireControlTests.cs and InputCapacitorTests.cs are updated for the new AI gate and OnFire(int) signature. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 14:07:07 +02:00
// Cut 3 (docs/fire-control-cut.md): carries the ShotId FireControl.Fire assigned, so a Unity effect
// manager can bind its presentation to the one shot it belongs to instead of applying damage itself.
public event Action<int> OnFire;
public virtual void ResetEvents()
{
OnReloadBegin = null;
OnReloadComplete = null;
OnCooldownComplete = null;
OnFire = null;
}
public InstantWeapon(InstantWeaponData data, EquippedItem item) : base(data, item)
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{
_data = data;
_ammo = data.MagazineSize;
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}
public InstantWeapon(InstantWeaponData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
_ammo = data.MagazineSize;
}
protected void Trigger()
{
// Safed: shooter has a target and hasn't declared hostility toward it.
if (!StanceAllowsFire) return;
Fire control Cut 3: hit authority moves to FireControl Deletes the Unity physics hit path (HullCollider.Hit/Splash, and the raycast/shield/SendHit blocks in Projectile, GuidedProjectile, Laser and Lightning) and replaces it with a single owner in the same cut: FireControl now decides whether a shot hits, Zone owns the pending-shot lifecycle, and Entity.DamageSchematic/ApplyHit (moved verbatim from EntityInstance) apply the result. Presentation subscribes to Zone.ShotCommitted/ShotResolved and applies nothing. FireControl.HitProbability is the pure targeting solution (Accuracy * pSensor * pSpread, gated by detection/range/lock/arc). FireControl.Fire freezes the weapon's payload and the shooter's resolved targeting stats at the instant the trigger is pulled (Q6), computes the predicted intercept through the one shared PredictedIntercept function (CombatState now calls the same function instead of duplicating first_order_intercept), and queues a PendingShot. FireControl.Step commits each shot's outcome at ArrivalTime - CommitHorizon -- deviation from the predicted intercept, measured once, live, at that instant -- and applies it at ArrivalTime. A shot whose flight is shorter than the horizon commits and resolves in the same tick it fires. Rolls draw from the shooter's own ItemManager.Random (Q5, seeded and reproducible); an out-of-arc or otherwise gated shot draws nothing. Player fire is arc-gated through the same predicate AI and turret fire use (Weapon.ArcAllowsFire, checked in InstantWeapon.Trigger -- the one point every shooter's trigger passes through), closing Q2. Adds GameplaySettings.CommitHorizon, SchematicCellSize and AgentMinHitProbability (first guesses; the headless suite is the tuning harness, operator play smoke is the arbiter). FORK reported, not worked around silently: HullCollider.SendHit/SendSplash cannot be deleted yet without breaking ConstantLaser.cs, ConstantLightning.cs, ConstantParticleWeapon.cs, HitscanEffect.cs and Mine.cs, which still call them from their own live Physics queries -- that's Cut 4's migration. They fire into the void today: nothing subscribes to Hit/Splash any more for the four weapon kinds this cut owns. tests/Aetheria.Shared.Tests/FireAuthorityTests.cs pins the roll's seeding, the gate-consumes-no-draw rule, resolve-on-arrival, the commit horizon and its evasion window, short-flight degradation, the frozen-payload snapshot, aimed hits, the item-then-hull damage order, the planar penetration march and the shield-absorbs branch. FireControlTests.cs and InputCapacitorTests.cs are updated for the new AI gate and OnFire(int) signature. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 14:07:07 +02:00
// Cut 3 (docs/fire-control-cut.md, Q2): arc-gated the same way AI and turret fire are (Weapon.
// ArcAllowsFire), and applied here because this is the one place every shooter's trigger passes
// through -- a player's action-bar Activate() reaches this exactly the same way Combat.cs's and
// TurretController.cs's Activate() calls do.
if (!ArcAllowsFire) return;
// If 1 ammo is consumed per burst, perform ammo and energy consumption here
// UseAmmo returns false when triggering reload; cancel firing if that is the case
if(_data.SingleAmmoBurst && (!TrySpendActivationEnergy() || !UseAmmo())) return;
_burstRemaining = (int) BurstCount;
_burstInterval = BurstTime / _burstRemaining;
_burstTimer = 0;
_cooldown = 1;
_coolingDown = true;
}
protected override void UpdateStats()
{
base.UpdateStats();
BurstCount = Evaluate(_data.Count);
BurstTime = Evaluate(_data.BurstTime);
Cooldown = Evaluate(_data.Cooldown);
Damage /= (int) BurstCount;
Heat /= (int) BurstCount;
Energy /= (int) BurstCount;
}
// Cut 4 (docs/stats-and-power-cut.md §7 Q4): capacity and rate, resolved fresh rather than off the cached
// Energy/Cooldown properties above -- Capacitor.ResolveCapacity's precedent (PowerBus.Step, which calls
// PowerRequest below, runs before this behaviour's own Execute this tick, so those cached properties would
// still hold last tick's value). Capacity is one shot's own energy cost, exactly what the two deleted
// direct-spend call sites measured. Default rate keeps sustained fire exactly at Cooldown's pace when the
// bus grants the full request; RateOverride lets an owner replace that (ChargedWeapon does).
protected virtual float RateOverride => 0f;
Resolve request/brownout conflict: evaluate power requests nominally A power request may not depend on power supply (Cut 6/F6), and continuous consumers brown out through a power term on their own performance stats (Cut 7). For Radiator (PumpedHeat) and AetherDrive (Torque) those were the same stat, making six shipped catalog records illegal and leaving six BrownoutTests cases skipped. Resolved per the operator's ruling: a power request is evaluated nominally -- what the item wants at full supply, not what it is currently managing. EquippedItem.EvaluateNominalPower (mirroring ConditionRatio's own NominalContext) pins only PowerSupplyFactor to 1; Heat/Durability stay live, since they are not the term a request would be circular through. Every PowerRequest/RefreshReserve/RefreshInputCapacitor implementation now reads a StatValidation.PowerRequestFields stat through it, so the same stat can carry a brownout curve and be a request field without the request depending on its own answer. StatValidation.ValidateNoPowerSupplyOnRequest (F6's static half of the rule, forbidding the term outright) is deleted -- nominal evaluation removes the circularity at the root instead. Only the dynamic modifier-chain half (StatModifier.ValidateNoPowerSupplyChain) still refuses anything, since EvaluateNominalPower forwards ScaleModifier/ ConstantModifier unchanged (real, not nominal). Un-skips BrownoutTests' six Radiator/AetherDrive cases and adds two new regression tests (a direct EvaluateNominalPower probe, and a two-tick Radiator demand check) backed by a new mutation harness. Updates the four PowerCurveTests/AetheriaStoresTests cases that pinned the now-superseded static refusal to instead assert acceptance. GameData/Aetheria.cc is unchanged and still validates. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 06:58:57 +02:00
// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): Count, Energy and
// Cooldown are all registered request fields (StatValidation.PowerRequestFields) -- read nominally here so
// the capacitor's own Capacity/Rate this feeds into PowerRequest below never depends on this tick's own
// grant. Nothing here needs the real, curved value: PowerRequest only ever asks "how much would a full shot
// cost," and the actual charge added back in Execute is separately scaled by Item.PowerSupply.
protected void RefreshInputCapacitor()
{
Resolve request/brownout conflict: evaluate power requests nominally A power request may not depend on power supply (Cut 6/F6), and continuous consumers brown out through a power term on their own performance stats (Cut 7). For Radiator (PumpedHeat) and AetherDrive (Torque) those were the same stat, making six shipped catalog records illegal and leaving six BrownoutTests cases skipped. Resolved per the operator's ruling: a power request is evaluated nominally -- what the item wants at full supply, not what it is currently managing. EquippedItem.EvaluateNominalPower (mirroring ConditionRatio's own NominalContext) pins only PowerSupplyFactor to 1; Heat/Durability stay live, since they are not the term a request would be circular through. Every PowerRequest/RefreshReserve/RefreshInputCapacitor implementation now reads a StatValidation.PowerRequestFields stat through it, so the same stat can carry a brownout curve and be a request field without the request depending on its own answer. StatValidation.ValidateNoPowerSupplyOnRequest (F6's static half of the rule, forbidding the term outright) is deleted -- nominal evaluation removes the circularity at the root instead. Only the dynamic modifier-chain half (StatModifier.ValidateNoPowerSupplyChain) still refuses anything, since EvaluateNominalPower forwards ScaleModifier/ ConstantModifier unchanged (real, not nominal). Un-skips BrownoutTests' six Radiator/AetherDrive cases and adds two new regression tests (a direct EvaluateNominalPower probe, and a two-tick Radiator demand check) backed by a new mutation harness. Updates the four PowerCurveTests/AetheriaStoresTests cases that pinned the now-superseded static refusal to instead assert acceptance. GameData/Aetheria.cc is unchanged and still validates. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 06:58:57 +02:00
var burstCount = max(1, (int) EvaluateNominalPower(_data.Count));
var perShotEnergy = EvaluateNominalPower(_data.Energy) / burstCount;
var cooldown = EvaluateNominalPower(_data.Cooldown);
_capacitor.UpdateStats(perShotEnergy, cooldown, rateOverride: RateOverride);
}
// Cut 4: the request PowerBus needs before Execute runs, mirroring EnergyDraw's IPowerConsumer pattern.
public float PowerRequest(float dt)
{
RefreshInputCapacitor();
return _capacitor.RequestedFill(dt);
}
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
// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Low -- offense. The ruling's own example of what
// a reactor throttle should sacrifice first.
public int DefaultPowerTier => PowerTiers.Low;
// 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);
private bool UseAmmo()
{
if (_data.MagazineSize <= 1) return true;
if (_ammo > 0)
{
_ammo--;
return true;
}
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())
{
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);
if (cargo != null)
{
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];
if (item is SimpleCommodity simpleCommodity)
cargo.Remove(simpleCommodity, 1);
}
else hasAmmo = false;
}
if(hasAmmo)
{
OnReloadBegin?.Invoke();
_cooldown = 1;
_coolingDown = true;
_firing = false;
}
_burstRemaining = 0;
return false;
}
public override bool Execute(float dt)
{
base.Execute(dt);
// 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);
if (_coolingDown)
{
_cooldown -= dt / (_data.MagazineSize > 0 && _ammo == 0 ? _data.ReloadTime : Cooldown);
if (_cooldown < 0)
{
_coolingDown = false;
if (_data.MagazineSize > 0 && _ammo == 0)
{
_ammo = _data.MagazineSize;
OnReloadComplete?.Invoke();
}
else
OnCooldownComplete?.Invoke();
}
}
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var firedThisFrame = false;
_burstTimer += dt;
while (_burstRemaining > 0 && _burstTimer > 0)
{
// 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
if (!_data.SingleAmmoBurst && (!TrySpendActivationEnergy() || !UseAmmo()))
{
_burstRemaining = 0;
return false;
}
_burstRemaining--;
_burstTimer -= _burstInterval;
Fire control Cut 3: hit authority moves to FireControl Deletes the Unity physics hit path (HullCollider.Hit/Splash, and the raycast/shield/SendHit blocks in Projectile, GuidedProjectile, Laser and Lightning) and replaces it with a single owner in the same cut: FireControl now decides whether a shot hits, Zone owns the pending-shot lifecycle, and Entity.DamageSchematic/ApplyHit (moved verbatim from EntityInstance) apply the result. Presentation subscribes to Zone.ShotCommitted/ShotResolved and applies nothing. FireControl.HitProbability is the pure targeting solution (Accuracy * pSensor * pSpread, gated by detection/range/lock/arc). FireControl.Fire freezes the weapon's payload and the shooter's resolved targeting stats at the instant the trigger is pulled (Q6), computes the predicted intercept through the one shared PredictedIntercept function (CombatState now calls the same function instead of duplicating first_order_intercept), and queues a PendingShot. FireControl.Step commits each shot's outcome at ArrivalTime - CommitHorizon -- deviation from the predicted intercept, measured once, live, at that instant -- and applies it at ArrivalTime. A shot whose flight is shorter than the horizon commits and resolves in the same tick it fires. Rolls draw from the shooter's own ItemManager.Random (Q5, seeded and reproducible); an out-of-arc or otherwise gated shot draws nothing. Player fire is arc-gated through the same predicate AI and turret fire use (Weapon.ArcAllowsFire, checked in InstantWeapon.Trigger -- the one point every shooter's trigger passes through), closing Q2. Adds GameplaySettings.CommitHorizon, SchematicCellSize and AgentMinHitProbability (first guesses; the headless suite is the tuning harness, operator play smoke is the arbiter). FORK reported, not worked around silently: HullCollider.SendHit/SendSplash cannot be deleted yet without breaking ConstantLaser.cs, ConstantLightning.cs, ConstantParticleWeapon.cs, HitscanEffect.cs and Mine.cs, which still call them from their own live Physics queries -- that's Cut 4's migration. They fire into the void today: nothing subscribes to Hit/Splash any more for the four weapon kinds this cut owns. tests/Aetheria.Shared.Tests/FireAuthorityTests.cs pins the roll's seeding, the gate-consumes-no-draw rule, resolve-on-arrival, the commit horizon and its evasion window, short-flight degradation, the frozen-payload snapshot, aimed hits, the item-then-hull damage order, the planar penetration march and the shield-absorbs branch. FireControlTests.cs and InputCapacitorTests.cs are updated for the new AI gate and OnFire(int) signature. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 14:07:07 +02:00
// Cut 3: this is fire authority's one entry point. FireControl.Fire freezes the payload snapshot
// (Q6 -- the gun's own stats at this exact instant, base.Execute(dt) above already refreshed them
// this tick) and queues a PendingShot; nothing downstream re-evaluates a stat.
Fire control Cut 4, part 1: FireControl gains Splash and a beam roll FireControl.Fire takes an optional damageOverride so a continuous weapon can queue a shot for less than its full Damage. FireControl.Splash is the one new rule this cut adds: an unconditional area effect (mines, airburst) applying the shield-absorb-or-hull-takes-it branch per target, then DamageSchematic over the directional half of each target's own hull that faces the blast -- the rule moved verbatim from the Splash subscription EntityInstance.cs carried before Cut 3 deleted it (git show b7743789^). ConstantWeapon.Execute rolls once per GameplaySettings.BeamResolveInterval (new setting) for Damage*interval, through the same FireControl.Fire/Step pair a discrete shot uses -- a beam's authored Velocity is 0, so the flight commits and resolves in the same tick it fires (R4's short-flight degradation). A beam is a sequence of rolls, not a continuous truth. Fixes a real defect found while testing the above: both InstantWeapon.Execute (Cut 3) and the new ConstantWeapon.Execute wrote `OnFire?.Invoke(FireControl. Fire(...))` inline. C#'s null-conditional short-circuits the whole expression, argument included, whenever the event has no subscriber -- true of any headless run with no Unity EntityInstance wired up (docs/headless-playground-cut.md) -- so a shot silently never fired. Both now evaluate FireControl.Fire into a local before the null-conditional invoke. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 15:16:57 +02:00
// Cut 4 fix: FireControl.Fire must run whether or not anything is listening -- inlined into
// `OnFire?.Invoke(...)` it looked equivalent but was not. C#'s null-conditional short-circuits the
// whole expression, argument included, whenever OnFire has no subscriber (a headless run with no
// Unity EntityInstance wiring, docs/headless-playground-cut.md), so a shot silently never fired.
// Evaluate it into a local first.
var shotId = FireControl.Fire(this, Item, Entity);
OnFire?.Invoke(shotId);
2021-04-30 06:39:57 +01:00
if(!firedThisFrame)
{
Item.FireAudioEvent(WeaponAudioEvent.Fire);
firedThisFrame = true;
}
CauseWearDamage(1);
AddHeat(Heat);
Entity.VisibilitySources[this] = Visibility;
}
return true;
}
public override void Activate()
{
if(CanFire)
Trigger();
base.Activate();
}
}