Rounds per step: a gun's capacitor holds a step's inflow so every round of the step is paid; the mine-laying test's cooldown no longer pins the one-lay-per-step cap
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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4 changed files with 27 additions and 9 deletions
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@ -42,6 +42,18 @@ public class InputCapacitor
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public void AddCharge(float amount) => Charge = clamp(Charge + amount, 0f, Capacity);
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// A weapon may fire several rounds in one step (ruling rounds-per-step), and what flows in during that step is what pays
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// for them, so its buffer is Capacity or the step's inflow, whichever is more; Settle trims the surplus a step did not spend.
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// The fill rate is unchanged, so the energy a gun draws is still exactly its rounds' cost. A sensor or a shield keeps the
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// one-activation buffer above.
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private float StepReach(float dt) => max(Capacity, Rate * dt);
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public float RequestedStepFill(float dt) => min(Rate * dt, max(0f, StepReach(dt) - Charge));
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public void AddStepCharge(float amount, float dt) => Charge = clamp(Charge + amount, 0f, StepReach(dt));
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public void Settle() => Charge = min(Charge, Capacity);
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public bool CanSpend(float cost) => Charge >= cost;
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// Atomic and whole-or-nothing, mirroring Entity.TrySpendCapacitorCharge's old contract exactly (down to the
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@ -181,7 +181,7 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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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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return _capacitor.RequestedStepFill(dt);
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}
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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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@ -265,7 +265,7 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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public override bool Execute(float dt)
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{
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try { return Step(dt); }
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finally { _pulled = false; }
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finally { _pulled = false; _capacitor.Settle(); }
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}
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// One step of rounds. A round is due at a moment inside the step (_burstTimer is how long ago, at the step's end), and a
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@ -277,7 +277,7 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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// Cut 4: this tick's grant, read back via Item.PowerSupply -- Item is non-null here because a null-Item
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// instance never reaches PowerBus.Step (see TrySpendActivationEnergy) and so never accrues charge.
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if (Item != null)
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_capacitor.AddCharge(_capacitor.RequestedFill(dt) * Item.PowerSupply);
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_capacitor.AddStepCharge(_capacitor.RequestedStepFill(dt) * Item.PowerSupply, dt);
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var ended = false;
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var retriggered = false;
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if (_coolingDown)
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