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>
This commit is contained in:
soul 2026-10-23 00:02:49 +02:00
commit 1870e23bfd
4 changed files with 27 additions and 9 deletions

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@ -42,6 +42,18 @@ public class InputCapacitor
public void AddCharge(float amount) => Charge = clamp(Charge + amount, 0f, Capacity);
// A weapon may fire several rounds in one step (ruling rounds-per-step), and what flows in during that step is what pays
// for them, so its buffer is Capacity or the step's inflow, whichever is more; Settle trims the surplus a step did not spend.
// The fill rate is unchanged, so the energy a gun draws is still exactly its rounds' cost. A sensor or a shield keeps the
// one-activation buffer above.
private float StepReach(float dt) => max(Capacity, Rate * dt);
public float RequestedStepFill(float dt) => min(Rate * dt, max(0f, StepReach(dt) - Charge));
public void AddStepCharge(float amount, float dt) => Charge = clamp(Charge + amount, 0f, StepReach(dt));
public void Settle() => Charge = min(Charge, Capacity);
public bool CanSpend(float cost) => Charge >= cost;
// Atomic and whole-or-nothing, mirroring Entity.TrySpendCapacitorCharge's old contract exactly (down to the