Fire mode is one property of a weapon's data (Automatic): creation and the semi-auto floor read it, the floor holds guided, mine, launcher and charged kinds and consumables; a step's rounds apply in arrival order, ties by shot id
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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parent
e92c2140b4
commit
1f7b971966
5 changed files with 128 additions and 28 deletions
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@ -9,10 +9,8 @@ using static CultMath.math;
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class AutoWeaponData : InstantWeaponData
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{
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new AutoWeapon(this, item);
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}
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[IgnoreMember]
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public override bool Automatic => true;
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}
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// A fully automatic gun: it fires every round its cooldown allows while its trigger is held, from the press (Activate)
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@ -21,14 +21,19 @@ public class InstantWeaponData : WeaponData
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[Inspectable, JsonProperty("ammoInterval"), Key(20)]
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public bool SingleAmmoBurst;
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// The fire mode, the one fact creation and the semi-auto catalog check both read: an automatic gun fires every round its
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// cooldown allows while its trigger is held, every other kind is semi-automatic (a press fires one burst).
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[IgnoreMember]
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public virtual bool Automatic => false;
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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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return Automatic ? new AutoWeapon(this, item) : 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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return Automatic ? new AutoWeapon(this, item) : new InstantWeapon(this, item);
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}
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// The shortest cooldown a plain (semi-automatic) gun may be authored with, 0.1 s: about ten presses a second. A faster one
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@ -36,14 +41,19 @@ public class InstantWeaponData : WeaponData
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// fire-mode-is-the-design); a gun that cycles faster is an AutoWeapon.
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public const float ShortestSemiAutoCooldown = .1f;
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// The plain guns of a catalog that cycle faster than a finger should have to: one fault line per gun.
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public static IEnumerable<string> SemiAutoFaults(IEnumerable<GearData> catalog)
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// The semi-automatic weapons of a catalog (gear and consumables, every kind that is not Automatic: plain, guided, mine,
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// launcher, charged) that cycle faster than a finger should have to: one fault line per weapon.
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public static IEnumerable<string> SemiAutoFaults(IEnumerable<ItemData> catalog)
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{
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foreach (var gear in catalog)
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foreach (var behavior in gear.Behaviors)
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if (behavior.GetType() == typeof(InstantWeaponData) && behavior is InstantWeaponData plain &&
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Math.Min(plain.Cooldown.Min, plain.Cooldown.Max) < ShortestSemiAutoCooldown)
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yield return $"{gear.Name}: a plain gun with a {Math.Min(plain.Cooldown.Min, plain.Cooldown.Max):0.###} s cooldown, below {ShortestSemiAutoCooldown} s; make it an AutoWeapon or slow it";
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foreach (var item in catalog)
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{
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var behaviors = (item as GearData)?.Behaviors ?? (item as ConsumableItemData)?.Behaviors;
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if (behaviors == null) continue;
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foreach (var behavior in behaviors)
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if (behavior is InstantWeaponData weapon && !weapon.Automatic &&
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Math.Min(weapon.Cooldown.Min, weapon.Cooldown.Max) < ShortestSemiAutoCooldown)
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yield return $"{item.Name}: a {weapon.GetType().Name} with a {Math.Min(weapon.Cooldown.Min, weapon.Cooldown.Max):0.###} s cooldown, below {ShortestSemiAutoCooldown} s; make it an AutoWeapon or slow it";
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}
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}
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// The one formula of an instant weapon's damage per second at a range; the live weapon calls it with its evaluated
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@ -854,9 +854,9 @@ public static class FireControl
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if (shots.Count == 0) return;
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var now = zone.Time;
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// In fire-time order, oldest first (the queue is kept in it by Fire), so which of a step's rounds breaks a shield or
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// lands a kill follows sim time, not the order the shooters were stepped in. Shots queued while this walk runs are
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// Commits walk the queue in fire-time order, oldest first (Fire keeps it in it). Shots queued while the walk runs are
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// left to the next step.
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List<(float Arrival, int Id)> arrived = null;
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for (int i = 0, end = shots.Count; i < end;)
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{
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var shot = shots[i];
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@ -892,20 +892,42 @@ public static class FireControl
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if (shot.Committed && now >= shot.ArrivalTime)
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{
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// Cut 12.4(b) (docs/fire-control-cut.md, "Which model a shot uses"): Apply is the one owner of
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// which model a shot uses, through its own switch on the frozen Fuse -- Step has no damage
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// branch left. A direct hit, a proximity burst and a contact or delayed blast all arrive here
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// the same way; only Apply decides what that means.
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// Removed first: Apply reaches damage observers (user code), and a shot left in the queue by one
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// that throws would resolve, and hurt, again on every later tick.
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shots.RemoveAt(i);
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end--;
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Apply(zone, shot);
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zone.ShotResolved.OnNext(shot.Outcome);
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continue;
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(arrived ??= new List<(float, int)>()).Add((shot.ArrivalTime, shot.ShotId));
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}
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i++;
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}
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if (arrived == null) return;
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// The rounds that arrive in this step apply in arrival order, ties in shot-id order (ids rise as shots are made), so
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// which of them breaks a shield or lands a kill follows when each hit, not the order the shooters were stepped in or the
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// order their rounds left.
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arrived.Sort((a, b) => a.Arrival != b.Arrival ? a.Arrival.CompareTo(b.Arrival) : a.Id.CompareTo(b.Id));
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foreach (var (_, id) in arrived)
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{
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var i = shots.FindIndex(q => q.ShotId == id);
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if (i < 0) continue;
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var shot = shots[i];
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var targetGone = shot.Target != null && !zone.Entities.Contains(shot.Target);
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if (targetGone)
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{
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// As in the commit walk: a shot whose target left the zone in this step resolves as a miss.
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var miss = MakeOutcome(shot, ShotResult.Miss, false, false, int2.zero, float2.zero, 0f, now);
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shots.RemoveAt(i);
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zone.ShotResolved.OnNext(miss);
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continue;
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}
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// Cut 12.4(b) (docs/fire-control-cut.md, "Which model a shot uses"): Apply is the one owner of
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// which model a shot uses, through its own switch on the frozen Fuse -- Step has no damage
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// branch left. A direct hit, a proximity burst and a contact or delayed blast all arrive here
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// the same way; only Apply decides what that means.
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// Removed first: Apply reaches damage observers (user code), and a shot left in the queue by one
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// that throws would resolve, and hurt, again on every later tick.
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shots.RemoveAt(i);
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Apply(zone, shot);
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zone.ShotResolved.OnNext(shot.Outcome);
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}
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}
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// R3/R4: the one roll. p_base was frozen at fire, PFire carrying the mount factor; the only thing measured live is how far the target has
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