A trigger is the weapon's own state: a tap fires one burst and a held trigger fires its cooldown's rounds at any tick; a step resolves its rounds in fire-time order; the idle-clamp test really idles

InstantWeapon repeats while its trigger is down (Activate to Deactivate), not when it was pulled this step; AutoWeapon's override of that is gone. FireControl keeps the shot queue in fire-time order (ties by shot id) and Step walks it oldest first.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
soul 2026-10-23 01:47:52 +02:00
commit 46912a20c8
4 changed files with 141 additions and 21 deletions

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@ -20,8 +20,5 @@ public class AutoWeapon : InstantWeapon
public AutoWeapon(InstantWeaponData data, EquippedItem item) : base(data, item) { }
public AutoWeapon(InstantWeaponData data, ConsumableItemEffect item) : base(data, item) { }
// The trigger is held while it is down: InstantWeapon starts the next burst the moment the cooldown ends.
protected override bool Repeats => _firing;
}

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@ -61,9 +61,6 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
// Seconds the last countdown ran past zero (less than one step). The next countdown starts that far along, so a held
// trigger fires Cooldown apart on average at any step, never floor(Cooldown/dt)+1 steps apart.
private float _overshoot;
// The shooter asked for fire during this step (Activate): a weapon asked of for the whole step fires every round its
// cooldown allows inside it, rather than one per step. Cleared when the step ends.
private bool _pulled;
// The shortest cycle a countdown divides by: a cooldown of zero would otherwise fire without end in one step.
private const float ShortestCycle = .0005f;
@ -95,9 +92,11 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
// manager can bind its presentation to the one shot it belongs to instead of applying damage itself.
public event Action<int> OnFire;
// Whether the trigger is held through this step, so a cooldown that ends inside it starts the next burst inside it. A
// tap or a press fires once per pull (a pull is held for its step); an automatic weapon holds while its trigger is down.
protected virtual bool Repeats => _pulled;
// Whether the trigger is down, so a cooldown that ends inside a step starts the next burst inside it. The trigger is the
// weapon's own state, set by Activate and cleared by Deactivate (a player's press and let-go, an agent's pull and
// release), never inferred from how often it was pulled: a tap fires one burst, and a held trigger fires every round
// its cooldown allows, at any step length.
private bool Repeats => _firing;
public virtual void ResetEvents()
{
@ -269,7 +268,7 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
public override bool Execute(float dt)
{
try { return Step(dt); }
finally { _pulled = false; _capacitor.Settle(); }
finally { _capacitor.Settle(); }
}
// 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
@ -356,7 +355,6 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
internal override void Activate()
{
_pulled = true;
if(CanFire)
Trigger();
base.Activate();

View file

@ -783,7 +783,12 @@ public static class FireControl
// point is decided at its commit (CommitBurst), which reads it there. Each shot reads it once.
if (!shot.DeliveredAtCommit) Deliver(ref shot, solution.BurstReach);
zone.PendingShots.Add(shot);
// The queue is in fire-time order, ties in shot-id order (ids rise as shots are made): Step walks it oldest first. Rounds
// of one step are born shooter by shooter, so a later shooter's earlier round goes in before an earlier shooter's later one.
var queue = zone.PendingShots;
var place = queue.Count;
while (place > 0 && queue[place - 1].FireTime > shot.FireTime) place--;
queue.Insert(place, shot);
return shot.ShotId;
}
@ -849,7 +854,10 @@ public static class FireControl
if (shots.Count == 0) return;
var now = zone.Time;
for (var i = shots.Count - 1; i >= 0; i--)
// 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
// lands a kill follows sim time, not the order the shooters were stepped in. Shots queued while this walk runs are
// left to the next step.
for (int i = 0, end = shots.Count; i < end;)
{
var shot = shots[i];
@ -863,6 +871,7 @@ public static class FireControl
// target is gone. Republishing the committed outcome here used to put a hit marker on a corpse.
var miss = MakeOutcome(shot, ShotResult.Miss, false, false, int2.zero, float2.zero, 0f, now);
shots.RemoveAt(i);
end--;
if (!shot.Committed) zone.ShotCommitted.OnNext(miss);
zone.ShotResolved.OnNext(miss);
continue;
@ -890,9 +899,12 @@ public static class FireControl
// Removed first: Apply reaches damage observers (user code), and a shot left in the queue by one
// that throws would resolve, and hurt, again on every later tick.
shots.RemoveAt(i);
end--;
Apply(zone, shot);
zone.ShotResolved.OnNext(shot.Outcome);
continue;
}
i++;
}
}

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@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using CultMath;
using UniRx;
using Xunit;
using static CultMath.math;
using float3 = CultMath.float3;
@ -75,6 +76,7 @@ public sealed partial class ContactRevealTests
gun.Activate();
Tick(dt);
}
gun.Deactivate();
return rounds;
}
@ -268,16 +270,18 @@ public sealed partial class ContactRevealTests
_openCache.Upsert(Tool(name, new CooldownData { Cooldown = Const(.5f) }));
var ship = Add(float3(0, 0, 0), null, new[] { name });
var clock = ship.Equipment.SelectMany(i => i.Behaviors).OfType<Cooldown>().Single();
for (var step = 0; step < (int) MathF.Round(10f / dt); step++) Tick(dt);
var times = new List<float>();
for (var step = 0; step < (int) MathF.Round(3f / dt); step++)
// Idle: the timer is updated but its chain never reaches Execute (an earlier behaviour gates it, or the item is
// offline). Zone ticks would not do: an Active tool reaches Execute every step and restarts the timer each time.
for (var step = 0; step < (int) MathF.Round(10f / dt); step++) clock.Update(dt);
var restarts = new List<int>();
for (var step = 0; step < (int) MathF.Round(2f / dt); step++)
{
Tick(dt);
if (clock.Execute(dt)) times.Add(_zone.Time);
if (clock.Execute(dt)) restarts.Add(step);
clock.Update(dt);
}
Assert.True(times.Count >= 4);
for (var i = 1; i < times.Count; i++)
Assert.True(times[i] - times[i - 1] >= .5f - dt - 1e-4f, $"dt {dt}: restarts at {times[i - 1]} and {times[i]}");
Assert.True(restarts.Count >= 3, $"dt {dt}: {restarts.Count} restarts in 2 s");
for (var i = 1; i < restarts.Count; i++)
Assert.True((restarts[i] - restarts[i - 1]) * dt >= .5f - dt - 1e-4f, $"dt {dt}: restarts at steps {restarts[i - 1]} and {restarts[i]}");
}
}
@ -301,6 +305,114 @@ public sealed partial class ContactRevealTests
}
}
private InputCapacitor CapacitorOf(InstantWeapon gun) => (InputCapacitor) typeof(InstantWeapon).GetField("_capacitor", BindingFlags.Instance | BindingFlags.NonPublic).GetValue(gun);
// A press that is let go before the step runs fires one burst, whatever the cooldown and the tick: the trigger is the
// weapon's state, not a pulse once per step. The press goes through the pilot's command (the player's action bar and the
// agents' Combat both do) and straight to the weapon (a turret does).
[Fact]
public void ATapFiresOneBurstAtEveryRate()
{
foreach (var cooldown in new[] { .01f, .025f, .1f })
foreach (var viaCommand in new[] { false, true })
foreach (var dt in new[] { 1f / 60f, 1f / 30f, 1f / 15f })
{
var ship = Add(float3(0, 0, 0), new[] { GunWithCooldown(cooldown) }, new[] { "Targeting", "Reactor" });
var gun = (InstantWeapon) Guns(ship)[0].Behaviors.Single(b => b is InstantWeapon);
var capacitor = CapacitorOf(gun);
var rounds = 0;
gun.OnFire += _ => rounds++;
ship.SetTarget(TargetRef.None);
capacitor.AddStepCharge(1000f, dt);
if (viaCommand)
{
ship.Command.Pull(gun);
ship.Command.Release(gun);
}
else
{
gun.Activate();
gun.Deactivate();
}
for (var step = 0; step < (int) MathF.Round(1f / dt); step++)
{
capacitor.AddStepCharge(1000f, dt);
Tick(dt);
}
Assert.True(rounds == 1, $"cooldown {cooldown} at dt {dt}, command {viaCommand}: {rounds} rounds from one tap, expected 1");
}
}
// A trigger pulled once and held, as the player's key and a turret's pull are, delivers the authored cadence: the rounds
// of ten seconds are the same at 15, 30 and 60 Hz, and the weapon stops when the trigger is let go.
[Fact]
public void AHeldTriggerFiresTheAuthoredCadenceAtEveryRate()
{
foreach (var cooldown in new[] { .01f, .1f })
foreach (var dt in new[] { 1f / 60f, 1f / 30f, 1f / 15f })
{
var ship = Add(float3(0, 0, 0), new[] { GunWithCooldown(cooldown) }, new[] { "Targeting", "Reactor" });
var gun = (InstantWeapon) Guns(ship)[0].Behaviors.Single(b => b is InstantWeapon);
var capacitor = CapacitorOf(gun);
var rounds = 0;
gun.OnFire += _ => rounds++;
ship.SetTarget(TargetRef.None);
capacitor.AddStepCharge(1000f, dt);
gun.Activate();
for (var step = 0; step < (int) MathF.Round(10f / dt); step++)
{
capacitor.AddStepCharge(1000f, dt);
Tick(dt);
}
Assert.True(abs(rounds - 10f / cooldown) <= 1.01f, $"cooldown {cooldown} at dt {dt}: {rounds} rounds held 10 s, expected {10f / cooldown} +-1");
gun.Deactivate();
var held = rounds;
for (var step = 0; step < (int) MathF.Round(1f / dt); step++)
{
capacitor.AddStepCharge(1000f, dt);
Tick(dt);
}
Assert.True(rounds - held <= 1, $"cooldown {cooldown} at dt {dt}: {rounds - held} rounds after the trigger was let go");
}
}
// Within a step, rounds resolve in the order they were fired across shooters, not one shooter's block after the other's
// and not newest first: which round breaks a shield or lands the kill follows sim time. Equal moments go by shot id.
[Fact]
public void RoundsOfOneStepResolveInFireTimeOrderAcrossShooters()
{
var dt = 1f / 30f;
var a = Add(float3(0, 0, 0), new[] { GunWithCooldown(.01f) }, new[] { "Targeting", "Reactor" });
var b = Add(float3(5, 0, 0), new[] { GunWithCooldown(.01f) }, new[] { "Targeting", "Reactor" });
var guns = new[] { a, b }.Select(s => (InstantWeapon) Guns(s)[0].Behaviors.Single(x => x is InstantWeapon)).ToArray();
var fired = new Dictionary<int, float>();
foreach (var gun in guns)
gun.OnFire += id => { if (_zone.TryGetShot(id, out var shot)) fired[id] = shot.FireTime; };
foreach (var s in new[] { a, b }) s.SetTarget(TargetRef.None);
var order = new List<int>();
var sources = new List<bool>();
_zone.ShotResolved.Subscribe(outcome => { order.Add(outcome.ShotId); sources.Add(ReferenceEquals(outcome.Source, a)); });
var checkedSteps = 0;
for (var step = 0; step < 8; step++)
{
foreach (var gun in guns) { CapacitorOf(gun).AddStepCharge(1000f, dt); gun.Activate(); }
order.Clear();
sources.Clear();
Tick(dt);
if (step < 3) continue;
checkedSteps++;
Assert.True(order.Count >= 4, $"step {step}: {order.Count} rounds resolved");
for (var i = 1; i < order.Count; i++)
{
var before = (fired[order[i - 1]], order[i - 1]);
var after = (fired[order[i]], order[i]);
Assert.True(before.CompareTo(after) < 0, $"step {step}: shot {order[i - 1]} (fired {before.Item1:R}) resolved before shot {order[i]} (fired {after.Item1:R})");
}
Assert.True(sources.Zip(sources.Skip(1), (x, y) => x != y).Count(changed => changed) > 1, $"step {step}: one shooter's rounds resolved as a block");
}
Assert.True(checkedSteps >= 4);
}
// Rounds born in one step leave from where the shooter was at their own moment: the origins of two rounds of a step are
// apart by the shooter's velocity times the time between them.
[Fact]
@ -360,6 +472,7 @@ public sealed partial class ContactRevealTests
Tick(dt);
}
for (var i = 0; i < 30; i++) Step(); // warm the JIT and the shot queue
foreach (var w in weapons) w.Deactivate(); // the triggers stay down until released
for (var i = 0; i < 60; i++) Tick(dt); // let the in-flight rounds resolve
var steps = 300;
var idleBytes = GC.GetAllocatedBytesForCurrentThread();