Combat releases a held AutoWeapon it no longer pulls: no target, no track, other group, exit
The weapon holds a down trigger; Combat's early returns issued no release and had no exit hook, so a held Slug Rifle, Autocannon or Flak Gun fired on at nothing. Combat is the one owner of the AI's trigger level: every held AutoWeapon it does not pull this step is released. A held gun stays a group candidate between rounds so cooling does not drop it. Tests run through Minion/Combat. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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2 changed files with 113 additions and 3 deletions
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@ -47,9 +47,9 @@ public class CombatState : BaseState
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// only a contact a member tracks has a track to fly on, so an untracked target is no target here.
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var view = _agent.View;
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var target = view.TargetOf(_agent.Ship);
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if (target == null) return;
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if (target == null) { ReleaseUnwanted(); return; }
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var track = view.TrackOf(_agent.Ship, target.Value);
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if (track == null) return;
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if (track == null) { ReleaseUnwanted(); return; }
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_availableGroups.Clear();
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_availableLockingWeapons.Clear();
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@ -88,7 +88,9 @@ public class CombatState : BaseState
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view.Designated(_agent.Ship, weapon, target.Value) &&
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!view.Refuses(_agent.Ship, weapon, target.Value) &&
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(weapon is ConstantWeapon ||
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weapon is InstantWeapon instantWeapon && instantWeapon.CanFire))
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// A held AutoWeapon stays a candidate between its rounds (it is cooling because it is firing), so the
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// group it belongs to is judged by the same Fires verdict below, not dropped for cooling down.
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weapon is InstantWeapon instantWeapon && (instantWeapon.CanFire || weapon is AutoWeapon && weapon.Firing)))
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{
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if(weapon is LockWeapon lockWeapon)
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_availableLockingWeapons.Add(lockWeapon);
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@ -151,6 +153,7 @@ public class CombatState : BaseState
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_agent.Ship.Command.Release(weapon);
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}
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}
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ReleaseUnwanted();
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_agent.Ship.Command.Aim = toTarget;
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_agent.Ship.Command.Turn = TurnCommand.Toward(toTarget.xz);
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_agent.Accelerate(movementDirection * _agent.TopSpeed, true);//selectedGroup >= 0);
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@ -158,6 +161,18 @@ public class CombatState : BaseState
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// Fire charged guns!
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}
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public override void OnExitState() => ReleaseUnwanted();
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// The AI's trigger level for an AutoWeapon is what it pulls this step: the weapon holds a down trigger until it is
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// released, so every held one this step does not pull is let go, whether the target is gone, untracked, out of reach,
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// its group is not the pick, or Combat has ended. A plain gun is tapped and lets go of itself.
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private void ReleaseUnwanted()
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{
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var command = _agent.Ship.Command;
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foreach (var weapon in _agent.Ship.Weapons)
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if (weapon is AutoWeapon && weapon.Firing && !command.Pulls(weapon)) command.Release(weapon);
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}
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// Overdrive to close a distant target ahead, through the same consumable gate as the vent (Agent.VentOnTrack).
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private void UseConsumables(float3 toTarget, float targetDistance)
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{
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@ -1041,6 +1041,101 @@ public sealed class FireControlPerWeaponTests : IDisposable
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if (shots == 0) Assert.Equal(60, readyTicks);
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}
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// ==== The AI's trigger level for an AutoWeapon ====
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public enum Loss { NoTarget, Untracked }
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private static void LoseTheTarget(Rig r, Loss loss)
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{
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if (loss == Loss.NoTarget) r.Shooter.SetTarget(TargetRef.None);
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else r.Shooter.VisibleEntities.Remove(r.Target);
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}
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// A pilot that pulled an AutoWeapon and then loses its target, or its track of it, lets the trigger go: the weapon holds
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// a down trigger until told otherwise, and an early return that issued no release left it firing on at nothing. Through
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// the whole agent (Combat, then the transition out of it), and through Combat's Update alone. Kills: Combat never
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// releasing, releasing only when the target is gone (not when it is untracked), releasing a step late.
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[Theory]
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[InlineData(Loss.NoTarget)]
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[InlineData(Loss.Untracked)]
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public void ACombatPilotThatLosesItsTargetReleasesItsHeldAutoWeaponAndItFiresNoMore(Loss loss)
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{
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var r = Build(auto: true);
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var gun = (InstantWeapon) r.Gun.Weapon;
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var rounds = 0;
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gun.OnFire += _ => rounds++;
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r.Zone.Agents.Add(new Minion(r.Shooter, FactionDoctrine.Default(r.Shooter.ItemManager.GameplaySettings).Combatant));
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const float dt = 1f / 30f;
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for (var i = 0; i < 90; i++) r.Zone.Update(dt);
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Assert.True(gun.Firing, "control: the pilot holds the gun while it has a target");
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Assert.True(rounds >= 2, $"control: {rounds} rounds in 3 s at a 1 s cooldown");
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LoseTheTarget(r, loss);
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r.Zone.Update(dt);
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var after = rounds;
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Assert.False(gun.Firing, "the trigger is let go the step the target is lost");
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for (var i = 0; i < 90; i++) r.Zone.Update(dt);
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Assert.Equal(after, rounds);
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}
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[Theory]
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[InlineData(Loss.NoTarget)]
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[InlineData(Loss.Untracked)]
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public void CombatUpdateReleasesAHeldAutoWeaponWhenItHasNoTargetOrNoTrack(Loss loss)
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{
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var r = Build(auto: true);
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var gun = (InstantWeapon) r.Gun.Weapon;
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var combat = new CombatState(new Minion(r.Shooter, FactionDoctrine.Default(r.Shooter.ItemManager.GameplaySettings).Combatant));
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gun.Activate();
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Assert.True(gun.Firing, "control: the trigger is down");
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LoseTheTarget(r, loss);
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combat.Update(.1f);
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r.Zone.Update(.1f);
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Assert.False(gun.Firing);
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}
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// Combat's end lets go of what it held, wherever the end comes from.
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[Fact]
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public void CombatExitReleasesAHeldAutoWeapon()
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{
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var r = Build(auto: true);
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var gun = (InstantWeapon) r.Gun.Weapon;
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var combat = new CombatState(new Minion(r.Shooter, FactionDoctrine.Default(r.Shooter.ItemManager.GameplaySettings).Combatant));
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gun.Activate();
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Assert.True(gun.Firing, "control: the trigger is down");
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combat.OnExitState();
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r.Zone.Update(.1f);
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Assert.False(gun.Firing);
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}
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// A held AutoWeapon is cooling between its rounds because it is firing: its group is not dropped for cooling down, or
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// the trigger would be let go and pressed again at step granularity. Kills: releasing a held gun whose cooldown is
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// running while its target stands.
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[Fact]
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public void CombatKeepsAnAutoWeaponHeldThroughItsCooldownWhileTheTargetStands()
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{
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var r = Build(auto: true);
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var gun = (InstantWeapon) r.Gun.Weapon;
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var rounds = 0;
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gun.OnFire += _ => rounds++;
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r.Zone.Agents.Add(new Minion(r.Shooter, FactionDoctrine.Default(r.Shooter.ItemManager.GameplaySettings).Combatant));
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const float dt = 1f / 30f;
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for (var i = 0; i < 60; i++) r.Zone.Update(dt);
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var cooling = 0;
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for (var i = 0; i < 240; i++)
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{
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r.Zone.Update(dt);
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Assert.True(gun.Firing, $"step {i}: the held gun was let go with its target standing");
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if (!gun.CanFire) cooling++;
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}
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Assert.True(cooling > 100, $"{cooling} of 240 steps spent cooling");
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Assert.InRange(rounds, 8, 10);
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}
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// Kills: Trigger that leaves _burstStarted true from the previous burst, so the next burst reads as started
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// (and ready) before its first round has flown.
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[Fact]
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