EW 2 fixes: one hull claim slot, explicit tie order, one burst divisor, fixtures that see range and live state
- Entity: delete _hullClaim; the hull's claim is the EquippedHull entry of _itemClaims, so ClaimOf(EquippedHull) and ClaimedHull read one slot (hull-claim-split). Claim(HullData) writes it; a non-hull claim of the hull throws. - RevealedWeapons orders by the subject's equipment order, not dictionary slot order (tie-order-unpinned). - InstantWeaponData.PerRound is the one burst divisor for UpdateStats and the rated read (burst-divisor-twice). - Tests: falling-curve, Range-span, MinRange>0 fixtures and a charged weapon in the rated tests (rated-figure-range-blind); Combat ranks claims at the target's distance, ignores a worn target gun's live figure (live-state-unpinned), and takes ties in equipment order. Not yet run; may not build. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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6 changed files with 205 additions and 45 deletions
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@ -61,7 +61,7 @@ public class ChargedWeaponData : InstantWeaponData
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damage * chargeFiringDamageMultiplier * damageCurve.Evaluate(saturate(unlerp(minRange, range, atRange))) / (cooldown + chargeTime);
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public override float RatedRangeDamagePerSecond(float range) =>
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RangeDamagePerSecond(DamageCurve, Damage.Max / (int) Count.Max, ChargeFiringDamageMultiplier, MinRange.Max, Range.Max,
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RangeDamagePerSecond(DamageCurve, PerRound(Damage.Max, Count.Max), ChargeFiringDamageMultiplier, MinRange.Max, Range.Max,
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Cooldown.Max, ChargeTime.Max, range);
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}
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@ -32,12 +32,15 @@ public class InstantWeaponData : WeaponData
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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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// stats, the design with its rated ones (burst divides damage, as UpdateStats does).
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// stats, the design with its rated ones. A burst's round carries its share of the totals: PerRound, the one divisor
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// UpdateStats and the rated read both use.
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internal static float PerRound(float total, float burstCount) => total / (int) burstCount;
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internal static float RangeDamagePerSecond(BezierCurve damageCurve, float damage, float minRange, float range, float cooldown, float atRange) =>
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damage * damageCurve.Evaluate(saturate(unlerp(minRange, range, atRange))) / cooldown;
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public override float RatedRangeDamagePerSecond(float range) =>
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RangeDamagePerSecond(DamageCurve, Damage.Max / (int) Count.Max, MinRange.Max, Range.Max, Cooldown.Max, range);
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RangeDamagePerSecond(DamageCurve, PerRound(Damage.Max, Count.Max), MinRange.Max, Range.Max, Cooldown.Max, range);
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}
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public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer
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@ -137,9 +140,9 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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BurstTime = Evaluate(_data.BurstTime);
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Cooldown = Evaluate(_data.Cooldown);
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Damage /= (int) BurstCount;
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Heat /= (int) BurstCount;
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Energy /= (int) BurstCount;
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Damage = InstantWeaponData.PerRound(Damage, BurstCount);
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Heat = InstantWeaponData.PerRound(Heat, BurstCount);
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Energy = InstantWeaponData.PerRound(Energy, BurstCount);
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}
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// Cut 4 (docs/stats-and-power-cut.md §7 Q4): capacity and rate, resolved fresh rather than off the cached
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@ -106,18 +106,21 @@ public abstract class Entity
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_visibilitySources[source] = new Signature(channel, strength, item, ClaimOf(item));
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}
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// What this ship's acts claim (aetheria-ew, lie-is-own-emission, classify-from-belief): the hull class and, per item,
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// the equippable class every act of that item is stamped with (SetSignature, Emit, ReceivePaint). The truth unless
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// claimed otherwise. Claim is the one write port; its production writer is the EW behaviour of cut ew-masquerade,
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// tests only until then. Deactivate clears both. Aim, damage and physics keep the truth.
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private HullData _hullClaim;
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// What this ship's acts claim (aetheria-ew, lie-is-own-emission, classify-from-belief): per equipped item, the
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// equippable class every act of that item is stamped with (SetSignature, Emit, ReceivePaint). The hull is the
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// item EquippedHull, so its claim lives in the same slot as every other: the hull class its own acts carry and
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// the profile an observer derives (ClaimedHull) are one value. The truth unless claimed otherwise. Claim is the
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// one write port; its production writer is the EW behaviour of cut ew-masquerade, tests only until then.
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// Deactivate clears the slots. Aim, damage and physics keep the truth.
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private readonly Dictionary<EquippedItem, EquippableItemData> _itemClaims = new Dictionary<EquippedItem, EquippableItemData>();
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public HullData ClaimedHull => _hullClaim ?? HullData;
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public HullData ClaimedHull => (ClaimOf(EquippedHull) as HullData) ?? HullData;
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public EquippableItemData ClaimOf(EquippedItem item) =>
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item == null ? null : _itemClaims.TryGetValue(item, out var claimed) ? claimed : item.Data;
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internal void Claim(HullData hull) => _hullClaim = hull;
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internal void Claim(HullData hull) => Claim(EquippedHull, hull);
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internal void Claim(EquippedItem item, EquippableItemData claimed)
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{
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if (item == EquippedHull && claimed != null && !(claimed is HullData))
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throw new ArgumentException("The hull can only claim to be a hull.", nameof(claimed));
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if (claimed == null) _itemClaims.Remove(item);
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else _itemClaims[item] = claimed;
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}
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@ -884,7 +887,6 @@ public abstract class Entity
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_pingReturns.Clear();
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_emissions.Clear();
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_reveals.Clear();
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_hullClaim = null;
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_itemClaims.Clear();
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}
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@ -975,11 +977,13 @@ public abstract class Entity
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public IEnumerable<Reveal> RevealsOf(Entity subject) =>
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_reveals.TryGetValue(subject, out var book) ? book.Values : Enumerable.Empty<Reveal>();
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// The weapons this observer believes `subject` has: each reveal whose claimed class carries a weapon behaviour, in book
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// order. The one classifying read of the book for weapons, shared by the enemy schematic and Combat (aetheria-ew,
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// classify-from-belief); a gun claimed as a non-weapon is not listed, though RevealsOf holds it for aim.
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// The weapons this observer believes `subject` has: each reveal whose claimed class carries a weapon behaviour, in the
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// subject's equipment order (never the book's slot order, which follows when reveals were made and ended). The one
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// classifying read of the book for weapons, shared by the enemy schematic and Combat (aetheria-ew, classify-from-belief);
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// a gun claimed as a non-weapon is not listed, though RevealsOf holds it for aim.
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public IEnumerable<Reveal> RevealedWeapons(Entity subject) =>
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RevealsOf(subject).Where(r => r.Claimed != null && r.Claimed.Behaviors.Any(b => b is WeaponData));
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RevealsOf(subject).Where(r => r.Claimed != null && r.Claimed.Behaviors.Any(b => b is WeaponData))
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.OrderBy(r => subject.Equipment.IndexOf(r.Item));
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// Whether this observer's book for `subject` holds `item`: the book's membership, no live gear read.
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internal bool HasReveal(Entity subject, EquippedItem item) =>
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