EW 2 fix: claims fixtures see live state; hull claim guard both ways; charged multiplier once; stale gear sorts last

- Enemy and own schematic rows, and the rebuild key's Item half, are pinned by fixtures whose live range differs from the rated range and whose guns share a claimed design.
- Entity.Claim refuses a hull class on a non-hull item as it refuses a non-hull class on the hull.
- ChargedWeapon live reads (DamagePerSecond, RangeDamagePerSecond) start from the uncharged damage so the charge multiplier is applied once and a nominal weapon reads its rated figure at every charge.
- RevealedWeapons orders reveals of gear the subject no longer carries after all fitted gear, then by lot.

Builds and tests unverified at this commit; verification follows.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-13 21:19:53 +02:00
commit b6146022e7
3 changed files with 112 additions and 9 deletions

View file

@ -84,10 +84,13 @@ public class ChargedWeapon : InstantWeapon
// authored charge-up speed IS its sustained rate of fire, not a second, disconnected number.
protected override float RateOverride => Evaluate(_data.ChargeEnergy);
public override float DamagePerSecond => Damage * _data.ChargeFiringDamageMultiplier / (Cooldown + ChargeTime);
// The charge multiplier lives in the formula alone: Damage is lerped by charge for the shot itself (UpdateStats), so the
// live reads take the uncharged damage, and a nominal weapon reads its design's rated figure at every charge.
private float _unchargedDamage;
public override float DamagePerSecond => _unchargedDamage * _data.ChargeFiringDamageMultiplier / (Cooldown + ChargeTime);
public override float RangeDamagePerSecond(float range)
{
return ChargedWeaponData.RangeDamagePerSecond(_data.DamageCurve, Damage, _data.ChargeFiringDamageMultiplier,
return ChargedWeaponData.RangeDamagePerSecond(_data.DamageCurve, _unchargedDamage, _data.ChargeFiringDamageMultiplier,
MinRange, Range, Cooldown, ChargeTime, range);
}
@ -128,6 +131,7 @@ public class ChargedWeapon : InstantWeapon
ChargeTime = Evaluate(_data.ChargeTime);
ChargeEnergy = Evaluate(_data.ChargeEnergy);
ChargeHeat = Evaluate(_data.ChargeHeat);
_unchargedDamage = Damage;
Damage *= lerp(1, _data.ChargeFiringDamageMultiplier, saturate(_charge));
Heat *= lerp(1, _data.ChargeFiringHeatMultiplier, saturate(_charge));
Spread *= lerp(1, _data.ChargeFiringSpreadMultiplier, saturate(_charge));

View file

@ -119,8 +119,9 @@ public abstract class Entity
internal void Claim(HullData hull) => Claim(EquippedHull, hull);
internal void Claim(EquippedItem item, EquippableItemData claimed)
{
if (item == EquippedHull && claimed != null && !(claimed is HullData))
throw new ArgumentException("The hull can only claim to be a hull.", nameof(claimed));
// One hull class in the book: a hull class is claimed by the hull and only by the hull, whichever side asks.
if (claimed != null && (item == EquippedHull) != (claimed is HullData))
throw new ArgumentException("Only the hull claims a hull class, and the hull claims nothing else.", nameof(claimed));
if (claimed == null) _itemClaims.Remove(item);
else _itemClaims[item] = claimed;
}
@ -983,7 +984,15 @@ public abstract class Entity
// a gun claimed as a non-weapon is not listed, though RevealsOf holds it for aim.
public IEnumerable<Reveal> RevealedWeapons(Entity subject) =>
RevealsOf(subject).Where(r => r.Claimed != null && r.Claimed.Behaviors.Any(b => b is WeaponData))
.OrderBy(r => subject.Equipment.IndexOf(r.Item));
.OrderBy(r => FittedIndex(subject, r.Item)).ThenBy(r => r.Item.EquippableItem.Lot);
// A revealed item's place in the subject's equipment; gear the subject no longer carries follows all fitted gear
// (ties among it fall to the lot, a stable id), never ahead of it.
private static int FittedIndex(Entity subject, EquippedItem item)
{
var index = subject.Equipment.IndexOf(item);
return index < 0 ? int.MaxValue : index;
}
// The weapon rows of `subject`'s schematic as this ship reads it: its own equipment when `subject` is this ship (each
// row its own data and live range, nothing to doubt about your own ship), otherwise RevealedWeapons (each row the