SimRateTests: the fixture gun's round costs what the fixture reactor can pay at 0.01 s
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2 changed files with 4 additions and 6 deletions
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@ -64,7 +64,6 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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// The shooter asked for fire during this step (Activate): a weapon asked of for the whole step fires every round its
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// cooldown allows inside it, rather than one per step. Cleared when the step ends.
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private bool _pulled;
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public string DiagBreak = ""; public int DiagRetriggers;
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// The shortest cycle a countdown divides by: a cooldown of zero would otherwise fire without end in one step.
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private const float ShortestCycle = .0005f;
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@ -305,7 +304,6 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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if (!refused && !_burstPaid && (!TrySpendActivationEnergy() || !UseAmmo(dt)))
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{
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_burstRemaining = 0;
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DiagBreak = $"spend failed charge={_capacitor.Charge} cap={_capacitor.Capacity}";
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return false;
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}
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if (!refused)
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@ -342,11 +340,10 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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ended |= FinishCountdown(dt);
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// The trigger is held and the weapon is ready: the next burst starts now, at the moment the cooldown ended (what it
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// ran past zero is how long ago, at the step's end), or at the step's start when the weapon was already ready.
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if (!Repeats || _burstRemaining > 0 || !CanFire || (retriggered && !_burstStarted)) { DiagBreak = $"cond Repeats={Repeats} rem={_burstRemaining} can={CanFire} re={retriggered} started={_burstStarted} cd={_cooldown} cooling={_coolingDown}"; break; }
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if (!Repeats || _burstRemaining > 0 || !CanFire || (retriggered && !_burstStarted)) break;
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retriggered = true;
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DiagRetriggers++;
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Trigger();
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if (_burstRemaining == 0) { DiagBreak = "trigger refused"; break; }
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if (_burstRemaining == 0) break;
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if (ended)
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{
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_burstTimer = TakeOvershoot();
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