Step-exact rules: timers keep their overshoot, passive sensing decays exactly (group B, 60 Hz, digest not repinned)
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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e2f0fc9dc4
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5 changed files with 216 additions and 12 deletions
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@ -148,7 +148,7 @@ public class ConstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerC
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_ammoInterval -= dt / _data.AmmoInterval;
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if (_ammoInterval < 0)
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{
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_ammoInterval = 1;
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_ammoInterval += 1;
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if (_data.MagazineSize > 1 && _ammo > 0) _ammo--;
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else
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{
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@ -48,7 +48,7 @@ public class Cooldown : Behavior, IAlwaysUpdatedBehavior, IProgressBehavior
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{
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if (_cooldown < 0)
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{
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_cooldown = 1;
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_cooldown += 1;
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return true;
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}
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@ -57,6 +57,8 @@ public class Cooldown : Behavior, IAlwaysUpdatedBehavior, IProgressBehavior
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public void Update(float delta)
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{
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_cooldown -= delta / Evaluate(_data.Cooldown);
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// A finished timer keeps what the last step overshot, at most one step, so the restart in Execute is exact.
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var step = delta / Evaluate(_data.Cooldown);
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_cooldown = max(_cooldown - step, -step);
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}
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}
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@ -58,6 +58,9 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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protected float _cooldown; // Normalized
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private int _ammo = 0;
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protected bool _coolingDown;
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// Seconds the last countdown ran past zero (less than one step). The next countdown starts that far along, so a held
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// trigger fires Cooldown apart on average at any step, never floor(Cooldown/dt)+1 steps apart.
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private float _overshoot;
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public float BurstCount { get; protected set; }
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public float BurstTime { get; protected set; }
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@ -183,6 +186,15 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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// would ever fill this capacitor -- bypass it entirely rather than starving such an instance forever.
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protected bool TrySpendActivationEnergy() => Item == null || _capacitor.TrySpend(_capacitor.Capacity);
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private float CountdownSpan => _data.MagazineSize > 0 && _ammo == 0 ? _data.ReloadTime : Cooldown;
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private float TakeOvershoot()
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{
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var overshoot = _overshoot;
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_overshoot = 0;
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return overshoot;
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}
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private bool UseAmmo()
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{
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if (_data.MagazineSize <= 1) return true;
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@ -208,7 +220,7 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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if(hasAmmo)
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{
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OnReloadBegin?.Invoke();
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_cooldown = 1;
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_cooldown = 1 - TakeOvershoot() / _data.ReloadTime;
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_coolingDown = true;
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_firing = false;
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}
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@ -226,9 +238,11 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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_capacitor.AddCharge(_capacitor.RequestedFill(dt) * Item.PowerSupply);
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if (_coolingDown)
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{
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_cooldown -= dt / (_data.MagazineSize > 0 && _ammo == 0 ? _data.ReloadTime : Cooldown);
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var span = CountdownSpan;
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_cooldown -= dt / span;
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if (_cooldown < 0)
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{
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_overshoot = -_cooldown * span;
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_coolingDown = false;
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if (_data.MagazineSize > 0 && _ammo == 0)
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{
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@ -260,8 +274,9 @@ public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerCo
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if (!_burstStarted)
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{
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_burstStarted = true;
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_cooldown = 1 - dt / Cooldown;
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// The round starts the cooldown after this tick's decrement above: charge the tick to it, so the cadence stays Cooldown
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_cooldown = 1 - (dt + TakeOvershoot()) / CountdownSpan;
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// The round starts the cooldown after this tick's decrement above: charge the tick and the last
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// countdown's overshoot to it, so the cadence stays Cooldown
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_coolingDown = true;
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}
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}
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@ -145,7 +145,7 @@ public class Sensor : Behavior, IEventBehavior, IPowerConsumer
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{
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_pinging = true;
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_pingZone = Entity.Zone;
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_pingCooldown = 1;
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_pingCooldown += 1;
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_pingLerp = 0;
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_pingRadius = 0;
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_reached.Clear();
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@ -180,8 +180,14 @@ public class Sensor : Behavior, IEventBehavior, IPowerConsumer
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if (_pingLerp > 1) EndPing();
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}
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_pingCooldown -= dt / Evaluate(_data.PingCooldown);
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// A finished timer keeps what the last step overshot, at most one step, so the restart in Ping is exact.
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var pingStep = dt / Evaluate(_data.PingCooldown);
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_pingCooldown = max(_pingCooldown - pingStep, -pingStep);
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var infoDecay = ItemManager.GameplaySettings.TargetInfoDecay;
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var decay = exp(-infoDecay * dt);
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var settle = infoDecay > 0 ? (1 - decay) / infoDecay : dt;
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var forward = Direction.xz;
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foreach (var entity in Entity.Zone.Entities)
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{
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@ -221,14 +227,16 @@ public class Sensor : Behavior, IEventBehavior, IPowerConsumer
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credit += Gain(entity.Visibility, sensitivity, response, sqrt(r.IlluminatedRange * dist), dt, true, sqrt(r.IlluminatedObscuration * obscuration));
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}
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// The exact decay at this step: x <- x e^(-k dt) + (G / k)(1 - e^(-k dt)) for the passive gain G per second,
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// which settles at G / k (Entity.PassiveInfo) at every dt. A ping's credit is an impulse added first.
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if (heard)
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next = saturate(previous + credit);
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next = saturate(previous + credit) * decay;
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else
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{
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var angle = acos(dot(forward, normalize(diff)));
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next = saturate(previous + Gain(entity.Visibility, sensitivity, _data.SensitivityCurve.Evaluate(angle / PI), dist, dt, false, obscuration));
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var passive = Gain(entity.Visibility, sensitivity, _data.SensitivityCurve.Evaluate(angle / PI), dist, 1f, false, obscuration);
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next = saturate(previous * decay + passive * settle);
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}
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next *= 1 - ItemManager.GameplaySettings.TargetInfoDecay * dt;
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//Context.Log($"{entity.Name} visibility {(int)(previous * 100)}% -> {(int)(next * 100)}%");
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Entity.EntityInfoGathered[entity] = next;
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}
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