Aetheria/Assets/Scripts/ServerShared/Behaviors/Behaviors.cs
soul bd0293d683 BehaviorData: LockWeaponData is arm 52; union-closure and null-gear tests
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-22 23:35:04 +02:00

215 lines
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7.6 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
public abstract class Behavior
{
public BehaviorData Data { get; }
public EquippedItem Item { get; }
private ConsumableItemEffect Consumable { get; }
protected ItemManager ItemManager { get; }
protected Entity Entity => Item?.Entity ?? Consumable.Entity;
public float Temperature => Item?.Temperature ?? Consumable.Entity.MaxTemp;
public float3 Direction
{
get
{
if(Item != null)
{
var itemDirection = Entity.Direction.Rotate(Item.EquippableItem.Rotation);
return float3(itemDirection.x, 0, itemDirection.y);
}
return float3(Entity.Direction.x, 0, Entity.Direction.y);
}
}
protected Behavior(BehaviorData data, EquippedItem item)
{
Data = data;
Item = item;
ItemManager = Item.ItemManager;
}
protected Behavior(BehaviorData data, ConsumableItemEffect consumable)
{
Data = data;
Consumable = consumable;
ItemManager = consumable.Entity.ItemManager;
}
public float Evaluate(PerformanceStat stat) => Item?.Evaluate(stat) ?? Consumable.Evaluate(stat);
// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): the read a PowerRequest
// implementation uses for a stat named in StatValidation.PowerRequestFields, in place of Evaluate above. A
// consumable-hosted instance (Item == null) never reaches PowerBus.Step at all (see e.g. EnergyDraw.Execute's
// own comment), and ConsumableItemEffect.PowerSupplyFactor is already the identity (1) unconditionally, so
// Consumable.Evaluate is already nominal with respect to power and needs no separate context.
public float EvaluateNominalPower(PerformanceStat stat) => Item?.EvaluateNominalPower(stat) ?? Consumable.Evaluate(stat);
protected void AddHeat(float heat) => Item?.AddHeat(heat); // TODO: Heat for Consumables
protected void CauseDamage(float damage)
{
if (Item != null)
{
Item.EquippableItem.Durability -= damage;
Entity.ItemDamage.OnNext((Item, damage));
}
else
{
Consumable.Entity.Hull.Durability -= damage;
Consumable.Entity.HullDamage.OnNext(damage);
}
}
protected void CauseWearDamage(float multiplier)
{
if (Item != null)
{
CauseDamage(Item.Wear * multiplier);
}
}
public virtual bool Execute(float dt)
{
return true;
}
}
// A behaviour its pilot triggers. Only PilotApplier pulls and releases it, from the pilot's PilotCommand (Pull, Release),
// so Activate and Deactivate are internal to the simulation: no script outside it triggers one in place.
public abstract class ActivatedBehavior : Behavior
{
protected ActivatedBehavior(BehaviorData data, EquippedItem item) : base(data, item) { }
protected ActivatedBehavior(BehaviorData data, ConsumableItemEffect consumable) : base(data, consumable) { }
internal abstract void Activate();
internal abstract void Deactivate();
}
public interface IEventBehavior
{
void ResetEvents();
}
public interface IInitializableBehavior
{
void Initialize();
}
public interface IInteractiveBehavior
{
bool Exposed { get; }
}
public interface IAlwaysUpdatedBehavior
{
void Update(float delta);
}
public interface IProgressBehavior
{
float Progress { get; }
}
public interface IPopulationAssignment
{
int AssignedPopulation { get; set; }
}
// Cut 3 (docs/stats-and-power-cut.md §1.2): a behaviour that wants to draw from its entity's PowerBus declares a
// request instead of spending energy itself. PowerBus.Step calls this on every consumer once per tick, before
// any behaviour's Execute runs, so PowerRequest must be computable from state that is already current at that
// point -- a resolved stat and, where the map calls for one, a behaviour-supplied scalar such as Thruster's
// throttle axis (set externally before the tick) -- never from work Execute itself would otherwise do. The
// behaviour reads back how much of its own request was granted from Item.PowerSupply during its own Execute.
//
// Cut 5 (docs/stats-and-power-cut.md §1.3): every kind of consumer also names the priority tier (PowerTiers.cs)
// it defaults to. EquippedItem reads this exactly once, to seed EquippableItem.PowerTier the first time an item
// without a player-chosen tier gets equipped -- after that the stored field is what PowerBus reads, never this.
public interface IPowerConsumer
{
float PowerRequest(float dt);
int DefaultPowerTier { get; }
}
[Inspectable,
Union(0, typeof(GuidedWeaponData)),
Union(1, typeof(LauncherData)),
Union(2, typeof(ReactorData)),
Union(3, typeof(RadiatorData)),
Union(4, typeof(StatModifierData)),
Union(5, typeof(SensorData)),
Union(6, typeof(ReflectorData)),
Union(7, typeof(ShieldData)),
Union(8, typeof(ThrusterData)),
Union(9, typeof(WearData)),
Union(10, typeof(VelocityConversionData)),
Union(11, typeof(VelocityLimitData)),
// Union(12): retired, do not reuse -- was AetherDriveData (retire-longinusx; parked/aether-drive)
// Union(14, typeof(TowingControllerData)),
Union(15, typeof(CooldownData)),
Union(16, typeof(HeatData)),
// Union(17, typeof(HitscanData)),
Union(18, typeof(ItemUsageData)),
//Union(19, typeof(RadianceData)),
Union(20, typeof(SwitchData)),
Union(21, typeof(TriggerData)),
Union(22, typeof(VisibilityData)),
Union(23, typeof(ThermotoggleData)),
Union(24, typeof(EnergyDrawData)),
// Union(25, typeof(MiningControllerData)),
// Union(26): retired, do not reuse -- was the "hit it with a tool" behavior deleted in Cut 2 (docs/mining-cut.md, Q1=A).
// Union(27, typeof(SurveyControllerData)),
Union(28, typeof(ResourceScannerData)),
// Union(29, typeof(WanderControllerData)),
// Union(30, typeof(HaulingControllerData)),
Union(31, typeof(CapacitorData)),
Union(32, typeof(CockpitData)),
Union(33, typeof(HeatStorageData)),
Union(34, typeof(TurretControllerData)),
Union(35, typeof(InstantWeaponData)),
Union(36, typeof(ConstantWeaponData)),
Union(37, typeof(ChargedWeaponData)),
Union(38, typeof(AutoWeaponData)),
// Cut 2 (docs/fire-control-cut.md): 39 is the next free index against this list, not the 39 the
// superseded draft quoted -- checked directly here rather than trusted from that document.
Union(39, typeof(TargetingSystemData)),
Union(40, typeof(MineLayerData)),
Union(41, typeof(ThrottleLockData)),
Union(42, typeof(VapourDumpData)),
Union(43, typeof(MunitionHullData)),
Union(44, typeof(MunitionThrusterData)),
Union(45, typeof(MunitionSeekerData)),
Union(46, typeof(MunitionControlData)),
Union(47, typeof(MunitionFuelData)),
Union(48, typeof(PickupData)),
Union(49, typeof(LaunchSuppressorData)),
Union(50, typeof(ListenerData)),
Union(51, typeof(ScannerData)),
Union(52, typeof(LockWeaponData)),
JsonObject(MemberSerialization.OptIn)]
public abstract class BehaviorData
{
[Inspectable, JsonProperty("group"), Key(0)]
public int Group;
public abstract Behavior CreateInstance(EquippedItem item);
public abstract Behavior CreateInstance(ConsumableItemEffect consumable);
public override string ToString()
{
return base.ToString().FormatTypeName();
}
}