Aetheria/Assets/Scripts/ServerShared/Pilot.cs
soul d4bec37c6a Combat's release sweep leaves a weapon it already commanded alone: PilotCommand.Commands
One command per weapon per step: the sweep released a gun the group loop had already released.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 13:34:18 +02:00

176 lines
8.7 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.Collections.Generic;
using CultMath;
// A turn demand as a pilot commands it: a rate, or a heading resolved against the hull's facing when it is applied, so a
// held heading keeps steering as the hull turns.
public readonly struct TurnCommand
{
private readonly bool _toward;
private readonly float _rate;
private readonly float2 _heading;
private TurnCommand(bool toward, float rate, float2 heading)
{
_toward = toward;
_rate = rate;
_heading = heading;
}
public static TurnCommand OfRate(float rate) => new TurnCommand(false, rate, default);
public static TurnCommand Toward(float2 heading) => new TurnCommand(true, 0, heading);
public float Resolve(Ship ship) => _toward ? Steering.Toward(ship, _heading) : _rate;
}
// The player's target presses, each answered by the entity's own chooser (Entity.TargetNext and the rest) when applied.
public enum TargetVerb
{
None,
UnderReticle,
NearestEnemy,
Next,
Previous
}
// The one input an entity's pilot gives it (its agent, the player, a scripted pilot): only own-ship vectors and handles the
// pilot was given (ruling observation-sensors-only). Commands are per entity, never per Flight or side: a side may be one
// ship (ruling brain-one-per-side-r2). PilotApplier.Apply is the only writer of the entity's fields from it; the pilot
// also reads back its own pending decisions this step (Designated, Pulls), because the entity still holds last step's.
// Held fields persist until the pilot replaces them, so a pilot deciding below the sim rate keeps flying (ruling
// lower-game-sim-rate); null leaves the field to whoever wrote it last. One-shots apply once, in order, and are cleared.
public sealed class PilotCommand
{
public TurnCommand? Turn;
public float2? Movement;
public float3? Aim;
public float? Tractor;
internal readonly List<TargetRef> Designations = new List<TargetRef>();
internal readonly List<EquippedItem> Selections = new List<EquippedItem>();
internal readonly List<string> Hails = new List<string>();
internal readonly List<ConsumableItemData> Uses = new List<ConsumableItemData>();
internal readonly List<(ActivatedBehavior Behavior, bool Pull)> Triggers = new List<(ActivatedBehavior, bool)>();
internal readonly List<(Entity Other, bool? Hostile, bool Toggle)> Iffs = new List<(Entity, bool?, bool)>();
internal TargetVerb TargetVerb;
// The step's give verb: a Give, or a stop when its Receiver is null. The last one in a step wins.
internal (Entity Receiver, ItemInstance Item, int Quantity)? GiveVerb;
internal int AimCycles;
internal int ShutdownOverrideToggles, HeatsinkToggles, ShieldToggles, Pings;
public void Designate(TargetRef target) => Designations.Add(target);
public void SelectItem(EquippedItem item) => Selections.Add(item);
public void Hail(string message) => Hails.Add(message);
public void Use(ConsumableItemData consumable) => Uses.Add(consumable);
public void Pull(ActivatedBehavior behavior) => Triggers.Add((behavior, true));
public void Release(ActivatedBehavior behavior) => Triggers.Add((behavior, false));
// The last verb in a step wins.
public void Verb(TargetVerb verb) => TargetVerb = verb;
public void CycleAim() => AimCycles++;
public void Iff(Entity other, bool? hostile) => Iffs.Add((other, hostile, false));
// A press that flips the stance on the entity's target as both stand when applied, after the step's target verbs and in
// order with Iff, so two in a step cancel. With no target then, it does nothing.
public void ToggleStance() => Iffs.Add((null, null, true));
// The entity's own switches, pressed: each press flips its switch when applied, so two in a step cancel.
public void ToggleOverrideShutdown() => ShutdownOverrideToggles++;
public void ToggleHeatsinks() => HeatsinkToggles++;
public void ToggleShield() => ShieldToggles++;
public void Ping() => Pings++;
// Offers goods from this entity's hold to a ship alongside (ruling transfer-is-give-only): the quantity of a commodity,
// or the one crafted instance. It replaces any give under way. A give of nothing, or of less than one, is ignored, and
// so is one to oneself when applied. The last give or stop in a step wins.
public void Give(Entity receiver, ItemInstance item, int quantity)
{
if (receiver == null || item == null) return;
var count = item is CraftedItemInstance ? 1 : quantity;
if (count < 1) return;
GiveVerb = (receiver, item, count);
}
public void StopGiving() => GiveVerb = (null, null, 0);
// The pilot's own pending decisions, which it reads back instead of the ship (that is last step's applied state).
public TargetRef? Designated => Designations.Count > 0 ? Designations[Designations.Count - 1] : (TargetRef?) null;
// Whether this pilot has commanded a trigger, pull or release, for `behavior` this step.
public bool Commands(ActivatedBehavior behavior)
{
foreach (var trigger in Triggers)
if (ReferenceEquals(trigger.Behavior, behavior)) return true;
return false;
}
// Whether the last trigger this pilot commanded for `behavior` this step is a pull.
public bool Pulls(ActivatedBehavior behavior)
{
for (var i = Triggers.Count - 1; i >= 0; i--)
if (ReferenceEquals(Triggers[i].Behavior, behavior)) return Triggers[i].Pull;
return false;
}
internal void ClearOneShots()
{
Designations.Clear();
Selections.Clear();
Hails.Clear();
Uses.Clear();
Triggers.Clear();
Iffs.Clear();
TargetVerb = TargetVerb.None;
GiveVerb = null;
AimCycles = 0;
ShutdownOverrideToggles = HeatsinkToggles = ShieldToggles = Pings = 0;
}
}
// The one writer of an entity's pilot-controlled fields, called only from Zone.Update. The order is a rule: the target
// lands (a designation, then a chooser verb) before its item is selected or the aim cycled, and the aim before the
// triggers, so a pilot fires along the aim it commands this step.
public static class PilotApplier
{
public static void Apply(Entity entity)
{
var command = entity.Command;
foreach (var target in command.Designations)
if (!entity.Target.Value.Equals(target)) entity.SetTarget(target);
switch (command.TargetVerb)
{
case TargetVerb.UnderReticle: entity.TargetUnderReticle(); break;
case TargetVerb.NearestEnemy: entity.TargetNearestEnemy(); break;
case TargetVerb.Next: entity.TargetNext(); break;
case TargetVerb.Previous: entity.TargetPrevious(); break;
}
foreach (var item in command.Selections) entity.TrySelectTargetItem(item);
for (var i = 0; i < command.AimCycles; i++) entity.CycleAim();
foreach (var (other, hostile, toggle) in command.Iffs)
{
if (!toggle) entity.SetIff(other, hostile);
else if (entity.Target.Value.Entity is Entity target) entity.SetIff(target, !entity.IsHostileTo(target));
}
for (var i = 0; i < command.ShutdownOverrideToggles; i++) entity.OverrideShutdown = !entity.OverrideShutdown;
for (var i = 0; i < command.HeatsinkToggles; i++) entity.HeatsinksEnabled = !entity.HeatsinksEnabled;
if (entity.Shield != null)
for (var i = 0; i < command.ShieldToggles; i++) entity.Shield.Item.Enabled.Value = !entity.Shield.Item.Enabled.Value;
for (var i = 0; i < command.Pings; i++) entity.Sensor?.Ping();
foreach (var hail in command.Hails) entity.SetMessage(hail);
foreach (var consumable in command.Uses) entity.TryActivateConsumable(consumable);
if (command.GiveVerb is { } give)
{
if (give.Receiver == null) CargoTransfer.End(entity, GiveEnd.Stopped);
else if (!ReferenceEquals(give.Receiver, entity)) CargoTransfer.Begin(entity, new GiveOrder(give.Receiver, give.Item, give.Quantity));
}
if (command.Aim is float3 aim) entity.Aim = aim;
foreach (var (behavior, pull) in command.Triggers)
if (pull) behavior.Activate();
else behavior.Deactivate();
if (entity is Ship ship)
{
if (command.Turn is TurnCommand turn) ship.Turn = turn.Resolve(ship);
if (command.Movement is float2 movement) ship.MovementDirection = movement;
}
if (command.Tractor is float tractor) entity.TractorCommand = tractor;
command.ClearOneShots();
}
}