- 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>
201 lines
7.5 KiB
C#
201 lines
7.5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using MessagePack;
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using Newtonsoft.Json;
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using CultMath;
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using static CultMath.math;
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class ChargedWeaponData : InstantWeaponData
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{
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[Inspectable, JsonProperty("chargeTime"), Key(21), RuntimeInspectable]
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public PerformanceStat ChargeTime = new PerformanceStat();
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[Inspectable, JsonProperty("chargeEnergy"), Key(22), RuntimeInspectable]
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public PerformanceStat ChargeEnergy = new PerformanceStat();
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[Inspectable, JsonProperty("chargeHeat"), Key(23), RuntimeInspectable]
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public PerformanceStat ChargeHeat = new PerformanceStat();
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[Inspectable, JsonProperty("canFireEarly"), Key(24)]
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public bool CanFireEarly;
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[Inspectable, JsonProperty("failureCharge"), Key(25)]
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public float FailureCharge;
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[Inspectable, JsonProperty("failureDamage"), Key(26)]
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public float FailureDamage = 1;
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[Inspectable, JsonProperty("chargeDamage"), Key(27)]
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public float ChargeFiringDamageMultiplier = 1;
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[Inspectable, JsonProperty("chargeSpread"), Key(28)]
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public float ChargeFiringSpreadMultiplier = 1;
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[Inspectable, JsonProperty("chargeBurstCount"), Key(29)]
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public float ChargeFiringBurstCountMultiplier = 1;
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[Inspectable, JsonProperty("chargeVisibility"), Key(30)]
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public float ChargeFiringVisibilityMultiplier = 1;
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[Inspectable, JsonProperty("chargeVelocity"), Key(31)]
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public float ChargeFiringVelocityMultiplier = 1;
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[Inspectable, JsonProperty("chargeHeatMul"), Key(32)]
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public float ChargeFiringHeatMultiplier = 1;
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new ChargedWeapon(this, item);
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}
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public override Behavior CreateInstance(ConsumableItemEffect item)
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{
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return new ChargedWeapon(this, item);
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}
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// The one formula of a charged weapon's damage per second at a range (see InstantWeaponData.RangeDamagePerSecond).
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internal static float RangeDamagePerSecond(BezierCurve damageCurve, float damage, float chargeFiringDamageMultiplier,
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float minRange, float range, float cooldown, float chargeTime, float atRange) =>
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damage * chargeFiringDamageMultiplier * damageCurve.Evaluate(saturate(unlerp(minRange, range, atRange))) / (cooldown + chargeTime);
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public override float RatedRangeDamagePerSecond(float range) =>
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RangeDamagePerSecond(DamageCurve, PerRound(Damage.Max, Count.Max), ChargeFiringDamageMultiplier, MinRange.Max, Range.Max,
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Cooldown.Max, ChargeTime.Max, range);
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}
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public class ChargedWeapon : InstantWeapon
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{
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private ChargedWeaponData _data;
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private bool _charging;
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private bool _charged;
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private float _charge;
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private float _progress;
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public float ChargeTime { get; protected set; }
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public float ChargeEnergy { get; protected set; }
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public float ChargeHeat { get; protected set; }
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// Cut 4 (docs/stats-and-power-cut.md, Cut 4): "its charge cycle already is a buffer, and ChargeEnergy
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// should become the fill rate rather than a separate concept." ChargeEnergy was authored but never spent
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// by anything (Trigger() always paid the base Weapon.Energy per shot); it becomes this weapon's input
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// capacitor rate instead of the InstantWeapon default (Capacity / Cooldown), so a charged weapon's own
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// authored charge-up speed IS its sustained rate of fire, not a second, disconnected number.
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protected override float RateOverride => Evaluate(_data.ChargeEnergy);
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// The charge multiplier lives in the formula alone: Damage is lerped by charge for the shot itself (UpdateStats), so the
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// live reads take the uncharged damage, and a nominal weapon reads its design's rated figure at every charge.
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private float _unchargedDamage;
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public override float DamagePerSecond => _unchargedDamage * _data.ChargeFiringDamageMultiplier / (Cooldown + ChargeTime);
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public override float RangeDamagePerSecond(float range)
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{
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return ChargedWeaponData.RangeDamagePerSecond(_data.DamageCurve, _unchargedDamage, _data.ChargeFiringDamageMultiplier,
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MinRange, Range, Cooldown, ChargeTime, range);
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}
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public event Action OnStartCharging;
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public event Action OnStopCharging;
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public event Action OnCharged;
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public event Action OnFailed;
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public override void ResetEvents()
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{
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base.ResetEvents();
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OnStartCharging = null;
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OnStopCharging = null;
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OnCharged = null;
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OnFailed = null;
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}
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public override float Progress => saturate(_charging ? _charge : _cooldown);
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public float Charge
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{
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get => _charge;
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}
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public ChargedWeapon(ChargedWeaponData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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}
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public ChargedWeapon(ChargedWeaponData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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}
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protected override void UpdateStats()
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{
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base.UpdateStats();
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ChargeTime = Evaluate(_data.ChargeTime);
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ChargeEnergy = Evaluate(_data.ChargeEnergy);
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ChargeHeat = Evaluate(_data.ChargeHeat);
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_unchargedDamage = Damage;
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Damage *= lerp(1, _data.ChargeFiringDamageMultiplier, saturate(_charge));
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Heat *= lerp(1, _data.ChargeFiringHeatMultiplier, saturate(_charge));
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Spread *= lerp(1, _data.ChargeFiringSpreadMultiplier, saturate(_charge));
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BurstCount *= lerp(1, _data.ChargeFiringBurstCountMultiplier, saturate(_charge));
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Visibility *= lerp(1, _data.ChargeFiringVisibilityMultiplier, saturate(_charge));
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Velocity *= lerp(1, _data.ChargeFiringVelocityMultiplier, saturate(_charge));
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}
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public override bool Execute(float dt)
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{
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if (_charging)
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{
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_charge += dt / ChargeTime;
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Item.SetAudioParameter(SpecialAudioParameter.ChargeLevel, saturate(_charge));
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if (!_charged)
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{
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AddHeat(ChargeHeat * (dt / ChargeTime));
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if(_charge > 1)
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{
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_charged = true;
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OnCharged?.Invoke();
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}
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}
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if (_data.FailureCharge > 1 && _charge > _data.FailureCharge)
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{
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_charging = false;
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_cooldown = 1;
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_coolingDown = true;
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_charge = 0;
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OnFailed?.Invoke();
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Item.FireAudioEvent(ChargedWeaponAudioEvent.Fail);
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CauseDamage(_data.FailureDamage);
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}
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}
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return base.Execute(dt);
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}
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public override void Activate()
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{
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// CanFire also holds a weapon whose released charge has a burst pending: its cooldown starts at its first round,
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// so a charge started before then would overlap it.
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// A refused weapon never starts charging: it would pay charge heat and audio for a shot Trigger drops.
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if(!_charging && CanFire && !FireControl.Refuses(this, Entity))
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{
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OnStartCharging?.Invoke();
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Item.FireAudioEvent(ChargedWeaponAudioEvent.Start);
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_charging = true;
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_charged = false;
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}
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}
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public override void Deactivate()
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{
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if (_charging)
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{
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if (_data.CanFireEarly || _charge > 1)
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{
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Trigger();
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_charge = 0;
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}
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OnStopCharging?.Invoke();
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Item.FireAudioEvent(ChargedWeaponAudioEvent.Stop);
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_charging = false;
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}
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}
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}
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