The previous commit's public RatedRange property had no Key, so MessagePack refused to build the formatter for every weapon design and the catalog failed to load (869 tests red). Marked [IgnoreMember]. The previous commit (76aeeabf) compiles but does not run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
168 lines
6.6 KiB
C#
168 lines
6.6 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using GameCult.Caching;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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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,
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Union(0, typeof(InstantWeaponData)),
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Union(1, typeof(LauncherData)),
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Union(2, typeof(ConstantWeaponData)),
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Union(3, typeof(ChargedWeaponData)),
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RuntimeInspectable]
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public abstract class WeaponData : BehaviorData
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{
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[Inspectable, JsonProperty("damageType"), Key(1), RuntimeInspectable]
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public DamageType DamageType;
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[Inspectable, JsonProperty("damage"), Key(2), RuntimeInspectable]
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public PerformanceStat Damage = new PerformanceStat();
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[Inspectable, CultInspectorRange(0, 1), JsonProperty("penetration"), Key(3), RuntimeInspectable]
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public PerformanceStat Penetration = new PerformanceStat();
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[Inspectable, CultInspectorRange(0, 1), JsonProperty("damageSpread"), Key(4)]
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public PerformanceStat DamageSpread = new PerformanceStat();
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[Inspectable, JsonProperty("minRange"), Key(5)]
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public PerformanceStat MinRange = new PerformanceStat();
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[Inspectable, JsonProperty("range"), Key(6)]
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public PerformanceStat Range = new PerformanceStat();
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[InspectableAnimationCurve, JsonProperty("damageCurve"), Key(7)]
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public BezierCurve DamageCurve;
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[Inspectable, CultInspectorAssetGuid, JsonProperty("effect"), Key(8)]
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public string EffectPrefab;
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[Inspectable, JsonProperty("energy"), Key(9), RuntimeInspectable]
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public PerformanceStat Energy = new PerformanceStat();
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[Inspectable, JsonProperty("heat"), Key(10), RuntimeInspectable]
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public PerformanceStat Heat = new PerformanceStat();
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[Inspectable, JsonProperty("visibility"), Key(11), RuntimeInspectable]
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public PerformanceStat Visibility = new PerformanceStat();
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[Inspectable, JsonProperty("ammo"), Key(12), RuntimeInspectable]
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public CultRecordRef<SimpleCommodityData> AmmoType;
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[Inspectable, JsonProperty("magSize"), Key(13)]
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public int MagazineSize;
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[Inspectable, JsonProperty("reloadTime"), Key(14)]
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public float ReloadTime = 1;
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[Inspectable, JsonProperty("spread"), Key(15)]
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public PerformanceStat Spread = new PerformanceStat();
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[Inspectable, JsonProperty("velocity"), Key(16)]
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public PerformanceStat Velocity = new PerformanceStat();
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// How fast the mount follows a target sweeping the shooter's sky, in degrees per second, authored per gun (ruling
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// weapon-tracking-authored). Unauthored is a mount that follows anything: FireControl.PMount reads +infinity as 1.
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[Inspectable, JsonProperty("tracking"), Key(33), RuntimeInspectable]
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public PerformanceStat Tracking = new PerformanceStat { Min = float.PositiveInfinity, Max = float.PositiveInfinity };
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// What an observer who believes this is the design measures it by (aetheria-ew, ew-claim-weapon-measure-ruled): the
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// design's rated figures, each stat's Max (what a stat with no terms resolves to), through the same formula the
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// live weapon's RangeDamagePerSecond runs over its evaluated stats. Never the carrier's quality, heat, wear or power.
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public abstract float RatedRangeDamagePerSecond(float range);
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[IgnoreMember]
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public float RatedRange => Range.Max;
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}
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public abstract class Weapon : Behavior, IActivatedBehavior
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{
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private WeaponData _data;
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public abstract float DamagePerSecond { get; }
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public abstract float RangeDamagePerSecond(float range);
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public abstract int Ammo { get; }
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public WeaponData WeaponData => _data;
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public float Damage { get; protected set; }
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public float Penetration { get; protected set; }
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public float DamageSpread { get; protected set; }
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public float MinRange { get; protected set; }
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public float Range { get; protected set; }
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public float Energy { get; protected set; }
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public float Heat { get; protected set; }
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public float Visibility { get; protected set; }
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public float Spread { get; protected set; }
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public float Velocity { get; protected set; }
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public float Tracking { get; protected set; }
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// Mining Cut 3 fix (Q12 A, "launchers cannot mine"): whether this weapon can mine a chunk. The one mining
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// predicate: chunk reach (Entity.VisibleChunksInReach) reads it, and so does anything that decides a weapon
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// may work a chunk. A launcher overrides it.
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public virtual bool CanMine => true;
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protected bool _firing;
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public bool Firing
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{
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get => _firing;
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}
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// Single shared fire gate for player and AI shooters alike: weapons are safed by the
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// shooter's OWN declared stance toward its target, not the target's stance toward the shooter.
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// With no target set, behaviour is unchanged (nothing to be safe about). Mining Cut 3: a chunk has no stance,
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// so a weapon is never safed against one.
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public bool StanceAllowsFire => Entity.Target.Value.Entity == null || Entity.IsHostileTo(Entity.Target.Value.Entity);
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// The trigger gate for player and AI shooters alike, read at the one point every shooter's trigger passes
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// through (InstantWeapon.Trigger). A gun fires on its solution (FireControl.Solution) without the aim, else
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// along the aim when the aim is inside its arc, else it holds. An AI shooter's aim is its intercept, so its
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// fire is unchanged. FireControl owns the gate, including its exemption: a fused weapon fires out of arc.
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public bool ArcAllowsFire => FireControl.ArcPermitsFire(this, Entity);
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public Weapon(WeaponData 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 Weapon(WeaponData 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 virtual void UpdateStats()
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{
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Damage = Evaluate(_data.Damage);
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Penetration = Evaluate(_data.Penetration);
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DamageSpread = Evaluate(_data.DamageSpread);
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MinRange = Evaluate(_data.MinRange);
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Range = Evaluate(_data.Range);
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Energy = Evaluate(_data.Energy);
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Heat = Evaluate(_data.Heat);
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Visibility = Evaluate(_data.Visibility);
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Spread = Evaluate(_data.Spread);
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Velocity = Evaluate(_data.Velocity);
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Tracking = Evaluate(_data.Tracking);
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}
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public override bool Execute(float dt)
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{
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UpdateStats();
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return true;
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}
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public virtual void Activate()
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{
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_firing = true;
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}
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public virtual void Deactivate()
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{
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_firing = false;
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}
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}
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