Aetheria/Assets/Scripts/ServerShared/Behaviors/ConstantWeapon.cs
Meta Vens 24b4071b69 Arming distance: no round bursts nearer than its blast radius past the shooter's hull
Operator ruling 2026-09-30. A fused round's burst is at least BlastRadius
beyond the far edge of the shooter's own hull, measured along the flight line
against the hull as it stood at fire (HullAhead's exit). A close burst -- a
target inside that distance, in or out of arc -- is pushed out along the aim
and carries no target; a contact round is floored to it too.

- The F3 trigger gate is deleted. Fire refuses a round (returns 0) whose
  arming distance exceeds Range, per round, where Range is read after Execute
  refreshed it; InstantWeapon and ConstantWeapon skip a refused round.
- PFire's range, Inspect's range and the range clamp are planar (R7).
- HullEntryDistance becomes HullAhead (entry and exit); the max(...,0) clamp
  on entry is gone, the arming floor covers it.
- ShotOutcome.HasBurstPoint names the rounds that have a frozen burst point.
- SafeAssert: the tests no longer hand xunit an Entity, PendingShot or
  ShotOutcome to format; a failing assertion had been overflowing the test
  host's stack.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 17:05:14 +02:00

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8.1 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 MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class ConstantWeaponData : WeaponData
{
[Inspectable, JsonProperty("ammoInterval"), Key(17)]
public float AmmoInterval = 1;
public override Behavior CreateInstance(EquippedItem item)
{
return new ConstantWeapon(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new ConstantWeapon(this, item);
}
}
public class ConstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer
{
private ConstantWeaponData _data;
private int _ammo = 1;
private float _ammoInterval;
private float _reload;
private bool _reloading;
// Cut 4 (docs/fire-control-cut.md): accumulates while firing; rolled off every time it reaches
// GameplaySettings.BeamResolveInterval, through FireControl.Fire/Step exactly like a discrete shot.
private float _beamTimer;
public override int Ammo
{
get => _ammo;
}
public float Progress
{
get { return saturate(_reload); }
}
public override float DamagePerSecond => Damage;
public override float RangeDamagePerSecond(float range)
{
return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range)));
}
public event Action OnReloadBegin;
public event Action OnReloadComplete;
public event Action OnStartFiring;
public event Action OnStopFiring;
// Cut 4 (docs/fire-control-cut.md): carries the ShotId each beam roll's FireControl.Fire assigned, the
// same handle InstantWeapon.OnFire gives discrete shots. No presentation binds to it yet -- kept for a
// future pass, same as Laser.ShotId.
public event Action<int> OnBeamShot;
public void ResetEvents()
{
OnReloadBegin = null;
OnReloadComplete = null;
OnStartFiring = null;
OnStopFiring = null;
OnBeamShot = null;
}
public ConstantWeapon(ConstantWeaponData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public ConstantWeapon(ConstantWeaponData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
// Cut 3 (docs/stats-and-power-cut.md): the request the bus needs before Execute runs -- what continuing to
// fire this tick would cost, or nothing when not firing or safed. _firing is set externally (Activate/
// Deactivate) before Entity.Update calls PowerBus.Step, so it is already current when this runs.
//
// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): Energy is a registered
// request field (StatValidation.PowerRequestFields) -- read nominally, same reasoning as every other
// IPowerConsumer in this cut. Damage (the field Cut 7 curves) is a separate stat base.Execute reads with the
// real Evaluate.
// Cut 5 (docs/fire-control-cut.md, 5.3, Soul finding 9): StanceAllowsFire alone let a side-mounted beam
// fire forward -- ArcAllowsFire joins it here, matching InstantWeapon.cs's player arc gate (Q2: manual and
// programmatic are one truth, and a continuous weapon is no exception).
public float PowerRequest(float dt) => _firing && StanceAllowsFire && ArcAllowsFire ? EvaluateNominalPower(_data.Energy) * dt : 0f;
// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Low -- offense, same as InstantWeapon.
public int DefaultPowerTier => PowerTiers.Low;
public override bool Execute(float dt)
{
base.Execute(dt);
if (_firing && !(StanceAllowsFire && ArcAllowsFire))
{
// Safed: shooter has a target and hasn't declared hostility toward it, or the target no longer
// bears (5.3: a beam obeys its arc exactly as InstantWeapon's trigger does).
_firing = false;
OnStopFiring?.Invoke();
return false;
}
if (_firing)
{
// Cut 7 (docs/stats-and-power-target.md): base.Execute(dt) above already re-read Damage through
// Evaluate(_data.Damage), so a Damage stat carrying a PowerSupply term already fires this tick for
// less under a partial grant -- the weapon no longer safes itself off (the "flicking off gear" bug
// the ruling names) just because the grant fell short of 1. Only true zero supply still stops it.
if (Item != null && Item.PowerSupply <= 1e-4f)
{
_firing = false;
OnStopFiring?.Invoke();
return false;
}
if (_data.AmmoType.IsSet())
{
if (_reloading)
{
_reload -= dt / _data.ReloadTime;
if (_reload < 0)
{
_reloading = false;
OnReloadComplete?.Invoke();
}
return false;
}
_ammoInterval -= dt / _data.AmmoInterval;
if (_ammoInterval < 0)
{
_ammoInterval = 1;
if (_data.MagazineSize > 1 && _ammo > 0) _ammo--;
else
{
var cargo = Entity.FindItemInCargo(_data.AmmoType.Key);
if (cargo != null)
{
var item = cargo.ItemsOfType[_data.AmmoType.Key][0];
if (item is SimpleCommodity simpleCommodity)
cargo.Remove(simpleCommodity, 1);
if(_data.MagazineSize > 1)
{
_reloading = true;
_reload = 1;
OnReloadBegin?.Invoke();
_firing = false;
OnStopFiring?.Invoke();
}
}
return false;
}
}
}
CauseWearDamage(dt);
AddHeat(Evaluate(_data.Heat) * dt);
Entity.VisibilitySources[this] = Evaluate(_data.Visibility);
// Cut 4 (docs/fire-control-cut.md): a beam is a sequence of rolls, not a continuous truth -- one
// FireControl.Fire per BeamResolveInterval, for that interval's worth of Damage, through the same
// freeze-and-queue path a discrete shot uses (a beam's authored Velocity is 0, so the flight
// commits and resolves in this same tick, R4's short-flight degradation).
var interval = Entity.ItemManager.GameplaySettings.BeamResolveInterval;
_beamTimer += dt;
while (_beamTimer >= interval)
{
_beamTimer -= interval;
// FireControl.Fire must run whether or not anything is listening: `OnBeamShot?.Invoke(FireControl.Fire(...))`
// looks equivalent but is not -- C#'s null-conditional short-circuits the whole expression,
// argument included, when OnBeamShot has no subscriber (true today, R9's "no design uses it
// yet"), so the roll would silently never happen. Evaluate it into a local first.
var shotId = FireControl.Fire(this, Item, Entity, Damage * interval);
if (shotId != 0) OnBeamShot?.Invoke(shotId);
}
}
return true;
}
public override void Activate()
{
if(!_firing && !_reloading)
{
_firing = true;
OnStartFiring?.Invoke();
}
}
public override void Deactivate()
{
if (_firing)
{
_firing = false;
OnStopFiring?.Invoke();
}
}
}