ActivatedBehavior replaces IActivatedBehavior so Activate/Deactivate can be internal under Unity's C# 9. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
274 lines
No EOL
12 KiB
C#
274 lines
No EOL
12 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 System;
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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 SensorData : BehaviorData
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{
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[Inspectable, JsonProperty("sensitivity"), Key(3), RuntimeInspectable]
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public PerformanceStat Sensitivity = new PerformanceStat();
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[InspectableAnimationCurve, JsonProperty("sensCurve"), Key(4), RuntimeInspectable]
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public BezierCurve SensitivityCurve;
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[Inspectable, JsonProperty("pingBoost"), Key(5), RuntimeInspectable]
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public PerformanceStat PingBoost;
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[Inspectable, JsonProperty("pingEnergy"), Key(6), RuntimeInspectable]
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public PerformanceStat PingEnergy;
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// Key 7 (pingVisibility) is retired: never reuse it.
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[Inspectable, JsonProperty("pingRange"), Key(8), RuntimeInspectable]
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public PerformanceStat PingRange;
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[Inspectable, JsonProperty("pingCooldown"), Key(9), RuntimeInspectable]
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public PerformanceStat PingCooldown;
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[Inspectable, JsonProperty("pingDuration"), Key(10)]
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public float PingDuration = 2;
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[Inspectable, JsonProperty("pingRadiusExponent"), Key(11)]
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public float PingRadiusExponent = .5f;
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// The width in degrees of the cone a ping sweeps, about the sensor's facing (ruling illuminator-beamforming:
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// how much a ping reveals is a stat). 360 or more is omnidirectional; a design without it reads as 360.
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[Inspectable, JsonProperty("beamWidth"), Key(12)]
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public PerformanceStat BeamWidth;
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// The ratio of how far this sensor sees to how far others hear it (ruling sensor-stat-set); a design without it
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// reads as 1.
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[Inspectable, JsonProperty("interceptFactor"), Key(13)]
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public PerformanceStat InterceptFactor;
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Sensor(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 Sensor(this, item);
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}
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}
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public class Sensor : Behavior, IEventBehavior, IPowerConsumer
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{
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private SensorData _data;
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// Cut 4 (docs/stats-and-power-cut.md, Cut 4): replaces the direct Entity.TrySpendCapacitorCharge spend in
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// Ping() below -- the named, temporary exception Cut 3 left standing.
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private readonly InputCapacitor _capacitor = new InputCapacitor();
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private float _pingCooldown;
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private float _pingLerp;
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private bool _pinging;
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private float _pingRadius;
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// The subjects this ping's wavefront has reached, in the beam or not; each is crossed at most once per ping.
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// Ping() is the one reset. A sweeping tick drops every subject no longer in the zone, so a subject that
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// leaves and comes back inside the front is reached again, as a ship arriving inside the front is.
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private readonly HashSet<Entity> _reached = new HashSet<Entity>();
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// The zone the ping began in: a ping belongs to it, and ends when the pinger is anywhere else.
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private Zone _pingZone;
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public float Cooldown
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{
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get => saturate(_pingCooldown);
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}
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public float PingRadius
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{
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get => _pingRadius;
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}
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public float BeamWidth => _data.BeamWidth == null ? 360f : Evaluate(_data.BeamWidth);
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public float InterceptFactor => _data.InterceptFactor == null ? 1f : Evaluate(_data.InterceptFactor);
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public float2 Facing => Direction.xz;
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// Whether the offset `diff` (length `dist`) from this sensor lies inside its beam.
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private bool InBeam(float2 diff, float dist)
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{
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var beam = BeamWidth;
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return beam >= 360f || dot(Facing, diff) >= dist * cos(beam * .5f * .0174533f);
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}
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public float PingBrightness => pow(1 - _pingLerp, _data.PingRadiusExponent);
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public event Action OnPingStart;
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public event Action OnPingEnd;
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public void ResetEvents()
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{
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OnPingStart = null;
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OnPingEnd = null;
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}
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// Cut 4: capacity/rate, resolved fresh (Capacitor.ResolveCapacity's precedent -- PowerBus.Step calls
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// PowerRequest below before this behaviour's own Execute runs this tick).
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//
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// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): PingEnergy and
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// PingCooldown are registered request fields (StatValidation.PowerRequestFields) -- read nominally, same
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// reasoning as InstantWeapon's own RefreshInputCapacitor.
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private void RefreshInputCapacitor()
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{
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var energy = EvaluateNominalPower(_data.PingEnergy);
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var cooldown = EvaluateNominalPower(_data.PingCooldown);
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_capacitor.UpdateStats(energy, cooldown);
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}
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// Cut 4: the request PowerBus needs before Execute runs.
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public float PowerRequest(float dt)
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{
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RefreshInputCapacitor();
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return _capacitor.RequestedFill(dt);
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}
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// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Utility -- everything else.
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public int DefaultPowerTier => PowerTiers.Utility;
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internal void Ping()
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{
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// Whole-or-nothing against the ping's own input capacitor -- fires only at full charge (operator
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// ruling: no fraction of a shot). A consumable-hosted instance (Item == null) has no PowerBus entry, so
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// nothing would ever fill this capacitor; bypass it rather than starving such an instance forever.
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if(_pingCooldown < 0 && (Item == null || _capacitor.TrySpend(_capacitor.Capacity)))
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{
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_pinging = true;
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_pingZone = Entity.Zone;
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_pingCooldown = 1;
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_pingLerp = 0;
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_pingRadius = 0;
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_reached.Clear();
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OnPingStart?.Invoke();
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}
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}
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public Sensor(SensorData 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 Sensor(SensorData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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}
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public override bool Execute(float dt)
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{
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// Cut 4: this tick's grant, read back via Item.PowerSupply -- Item is non-null here because a null-Item
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// instance never reaches PowerBus.Step (see Ping()) and so never accrues charge.
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if (Item != null)
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_capacitor.AddCharge(_capacitor.RequestedFill(dt) * Item.PowerSupply);
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if (_pinging && Entity.Zone != _pingZone) EndPing();
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var sweeping = _pinging;
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if (_pinging)
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{
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_pingLerp += dt / _data.PingDuration;
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_pingRadius = lerp(0, Evaluate(_data.PingRange), pow(_pingLerp, _data.PingRadiusExponent));
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_reached.IntersectWith(Entity.Zone.Entities);
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Entity.Emit(Item, Evaluate(_data.PingRange) / InterceptFactor);
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if (_pingLerp > 1) EndPing();
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}
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_pingCooldown -= dt / Evaluate(_data.PingCooldown);
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var forward = Direction.xz;
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foreach (var entity in Entity.Zone.Entities)
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{
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if (entity == Entity) continue;
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var diff = entity.Position.xz - Entity.Position.xz;
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var dist = length(diff);
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var obscuration = Entity.Zone.Obscuration(Entity.Position.xz, entity.Position.xz);
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float previous, next;
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Entity.EntityInfoGathered.TryGetValue(entity, out previous);
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var sensitivity = Evaluate(_data.Sensitivity);
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var response = _data.PingBoost == null ? 0f : Evaluate(_data.PingBoost);
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var credit = 0f;
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var heard = false;
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// The first sweeping tick this ping's wavefront is past the entity is its one crossing. Inside the beam
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// it paints the subject (it learns it is swept), credits this sensor, and is returned to every ally; an
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// ally hears it silently (ruling sensor-stat-set item 3): credit, no paint, no emission.
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if (sweeping && dist < _pingRadius && _reached.Add(entity) && InBeam(diff, dist))
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{
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heard = true;
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entity.ReceivePaint(Entity, Item, PaintMode.Search, 0);
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credit += Gain(entity.Visibility, sensitivity, response, dist, dt, true, obscuration);
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var pingReturn = new PingReturn(entity, dist, obscuration, Evaluate(_data.PingRange));
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foreach (var ally in Entity.Zone.Entities)
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if (ally != Entity && ally != entity && ally.Faction != null && ally.Faction == Entity.Faction && !ally.IsHostileTo(Entity))
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ally.ReceiveReturn(pingReturn);
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}
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// An ally's ping returned off this subject (ruling ally-echo-bistatic-oval): heard while the
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// illuminated and received ranges sit inside the oval Rt x Rr < PingRange^2, credited at their geometric mean.
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foreach (var r in Entity.PingReturns)
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{
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if (r.Subject != entity || r.IlluminatedRange * dist >= r.MaxRange * r.MaxRange) continue;
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heard = true;
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credit += Gain(entity.Visibility, sensitivity, response, sqrt(r.IlluminatedRange * dist), dt, true, sqrt(r.IlluminatedObscuration * obscuration));
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}
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if (heard)
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next = saturate(previous + credit);
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else
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{
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var angle = acos(dot(forward, normalize(diff)));
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next = saturate(previous + Gain(entity.Visibility, sensitivity, _data.SensitivityCurve.Evaluate(angle / PI), dist, dt, false, obscuration));
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}
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next *= 1 - ItemManager.GameplaySettings.TargetInfoDecay * dt;
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//Context.Log($"{entity.Name} visibility {(int)(previous * 100)}% -> {(int)(next * 100)}%");
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Entity.EntityInfoGathered[entity] = next;
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}
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return true;
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}
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private void EndPing()
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{
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_pinging = false;
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OnPingEnd?.Invoke();
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}
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// Mining Cut 3 (docs/mining-cut-refresh.md): the one detection gain rule -- the info one observation of a
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// target adds. A ping adds `visibility × sensitivity × PingBoost × distance` once; a passive tick adds
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// `visibility × sensitivity × curve(angle/π) × dt / distance`. `response` is PingBoost for a ping and the
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// sensitivity curve at the bearing for a passive tick. `obscuration` is the fraction of the signal that
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// survives the vapour clouds on the sight line (Zone.Obscuration, 1f with none), scaling both. The entity
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// loop above and the chunk query (Entity.ChunkInfo, through PassiveRate) both call this; nothing else
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// multiplies these terms.
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public static float Gain(float visibility, float sensitivity, float response, float distance, float dt, bool ping, float obscuration) =>
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(ping
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? visibility * sensitivity * response * distance
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: visibility * sensitivity * response * dt / distance) * obscuration;
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// The passive gain per second this sensor draws from a target of `visibility` at the planar `position`:
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// Gain over one second, with the bearing measured from this sensor's own facing exactly as Execute does.
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public float PassiveRate(float visibility, float2 position)
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{
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var diff = position - Entity.Position.xz;
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var angle = acos(dot(Direction.xz, normalize(diff)));
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return Gain(visibility, Evaluate(_data.Sensitivity), _data.SensitivityCurve.Evaluate(angle / PI), length(diff), 1f, false,
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Entity.Zone.Obscuration(Entity.Position.xz, position));
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}
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// An upper bound on sensitivity x response over every bearing, so PassiveRate(v, p) <= v x this / distance
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// (Entity.DetectionReachPerVisibility). The curve lies within its control points' hull.
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public float PassiveGainBound()
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{
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var sensitivity = Evaluate(_data.Sensitivity);
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var response = _data.SensitivityCurve.HullRange();
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return max(sensitivity * response.x, sensitivity * response.y);
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}
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} |