360 lines
No EOL
16 KiB
C#
360 lines
No EOL
16 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 InstantWeaponData : WeaponData
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{
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[Inspectable, JsonProperty("count"), Key(17)]
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public PerformanceStat Count = new PerformanceStat();
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[Inspectable, JsonProperty("burstTime"), Key(18)]
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public PerformanceStat BurstTime = new PerformanceStat();
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[Inspectable, JsonProperty("cooldown"), Key(19), RuntimeInspectable]
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public PerformanceStat Cooldown = new PerformanceStat();
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[Inspectable, JsonProperty("ammoInterval"), Key(20)]
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public bool SingleAmmoBurst;
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new InstantWeapon(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 InstantWeapon(this, item);
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}
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// The one formula of an instant weapon's damage per second at a range; the live weapon calls it with its evaluated
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// stats, the design with its rated ones. A burst's round carries its share of the totals: PerRound, the one divisor
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// UpdateStats and the rated read both use.
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internal static float PerRound(float total, float burstCount) => total / (int) burstCount;
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internal static float RangeDamagePerSecond(float damage, float cooldown, float rangeFactor) => damage * rangeFactor / cooldown;
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public override float RatedRangeDamagePerSecond(float range) =>
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RangeDamagePerSecond(PerRound(Damage.Max, Count.Max), Cooldown.Max, RatedRangeFactor(range));
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}
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public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer
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{
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private InstantWeaponData _data;
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// Cut 4 (docs/stats-and-power-cut.md, Cut 4): replaces the direct Entity.TrySpendCapacitorCharge spend at
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// both Trigger() and Execute() below -- the named, temporary exception Cut 3 left standing.
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protected readonly InputCapacitor _capacitor = new InputCapacitor();
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protected int _burstRemaining;
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private bool _burstPaid;
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private bool _burstStarted;
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private float _burstTimer;
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private float _burstInterval;
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protected float _cooldown; // Normalized
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private int _ammo = 0;
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protected bool _coolingDown;
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// Seconds the last countdown ran past zero (less than one step). The next countdown starts that far along, so a held
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// trigger fires Cooldown apart on average at any step, never floor(Cooldown/dt)+1 steps apart.
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private float _overshoot;
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// The shooter asked for fire during this step (Activate): a weapon asked of for the whole step fires every round its
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// cooldown allows inside it, rather than one per step. Cleared when the step ends.
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private bool _pulled;
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// The shortest cycle a countdown divides by: a cooldown of zero would otherwise fire without end in one step.
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private const float ShortestCycle = .0005f;
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public float BurstCount { get; protected set; }
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public float BurstTime { get; protected set; }
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public float Cooldown { get; protected set; }
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public virtual bool CanFire
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{
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// A triggered burst that has not yet fired a round is not ready either: its cooldown has not started.
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get => !_coolingDown && (_burstStarted || _burstRemaining == 0);
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}
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public override float DamagePerSecond => Damage / Cooldown;
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public override float RangeDamagePerSecond(float range)
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{
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return InstantWeaponData.RangeDamagePerSecond(Damage, Cooldown, RangeFactor(range));
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}
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public override int Ammo
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{
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get => _ammo;
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}
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public virtual float Progress => saturate(_cooldown);
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public event Action OnReloadBegin;
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public event Action OnReloadComplete;
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public event Action OnCooldownComplete;
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// Cut 3 (docs/fire-control-cut.md): carries the ShotId FireControl.Fire assigned, so a Unity effect
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// manager can bind its presentation to the one shot it belongs to instead of applying damage itself.
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public event Action<int> OnFire;
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// Whether the trigger is held through this step, so a cooldown that ends inside it starts the next burst inside it. A
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// tap or a press fires once per pull (a pull is held for its step); an automatic weapon holds while its trigger is down.
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protected virtual bool Repeats => _pulled;
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public virtual void ResetEvents()
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{
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OnReloadBegin = null;
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OnReloadComplete = null;
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OnCooldownComplete = null;
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OnFire = null;
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}
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public InstantWeapon(InstantWeaponData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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_ammo = data.MagazineSize;
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}
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public InstantWeapon(InstantWeaponData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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_ammo = data.MagazineSize;
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}
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protected void Trigger()
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{
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// Safed: shooter has a target and hasn't declared hostility toward it.
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if (!StanceAllowsFire) return;
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// Cut 3 (docs/fire-control-cut.md, Q2): arc-gated the same way AI and turret fire are (Weapon.
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// ArcAllowsFire), and applied here because this is the one place every shooter's trigger passes
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// through -- a player's action-bar Activate() reaches this exactly the same way Combat.cs's and
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// TurretController.cs's Activate() calls do.
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if (!ArcAllowsFire) return;
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// A refused round is free (operator ruling 2026-09-30): no ammo, energy or cooldown is spent on a burst
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// whose first round FireControl would refuse.
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if (FireControl.Refuses(this, Entity)) return;
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// A burst that pays once (SingleAmmoBurst) pays at its first round that is not refused, in Execute, judged
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// with the Range that round flies with: paying here would judge with the Range of the previous tick, and a
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// Range that fell in between would spend the ammo on rounds Fire then refuses.
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_burstPaid = false;
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_burstRemaining = (int) BurstCount;
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_burstInterval = BurstTime / _burstRemaining;
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_burstTimer = 0;
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// The cooldown starts with the burst's first round that is not refused (Execute), not here: a burst whose
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// every round is refused fires nothing and leaves no cooldown behind.
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_burstStarted = false;
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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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BurstCount = Evaluate(_data.Count);
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BurstTime = Evaluate(_data.BurstTime);
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Cooldown = Evaluate(_data.Cooldown);
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Damage = InstantWeaponData.PerRound(Damage, BurstCount);
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Heat = InstantWeaponData.PerRound(Heat, BurstCount);
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Energy = InstantWeaponData.PerRound(Energy, BurstCount);
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}
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// Cut 4 (docs/stats-and-power-cut.md §7 Q4): capacity and rate, resolved fresh rather than off the cached
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// Energy/Cooldown properties above -- Capacitor.ResolveCapacity's precedent (PowerBus.Step, which calls
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// PowerRequest below, runs before this behaviour's own Execute this tick, so those cached properties would
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// still hold last tick's value). Capacity is one shot's own energy cost, exactly what the two deleted
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// direct-spend call sites measured. Default rate keeps sustained fire exactly at Cooldown's pace when the
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// bus grants the full request; RateOverride lets an owner replace that (ChargedWeapon does).
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protected virtual float RateOverride => 0f;
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// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): Count, Energy and
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// Cooldown are all registered request fields (StatValidation.PowerRequestFields) -- read nominally here so
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// the capacitor's own Capacity/Rate this feeds into PowerRequest below never depends on this tick's own
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// grant. Nothing here needs the real, curved value: PowerRequest only ever asks "how much would a full shot
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// cost," and the actual charge added back in Execute is separately scaled by Item.PowerSupply.
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protected void RefreshInputCapacitor()
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{
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var burstCount = max(1, (int) EvaluateNominalPower(_data.Count));
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var perShotEnergy = EvaluateNominalPower(_data.Energy) / burstCount;
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var cooldown = EvaluateNominalPower(_data.Cooldown);
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_capacitor.UpdateStats(perShotEnergy, cooldown, rateOverride: RateOverride);
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}
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// Cut 4: the request PowerBus needs before Execute runs, mirroring EnergyDraw's IPowerConsumer pattern.
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public float PowerRequest(float dt)
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{
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RefreshInputCapacitor();
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return _capacitor.RequestedStepFill(dt);
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}
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// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Low -- offense. The ruling's own example of what
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// a reactor throttle should sacrifice first.
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public int DefaultPowerTier => PowerTiers.Low;
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// Cut 4: whole-or-nothing against this behaviour's own input capacitor -- the operator's ruling ("no item
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// ever receives a fraction of a shot") means a fire attempt only ever succeeds at full charge, so the cost
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// spent is always exactly Capacity, never the possibly-stale cached Energy. A consumable-hosted instance
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// (Item == null) has no PowerBus entry (Behaviors.cs: "no PowerBus entry ... always succeeds"), so nothing
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// would ever fill this capacitor -- bypass it entirely rather than starving such an instance forever.
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protected bool TrySpendActivationEnergy() => Item == null || _capacitor.TrySpend(_capacitor.Capacity);
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// Ends the countdown once it is below zero, keeping what it ran past zero (at most one step) for the next one.
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// True when it ended the countdown now.
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private bool FinishCountdown(float dt)
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{
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if (!_coolingDown || !(_cooldown < 0)) return false;
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_overshoot = min(-_cooldown * CountdownSpan, dt);
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_coolingDown = false;
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if (_data.MagazineSize > 0 && _ammo == 0)
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{
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_ammo = _data.MagazineSize;
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OnReloadComplete?.Invoke();
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}
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else
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OnCooldownComplete?.Invoke();
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return true;
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}
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private float CountdownSpan => max(ShortestCycle, _data.MagazineSize > 0 && _ammo == 0 ? _data.ReloadTime : Cooldown);
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// A countdown that starts outside a round (a charge failing) carries the last one's overshoot like every restart.
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protected void StartCountdown()
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{
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_cooldown = 1 - TakeOvershoot() / CountdownSpan;
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_coolingDown = true;
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}
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private float TakeOvershoot()
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{
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var overshoot = _overshoot;
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_overshoot = 0;
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return overshoot;
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}
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private bool UseAmmo(float dt)
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{
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if (_data.MagazineSize <= 1) return true;
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if (_ammo > 0)
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{
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_ammo--;
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return true;
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}
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var hasAmmo = true;
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if (_data.AmmoType.IsSet())
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{
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var cargo = Entity.FindItemInCargo(_data.AmmoType.Key);
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if (cargo != null)
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{
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var item = cargo.ItemsOfType[_data.AmmoType.Key][0];
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if (item is SimpleCommodity simpleCommodity)
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cargo.Remove(simpleCommodity, 1);
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}
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else hasAmmo = false;
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}
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if(hasAmmo)
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{
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OnReloadBegin?.Invoke();
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_cooldown = 1 - (_burstTimer + TakeOvershoot()) / _data.ReloadTime;
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_coolingDown = true;
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_firing = false;
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}
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_burstRemaining = 0;
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return false;
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}
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public override bool Execute(float dt)
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{
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try { return Step(dt); }
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finally { _pulled = false; _capacitor.Settle(); }
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}
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// One step of rounds. A round is due at a moment inside the step (_burstTimer is how long ago, at the step's end), and a
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// cooldown that ends inside the step while the trigger is held starts the next burst at that moment, so a gun fires
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// every round its cooldown allows in a step, each with its own roll, however short the cooldown or long the step.
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private bool Step(float dt)
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{
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base.Execute(dt);
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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 TrySpendActivationEnergy) and so never accrues charge.
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if (Item != null)
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_capacitor.AddStepCharge(_capacitor.RequestedStepFill(dt) * Item.PowerSupply, dt);
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var ended = false;
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var retriggered = false;
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if (_coolingDown)
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{
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_cooldown -= dt / CountdownSpan;
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ended = FinishCountdown(dt);
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}
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_burstTimer += dt;
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while (true)
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{
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while (_burstRemaining > 0 && _burstTimer > 0)
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{
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// A fused round whose arming distance Range cannot reach is refused, per round, before anything is
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// spent (operator ruling 2026-09-30): it costs no ammo, energy, sound, heat, wear or visibility.
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// The decision is FireControl's; Fire makes the same one.
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var refused = FireControl.Refuses(this, Entity);
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// Ammo and energy are consumed here, per round, or once per burst at its first unrefused round
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// (SingleAmmoBurst). UseAmmo returns false when triggering reload; cancel firing if that is the case
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if (!refused && !_burstPaid && (!TrySpendActivationEnergy() || !UseAmmo(dt)))
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{
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_burstRemaining = 0;
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return false;
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}
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if (!refused)
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{
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_burstPaid = _data.SingleAmmoBurst;
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if (!_burstStarted)
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{
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_burstStarted = true;
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_cooldown = 1 - (_burstTimer + TakeOvershoot()) / CountdownSpan;
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// The round starts the cooldown after this tick's decrement above: charge the tick and the last
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// countdown's overshoot to it, so the cadence stays Cooldown
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_coolingDown = true;
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}
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}
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_burstRemaining--;
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_burstTimer -= _burstInterval;
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if (refused) continue;
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// Cut 3: this is fire authority's one entry point. FireControl.Fire freezes the payload snapshot
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// (Q6 -- the gun's own stats at this exact instant, base.Execute(dt) above already refreshed them
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// this tick) and queues a PendingShot; nothing downstream re-evaluates a stat.
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// Cut 4 fix: FireControl.Fire must run whether or not anything is listening -- inlined into
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// `OnFire?.Invoke(...)` it looked equivalent but was not. C#'s null-conditional short-circuits the
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// whole expression, argument included, whenever OnFire has no subscriber (a headless run with no
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// Unity EntityInstance wiring, docs/headless-playground-cut.md), so a shot silently never fired.
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// Evaluate it into a local first.
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var shotId = FireControl.Fire(this, Item, Entity, age: _burstTimer + _burstInterval);
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OnFire?.Invoke(shotId);
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CauseWearDamage(1);
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AddHeat(Heat);
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Entity.SetSignature(this, SignatureChannel.LaunchFlash, Visibility, Item);
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}
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// A cooldown shorter than the step it started in is over in that step.
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ended |= FinishCountdown(dt);
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// The trigger is held and the weapon is ready: the next burst starts now, at the moment the cooldown ended (what it
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// ran past zero is how long ago, at the step's end), or at the step's start when the weapon was already ready.
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if (!Repeats || _burstRemaining > 0 || !CanFire || (retriggered && !_burstStarted)) break;
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retriggered = true;
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Trigger();
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if (_burstRemaining == 0) break;
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if (ended)
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{
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_burstTimer = TakeOvershoot();
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ended = false;
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}
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else _burstTimer = dt;
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}
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return true;
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}
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internal override void Activate()
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{
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_pulled = true;
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if(CanFire)
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Trigger();
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base.Activate();
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}
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} |