Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's named, temporary exception for the four instant draws. InstantWeapon (both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend from their own InputCapacitor, filled continuously by PowerBus like every other IPowerConsumer instead of touching the entity's shared bus capacitors directly. InputCapacitor's Capacity/Rate derive from the owning item's Energy and Cooldown, with an authored-override hook (ChargedWeapon repurposes its previously-unused ChargeEnergy stat as that override, per the map's own instruction, rather than adding a new field). A weapon/sensor fire attempt only ever spends exactly Capacity, so it only ever succeeds at full charge -- no fractional shot. Shield is the map's named exception: its reserve is continuous, not an activation buffer, so it allows a partial draw; its size (no Energy/Cooldown pair exists on Shield) is a flagged judgment call, not a spec'd formula. Adds InputCapacitorTests.cs (8 tests) and mutation_tests_stats_power_cut4.py (7 mutations, all behave as declared); removes the one PowerBusTests.cs test and Cut 3 mutation case that exercised the now-deleted Entity methods. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
187 lines
6.2 KiB
C#
187 lines
6.2 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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}
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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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public override float DamagePerSecond => Damage * _data.ChargeFiringDamageMultiplier / (Cooldown + ChargeTime);
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public override float RangeDamagePerSecond(float range)
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{
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return Damage *
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_data.ChargeFiringDamageMultiplier *
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_data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) /
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(Cooldown + ChargeTime);
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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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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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if(!_charging && !_coolingDown)
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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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