The observer's Entity owns a reveal book keyed (subject, item). Sense records a light act when its strength times PassiveInfoPerSignature clears the detection threshold; PublishInbox records an emitter whose paint arrived. ReceivePaint takes the emitter and its item. ContactOf derives Detected, Tracked, Classified and Identified from track, reveals, the zone clock and GameplaySettings.BearingMemory. ChunkInfo's arithmetic moves into PassiveInfoPerSignature; ActiveSensors fills one buffer instead of allocating per call. Not yet built or tested: verify follows with the tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
112 lines
3.8 KiB
C#
112 lines
3.8 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 LockWeaponData : InstantWeaponData
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{
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[Inspectable, JsonProperty("speed"), Key(21), RuntimeInspectable]
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public PerformanceStat LockSpeed = new PerformanceStat();
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[Inspectable, JsonProperty("sensorImpact"), Key(22)]
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public PerformanceStat SensorImpact = new PerformanceStat();
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[Inspectable, JsonProperty("threshold"), Key(23), RuntimeInspectable]
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public PerformanceStat LockAngle = new PerformanceStat();
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[Inspectable, JsonProperty("directionImpact"), Key(24)]
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public PerformanceStat DirectionImpact = new PerformanceStat();
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[Inspectable, JsonProperty("decay"), Key(25)]
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public PerformanceStat Decay = new PerformanceStat();
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new LockWeapon(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 LockWeapon(this, item);
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}
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}
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public class LockWeapon : InstantWeapon
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{
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private LockWeaponData _data;
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private float _lock;
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private bool _locking;
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private Entity _target;
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public event Action OnLocked;
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public event Action OnBeginLocking;
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public event Action OnLockLost;
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public float LockSpeed { get; private set; }
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public float SensorImpact { get; private set; }
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public float LockAngle { get; private set; }
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public float DirectionImpact { get; private set; }
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public float Decay { get; private set; }
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public override float Progress => saturate(_cooldown > 0 ? _cooldown : _lock);
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public override bool CanFire => base.CanFire && _lock > .99f && Entity.TargetRange > MinRange && Entity.TargetRange < Range;
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public float Lock
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{
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get => saturate(_lock);
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}
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// Cut 3 (docs/fire-control-cut.md): the same threshold CanFire above already gates firing on, exposed so
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// FireControl.HitProbability can zero an unlocked LockWeapon's probability for AI/HUD decisions made
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// before a shot is ever attempted.
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public bool IsLocked => _lock > .99f;
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// Q12 A: a launcher cannot mine.
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public override bool CanMine => false;
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public LockWeapon(LockWeaponData 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 LockWeapon(LockWeaponData 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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// Mining Cut 3 (Q12 A): lock builds on an entity only. A chunk target reads as no target here, so a
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// launcher never locks a rock.
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var target = Entity.Target.Value.Entity;
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if (_target != target)
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{
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_lock = 0;
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_target = target;
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}
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if (target != null && Entity.IsHostileTo(target))
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{
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LockSpeed = Evaluate(_data.LockSpeed);
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SensorImpact = Evaluate(_data.SensorImpact);
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LockAngle = Evaluate(_data.LockAngle);
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DirectionImpact = Evaluate(_data.DirectionImpact);
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Decay = Evaluate(_data.Decay);
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var degrees = acos(dot(normalize(target.Position - Entity.Position), normalize(Entity.Aim))) * 57.2958f;
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if (degrees < LockAngle)
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{
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var lerp = 1 - unlerp(0, 90, degrees);
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_lock = saturate(_lock + pow(lerp, DirectionImpact) * dt * LockSpeed * pow(Entity.EntityInfoGathered[target], SensorImpact));
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target.ReceivePaint(Entity, Item, PaintMode.Track, Lock);
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}
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else _lock = saturate(_lock - dt * Decay);
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}
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return base.Execute(dt);
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}
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}
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