Aetheria/Assets/Scripts/ServerShared/Agents/States/Combat.cs
Meta Vens 1e9a89e401 CombatState: drop the StatsKnown gate; a stale optimum is re-derived at the next agent Update
Agents update before the entities, so a weapon that came online this tick has evaluated by the next Update;
the Weapon.StatsKnown flag and the gate on it were dead machinery and are removed. The add handler no longer
marks stale itself (a new item's Online subscription does). The refit test fits and removes a dominating gun.

Not yet verified.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 19:28:29 +02:00

212 lines
No EOL
9.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UniRx;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
using float2x2 = CultMath.float2x2;
public class CombatState : BaseState
{
private const int DPS_SAMPLE_COUNT = 32;
// The Strength of one Track paint in this ship's own IncomingPaints: a fire-control emitter tracking this ship
// that hard (rulings lock-warning-strength, sensor-stat-set item 4, launcher-lock-solution-quality).
private const float LockAlarm = .5f;
// Overdrive only to close a target farther than this many optimum ranges, while heading within this many degrees of it.
private const float OverdriveRangeFactor = 2f;
private const float OverdriveArcDegrees = 15f;
private float _optimumRange;
private bool _optimumStale = true;
private readonly List<(int index, float dps)> _availableGroups = new List<(int index, float dps)>();
private readonly List<LockWeapon> _availableLockingWeapons = new List<LockWeapon>();
public CombatState(Agent agent) : base(agent)
{
foreach (var item in _agent.Ship.Equipment) Watch(item);
_agent.Ship.Equipment.ObserveAdd().Subscribe(add => Watch(add.Value));
_agent.Ship.Equipment.ObserveRemove().Subscribe(_ => _optimumStale = true);
}
// The optimum is a function of the loadout's evaluated stats, so it is re-derived at the next Update (agents update
// before the entities, so by then the weapons that came online this tick have evaluated) whenever a weapon is
// added, removed or changes online state. Sampling on the event itself would read the stats before they exist: a
// ship the zone just spawned would keep an optimum of 0.
private void Watch(EquippedItem item)
{
if (item.Behaviors.OfType<Weapon>().Any()) item.Online.Subscribe(_ => _optimumStale = true);
}
public override void Update(float delta)
{
if (_optimumStale)
{
SampleDps();
_optimumStale = false;
}
var target = _agent.Ship.Target.Value.Entity;
if (target == null) return;
_availableGroups.Clear();
_availableLockingWeapons.Clear();
var toTarget = target.Position - _agent.Ship.Position;
var targetDistance = length(toTarget.xz);
// Cut 2 (docs/fire-control-cut.md): aim at whichever revealed weapon on the target hits hardest at
// this range, or clear the aim point when nothing qualifies -- the same predicate
// (FireControl.IsRevealed) and the same writer (TrySelectTargetItem) the player path uses. Which weapons it
// believes the target has, and how hard each hits, come from its book's claims, not the target's live gear
// (aetheria-ew, classify-from-belief; ew-claim-weapon-measure-ruled: the claimed design's rated figures); the
// reveal's Item is the aim and stays the truth.
EquippedItem bestTargetItem = null;
var bestTargetDps = float.MinValue;
foreach (var reveal in _agent.Ship.RevealedWeapons(target))
{
if (!FireControl.IsRevealed(_agent.Ship, reveal.Item)) continue;
var dps = reveal.Claimed.Behaviors.OfType<WeaponData>().First().RatedRangeDamagePerSecond(targetDistance);
if (dps > bestTargetDps)
{
bestTargetDps = dps;
bestTargetItem = reveal.Item;
}
}
_agent.Ship.TrySelectTargetItem(bestTargetItem);
for (var i = 0; i < _agent.Ship.WeaponGroups.Length; i++)
{
var group = _agent.Ship.WeaponGroups[i];
var dps = 0f;
foreach (var weapon in group.weapons)
// The range test is FireControl's (Designated), and a weapon Solve refuses adds nothing to a group's
// damage.
if (weapon.Item.Online.Value &&
FireControl.Designated(weapon, _agent.Ship, target, out _) &&
!FireControl.Refuses(weapon, _agent.Ship) &&
(weapon is ConstantWeapon ||
weapon is InstantWeapon instantWeapon && instantWeapon.CanFire))
{
if(weapon is LockWeapon lockWeapon)
_availableLockingWeapons.Add(lockWeapon);
else
dps += weapon.RangeDamagePerSecond(targetDistance);
}
if (dps > .1) _availableGroups.Add((i, dps));
}
foreach(var w in _availableLockingWeapons) w.Activate();
UseConsumables(toTarget, targetDistance);
var selectedGroup = -1;
var maxDps = Single.MinValue;
foreach (var group in _availableGroups)
{
if (group.dps > maxDps)
{
maxDps = group.dps;
selectedGroup = group.index;
}
}
var targetRight = target.Direction.Rotate(ItemRotation.Clockwise);
var optimumRangeDelta = abs(_optimumRange - targetDistance);
var directionToTarget = normalize(toTarget.xz);
var targetPortAlignment = dot(targetRight, directionToTarget);
var targetForeAlignment = dot(-target.Direction, directionToTarget);
var forwardness = saturate(optimumRangeDelta / _agent.Settings.AgentMaxForwardDistance) * _agent.Settings.AgentForwardLerp;
if (targetForeAlignment > 0) forwardness = lerp(forwardness, 1, pow(targetPortAlignment, 2));
var movementDirection = normalize(lerp(
directionToTarget.Rotate(targetPortAlignment > 0 ? ItemRotation.Clockwise : ItemRotation.CounterClockwise),
targetDistance > _optimumRange ? directionToTarget : -directionToTarget, forwardness));
if (selectedGroup >= 0)
{
var testWeapon = _agent.Ship.WeaponGroups[selectedGroup].weapons.First();
if(testWeapon.Velocity > 1)
{
// Cut 3 (docs/fire-control-cut.md): the one prediction function, shared with FireControl.Fire's
// own snapshot and the roll's deviation measurement -- two separate predictions here and in the
// roll would let an AI aim at one point and get judged for missing a different one.
var predictedPosition = FireControl.PredictedIntercept(testWeapon, _agent.Ship, target);
predictedPosition.y = target.RideHeight(predictedPosition.xz);
toTarget = normalize(predictedPosition - _agent.Ship.Position);
}
// Each weapon decides for itself (operator ruling 2026-09-30): a group shares a trigger, not a
// verdict. FireControl.AgentFires is the AI's "worth it" heuristic for a weapon that hits what it
// fires at, and "the target is designated" for a fused one.
foreach (var weapon in _agent.Ship.WeaponGroups[selectedGroup].weapons)
{
if (FireControl.AgentFires(weapon, _agent.Ship, target))
weapon.Activate();
else if (weapon.Firing)
weapon.Deactivate();
}
}
_agent.Ship.Aim = toTarget;
_agent.Ship.Turn = Steering.Toward(_agent.Ship, toTarget.xz);
_agent.Accelerate(movementDirection * _agent.TopSpeed, true);//selectedGroup >= 0);
// Fire charged guns!
}
// The AI plays the player's rule on the player's information: vent when one Track paint on this ship passes half,
// otherwise overdrive to close a distant target ahead. It reads only this ship's own IncomingPaints. Both go
// through TryActivateConsumable, and a ship carrying neither does nothing.
private void UseConsumables(float3 toTarget, float targetDistance)
{
var ship = _agent.Ship;
if (ship.IncomingPaints.Any(p => p.Mode == PaintMode.Track && p.Strength > LockAlarm))
Use(b => b is VapourDumpData);
else if (targetDistance > OverdriveRangeFactor * _optimumRange &&
dot(normalize(ship.Direction), normalize(toTarget.xz)) > cos(radians(OverdriveArcDegrees)))
Use(b => b is ThrottleLockData);
}
// One of a kind at a time: a Stackable design would otherwise be drained once per tick.
private void Use(Predicate<BehaviorData> kind)
{
if (_agent.Ship.HasActiveConsumable(kind)) return;
var consumable = _agent.Ship.FirstCarriedConsumable(kind);
if (consumable != null) _agent.Ship.TryActivateConsumable(consumable);
}
private void SampleDps()
{
var minRange = Single.MaxValue;
var maxRange = Single.MinValue;
foreach (var weapon in _agent.Ship.Weapons)
{
if (weapon.MinRange < minRange)
minRange = weapon.MinRange;
if (weapon.Range > maxRange)
maxRange = weapon.Range;
}
var offset = _agent.ItemManager.Random.NextFloat((maxRange - minRange) / DPS_SAMPLE_COUNT);
var optimumDPS = 0f;
for (int i = 0; i < DPS_SAMPLE_COUNT; i++)
{
var range = offset + minRange + (maxRange - minRange) * ((float) i / DPS_SAMPLE_COUNT);
float dps = 0;
foreach (var weapon in _agent.Ship.Weapons)
{
if (weapon.Item.Online.Value)
dps += weapon.RangeDamagePerSecond(range);
}
// Multiply by range raised to a (sublinear) exponent to bias DPS preference towards longer ranges
dps *= pow(range, _agent.Settings.AgentRangeExponent);
if (dps > optimumDPS)
{
optimumDPS = dps;
_optimumRange = range;
}
}
}
}