Aetheria/Assets/Scripts/ServerShared/Agents/States/Combat.cs
Meta Vens a193853d34 Fuse batch 5: agents fire per weapon, Solve owns the burst, refusal is free, arming is the blast radius
Operator rulings 2026-09-30.

* Combat and TurretController ask FireControl.AgentFires for each weapon. A
  fused weapon fires whenever its target is designated (Designated, the one
  visible / in-range / locked predicate PFire already used), whatever the arc;
  an agent never fires one at nothing. A direct-hit weapon keeps the
  AgentMinHitProbability threshold. The group's first weapon no longer speaks
  for the group, and the turret's own range test is gone.
* FireControl.Solve is the one decision about what a round does, extracted
  from Fire: Direct, Burst at a reach, or Refused. Fire, Inspect and the
  weapons' refusal check all read it. Inspect gains Outcome and BurstReach and
  the debug HUD prints them for fused weapons.
* A refused round costs nothing. InstantWeapon asks before its ammo and energy
  spend (at the trigger and at each round), ConstantWeapon folds the refusal
  into the gate its power request and Execute already share, so a refused beam
  draws no power, wear, heat or visibility and stops.
* The arming distance is BlastRadius, measured from the shooter's position and
  blind to hull size. HullAhead's exit, ArmingDistance and
  PendingShot.ArmingDistance are deleted; HullAhead survives as HullEntry for
  the contact fuse. A round fired at a valid target inside the radius is pushed
  out along its line but keeps its target, so a departed target cancels it.
* Step settles a shot's queue state before publishing about it, so a throwing
  presentation observer costs its own notification and cannot re-commit or
  re-resolve the shot on every later tick.

Tests: FireControlPerWeaponTests (new; includes a fused-beam fixture), the
arming tests in FireControlCut124Tests rewritten to the literal distance,
the hull-inclusive probe premises deleted.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 18:36:59 +02:00

165 lines
No EOL
6.8 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;
private float _optimumRange;
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)
{
SampleDps();
foreach (var weapon in _agent.Ship.Weapons)
{
weapon.Item.Online.Subscribe(b => SampleDps());
}
}
public override void Update(float delta)
{
var target = _agent.Ship.Target.Value;
if (target == null) return;
_availableGroups.Clear();
_availableLockingWeapons.Clear();
var toTarget = target.Position - _agent.Ship.Position;
var targetDistance = length(toTarget);
// 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.
EquippedItem bestTargetItem = null;
var bestTargetDps = float.MinValue;
foreach (var targetItem in target.Equipment)
{
if (!(targetItem.Behaviors.FirstOrDefault(b => b is Weapon) is Weapon targetWeapon)) continue;
if (!FireControl.IsRevealed(_agent.Ship, targetItem)) continue;
var dps = targetWeapon.RangeDamagePerSecond(targetDistance);
if (dps > bestTargetDps)
{
bestTargetDps = dps;
bestTargetItem = targetItem;
}
}
_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)
if (weapon.Item.Online.Value &&
weapon.MinRange < targetDistance &&
targetDistance < weapon.Range &&
(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();
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 targetHullData = _agent.ItemManager.GetData(target.Hull) as HullData;
var predictedPosition = FireControl.PredictedIntercept(testWeapon, _agent.Ship, target);
predictedPosition.y = _agent.Ship.Zone.GetHeight(predictedPosition.xz) + targetHullData.GridOffset;
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.LookDirection = toTarget;
_agent.Accelerate(movementDirection * _agent.TopSpeed, true);//selectedGroup >= 0);
// Fire charged guns!
}
private void SampleDps()
{
var minRange = Single.MaxValue;
var maxRange = Single.MinValue;
foreach (var weapon in _agent.Ship.Weapons)
{
if (weapon.Range < minRange)
minRange = weapon.Range;
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 && weapon.MinRange < range && range < weapon.Range)
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;
}
}
}
}