Aetheria/Assets/Scripts/ServerShared/Behaviors/ConstantWeapon.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

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8.5 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class ConstantWeaponData : WeaponData
{
[Inspectable, JsonProperty("ammoInterval"), Key(17)]
public float AmmoInterval = 1;
public override Behavior CreateInstance(EquippedItem item)
{
return new ConstantWeapon(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new ConstantWeapon(this, item);
}
}
public class ConstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer
{
private ConstantWeaponData _data;
private int _ammo = 1;
private float _ammoInterval;
private float _reload;
private bool _reloading;
// Cut 4 (docs/fire-control-cut.md): accumulates while firing; rolled off every time it reaches
// GameplaySettings.BeamResolveInterval, through FireControl.Fire/Step exactly like a discrete shot.
private float _beamTimer;
public override int Ammo
{
get => _ammo;
}
public float Progress
{
get { return saturate(_reload); }
}
public override float DamagePerSecond => Damage;
public override float RangeDamagePerSecond(float range)
{
return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range)));
}
public event Action OnReloadBegin;
public event Action OnReloadComplete;
public event Action OnStartFiring;
public event Action OnStopFiring;
// Cut 4 (docs/fire-control-cut.md): carries the ShotId each beam roll's FireControl.Fire assigned, the
// same handle InstantWeapon.OnFire gives discrete shots. No presentation binds to it yet -- kept for a
// future pass, same as Laser.ShotId.
public event Action<int> OnBeamShot;
public void ResetEvents()
{
OnReloadBegin = null;
OnReloadComplete = null;
OnStartFiring = null;
OnStopFiring = null;
OnBeamShot = null;
}
public ConstantWeapon(ConstantWeaponData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public ConstantWeapon(ConstantWeaponData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
// Cut 3 (docs/stats-and-power-cut.md): the request the bus needs before Execute runs -- what continuing to
// fire this tick would cost, or nothing when not firing or safed. _firing is set externally (Activate/
// Deactivate) before Entity.Update calls PowerBus.Step, so it is already current when this runs.
//
// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): Energy is a registered
// request field (StatValidation.PowerRequestFields) -- read nominally, same reasoning as every other
// IPowerConsumer in this cut. Damage (the field Cut 7 curves) is a separate stat base.Execute reads with the
// real Evaluate.
// Cut 5 (docs/fire-control-cut.md, 5.3, Soul finding 9): StanceAllowsFire alone let a side-mounted beam
// fire forward -- ArcAllowsFire joins it here, matching InstantWeapon.cs's player arc gate (Q2: manual and
// programmatic are one truth, and a continuous weapon is no exception).
// Operator ruling 2026-09-30: a refused round is free, and a beam is a stream of rounds, so a fused beam whose
// arming distance exceeds its Range fires nothing and draws nothing -- no power, ammo, wear, heat or
// visibility. FireControl.Refuses is the one arming test; it reads the Range Execute last refreshed, the same
// one-tick lag every PowerRequest reads its stats with.
private bool MayFire => StanceAllowsFire && ArcAllowsFire && !FireControl.Refuses(this, Entity);
public float PowerRequest(float dt) => _firing && MayFire ? EvaluateNominalPower(_data.Energy) * dt : 0f;
// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Low -- offense, same as InstantWeapon.
public int DefaultPowerTier => PowerTiers.Low;
public override bool Execute(float dt)
{
base.Execute(dt);
if (_firing && !MayFire)
{
// Safed: shooter has a target and hasn't declared hostility toward it, or the target no longer
// bears (5.3: a beam obeys its arc exactly as InstantWeapon's trigger does), or a fused round is
// refused.
_firing = false;
OnStopFiring?.Invoke();
return false;
}
if (_firing)
{
// Cut 7 (docs/stats-and-power-target.md): base.Execute(dt) above already re-read Damage through
// Evaluate(_data.Damage), so a Damage stat carrying a PowerSupply term already fires this tick for
// less under a partial grant -- the weapon no longer safes itself off (the "flicking off gear" bug
// the ruling names) just because the grant fell short of 1. Only true zero supply still stops it.
if (Item != null && Item.PowerSupply <= 1e-4f)
{
_firing = false;
OnStopFiring?.Invoke();
return false;
}
if (_data.AmmoType.IsSet())
{
if (_reloading)
{
_reload -= dt / _data.ReloadTime;
if (_reload < 0)
{
_reloading = false;
OnReloadComplete?.Invoke();
}
return false;
}
_ammoInterval -= dt / _data.AmmoInterval;
if (_ammoInterval < 0)
{
_ammoInterval = 1;
if (_data.MagazineSize > 1 && _ammo > 0) _ammo--;
else
{
var cargo = Entity.FindItemInCargo(_data.AmmoType.Key);
if (cargo != null)
{
var item = cargo.ItemsOfType[_data.AmmoType.Key][0];
if (item is SimpleCommodity simpleCommodity)
cargo.Remove(simpleCommodity, 1);
if(_data.MagazineSize > 1)
{
_reloading = true;
_reload = 1;
OnReloadBegin?.Invoke();
_firing = false;
OnStopFiring?.Invoke();
}
}
return false;
}
}
}
CauseWearDamage(dt);
AddHeat(Evaluate(_data.Heat) * dt);
Entity.VisibilitySources[this] = Evaluate(_data.Visibility);
// Cut 4 (docs/fire-control-cut.md): a beam is a sequence of rolls, not a continuous truth -- one
// FireControl.Fire per BeamResolveInterval, for that interval's worth of Damage, through the same
// freeze-and-queue path a discrete shot uses (a beam's authored Velocity is 0, so the flight
// commits and resolves in this same tick, R4's short-flight degradation).
var interval = Entity.ItemManager.GameplaySettings.BeamResolveInterval;
_beamTimer += dt;
while (_beamTimer >= interval)
{
_beamTimer -= interval;
// FireControl.Fire must run whether or not anything is listening: `OnBeamShot?.Invoke(FireControl.Fire(...))`
// looks equivalent but is not -- C#'s null-conditional short-circuits the whole expression,
// argument included, when OnBeamShot has no subscriber (true today, R9's "no design uses it
// yet"), so the roll would silently never happen. Evaluate it into a local first.
var shotId = FireControl.Fire(this, Item, Entity, Damage * interval);
OnBeamShot?.Invoke(shotId);
}
}
return true;
}
public override void Activate()
{
if(!_firing && !_reloading)
{
_firing = true;
OnStartFiring?.Invoke();
}
}
public override void Deactivate()
{
if (_firing)
{
_firing = false;
OnStopFiring?.Invoke();
}
}
}