Aetheria/Assets/Scripts/ServerShared/Behaviors/Sensor.cs
Meta Vens d8b7f33d90 Visibility 4a: retire the ping's light signature; Emission is never light
SetSignature refuses Emission; Sensor.PingVisibility (key 7) is retired and
Ping() writes no signature; Sense's Emission skip, the departure subtraction
and SignatureOn are deleted. Tests: SetSignatureRefusesEmission,
APingNoLongerBrightensThePinger; fixtures drop PingVisibility.

Not yet built or tested at this commit (verify job follows).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 20:51:46 +02:00

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/* 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 System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class SensorData : BehaviorData
{
[Inspectable, JsonProperty("sensitivity"), Key(3), RuntimeInspectable]
public PerformanceStat Sensitivity = new PerformanceStat();
[InspectableAnimationCurve, JsonProperty("sensCurve"), Key(4), RuntimeInspectable]
public BezierCurve SensitivityCurve;
[Inspectable, JsonProperty("pingBoost"), Key(5), RuntimeInspectable]
public PerformanceStat PingBoost;
[Inspectable, JsonProperty("pingEnergy"), Key(6), RuntimeInspectable]
public PerformanceStat PingEnergy;
// Key 7 (pingVisibility) is retired: never reuse it.
[Inspectable, JsonProperty("pingRange"), Key(8), RuntimeInspectable]
public PerformanceStat PingRange;
[Inspectable, JsonProperty("pingCooldown"), Key(9), RuntimeInspectable]
public PerformanceStat PingCooldown;
[Inspectable, JsonProperty("pingDuration"), Key(10)]
public float PingDuration = 2;
[Inspectable, JsonProperty("pingRadiusExponent"), Key(11)]
public float PingRadiusExponent = .5f;
// The width in degrees of the cone a ping sweeps, about the sensor's facing (ruling illuminator-beamforming:
// how much a ping reveals is a stat). 360 or more is omnidirectional; a design without it reads as 360.
[Inspectable, JsonProperty("beamWidth"), Key(12)]
public PerformanceStat BeamWidth;
public override Behavior CreateInstance(EquippedItem item)
{
return new Sensor(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new Sensor(this, item);
}
}
public class Sensor : Behavior, IEventBehavior, IPowerConsumer
{
private SensorData _data;
// Cut 4 (docs/stats-and-power-cut.md, Cut 4): replaces the direct Entity.TrySpendCapacitorCharge spend in
// Ping() below -- the named, temporary exception Cut 3 left standing.
private readonly InputCapacitor _capacitor = new InputCapacitor();
private float _pingCooldown;
private float _pingLerp;
private bool _pinging;
private float _pingRadius;
// The subjects this ping's wavefront has reached, in the beam or not; each is crossed at most once per ping.
// Ping() is the one reset. A sweeping tick drops every subject no longer in the zone, so a subject that
// leaves and comes back inside the front is reached again, as a ship arriving inside the front is.
private readonly HashSet<Entity> _reached = new HashSet<Entity>();
// The zone the ping began in: a ping belongs to it, and ends when the pinger is anywhere else.
private Zone _pingZone;
public float Cooldown
{
get => saturate(_pingCooldown);
}
public float PingRadius
{
get => _pingRadius;
}
public float BeamWidth => _data.BeamWidth == null ? 360f : Evaluate(_data.BeamWidth);
public float2 Facing => Direction.xz;
// Whether the offset `diff` (length `dist`) from this sensor lies inside its beam.
private bool InBeam(float2 diff, float dist)
{
var beam = BeamWidth;
return beam >= 360f || dot(Facing, diff) >= dist * cos(beam * .5f * .0174533f);
}
public float PingBrightness => pow(1 - _pingLerp, _data.PingRadiusExponent);
public event Action OnPingStart;
public event Action OnPingEnd;
public void ResetEvents()
{
OnPingStart = null;
OnPingEnd = null;
}
// Cut 4: capacity/rate, resolved fresh (Capacitor.ResolveCapacity's precedent -- PowerBus.Step calls
// PowerRequest below before this behaviour's own Execute runs this tick).
//
// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): PingEnergy and
// PingCooldown are registered request fields (StatValidation.PowerRequestFields) -- read nominally, same
// reasoning as InstantWeapon's own RefreshInputCapacitor.
private void RefreshInputCapacitor()
{
var energy = EvaluateNominalPower(_data.PingEnergy);
var cooldown = EvaluateNominalPower(_data.PingCooldown);
_capacitor.UpdateStats(energy, cooldown);
}
// Cut 4: the request PowerBus needs before Execute runs.
public float PowerRequest(float dt)
{
RefreshInputCapacitor();
return _capacitor.RequestedFill(dt);
}
// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Utility -- everything else.
public int DefaultPowerTier => PowerTiers.Utility;
public void Ping()
{
// Whole-or-nothing against the ping's own input capacitor -- fires only at full charge (operator
// ruling: no fraction of a shot). A consumable-hosted instance (Item == null) has no PowerBus entry, so
// nothing would ever fill this capacitor; bypass it rather than starving such an instance forever.
if(_pingCooldown < 0 && (Item == null || _capacitor.TrySpend(_capacitor.Capacity)))
{
_pinging = true;
_pingZone = Entity.Zone;
_pingCooldown = 1;
_pingLerp = 0;
_pingRadius = 0;
_reached.Clear();
OnPingStart?.Invoke();
}
}
public Sensor(SensorData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public Sensor(SensorData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
public override bool Execute(float dt)
{
// Cut 4: this tick's grant, read back via Item.PowerSupply -- Item is non-null here because a null-Item
// instance never reaches PowerBus.Step (see Ping()) and so never accrues charge.
if (Item != null)
_capacitor.AddCharge(_capacitor.RequestedFill(dt) * Item.PowerSupply);
if (_pinging && Entity.Zone != _pingZone) EndPing();
var sweeping = _pinging;
if (_pinging)
{
_pingLerp += dt / _data.PingDuration;
_pingRadius = lerp(0, Evaluate(_data.PingRange), pow(_pingLerp, _data.PingRadiusExponent));
_reached.IntersectWith(Entity.Zone.Entities);
if (_pingLerp > 1) EndPing();
}
_pingCooldown -= dt / Evaluate(_data.PingCooldown);
var forward = Direction.xz;
foreach (var entity in Entity.Zone.Entities)
{
if (entity == Entity) continue;
var diff = entity.Position.xz - Entity.Position.xz;
var dist = length(diff);
var obscuration = Entity.Zone.Obscuration(Entity.Position.xz, entity.Position.xz);
float previous, next;
Entity.EntityInfoGathered.TryGetValue(entity, out previous);
var sensitivity = Evaluate(_data.Sensitivity);
var response = _data.PingBoost == null ? 0f : Evaluate(_data.PingBoost);
var credit = 0f;
var heard = false;
// The first sweeping tick this ping's wavefront is past the entity is its one crossing. Inside the beam
// it paints the subject (it learns it is swept), credits this sensor, and is returned to every ally; an
// ally hears it silently (ruling sensor-stat-set item 3): credit, no paint, no emission.
if (sweeping && dist < _pingRadius && _reached.Add(entity) && InBeam(diff, dist))
{
heard = true;
entity.ReceivePaint(Entity, Item, PaintMode.Search, 0);
credit += Gain(entity.Visibility, sensitivity, response, dist, dt, true, obscuration);
var pingReturn = new PingReturn(entity, dist, obscuration, Evaluate(_data.PingRange));
foreach (var ally in Entity.Zone.Entities)
if (ally != Entity && ally != entity && ally.Faction != null && ally.Faction == Entity.Faction && !ally.IsHostileTo(Entity))
ally.ReceiveReturn(pingReturn);
}
// An ally's ping returned off this subject (ruling ally-echo-bistatic-oval): heard while the
// illuminated and received ranges sit inside the oval Rt x Rr < PingRange^2, credited at their geometric mean.
foreach (var r in Entity.PingReturns)
{
if (r.Subject != entity || r.IlluminatedRange * dist >= r.MaxRange * r.MaxRange) continue;
heard = true;
credit += Gain(entity.Visibility, sensitivity, response, sqrt(r.IlluminatedRange * dist), dt, true, sqrt(r.IlluminatedObscuration * obscuration));
}
if (heard)
next = saturate(previous + credit);
else
{
var angle = acos(dot(forward, normalize(diff)));
next = saturate(previous + Gain(entity.Visibility, sensitivity, _data.SensitivityCurve.Evaluate(angle / PI), dist, dt, false, obscuration));
}
next *= 1 - ItemManager.GameplaySettings.TargetInfoDecay * dt;
//Context.Log($"{entity.Name} visibility {(int)(previous * 100)}% -> {(int)(next * 100)}%");
Entity.EntityInfoGathered[entity] = next;
}
return true;
}
private void EndPing()
{
_pinging = false;
OnPingEnd?.Invoke();
}
// Mining Cut 3 (docs/mining-cut-refresh.md): the one detection gain rule -- the info one observation of a
// target adds. A ping adds `visibility × sensitivity × PingBoost × distance` once; a passive tick adds
// `visibility × sensitivity × curve(angle/π) × dt / distance`. `response` is PingBoost for a ping and the
// sensitivity curve at the bearing for a passive tick. `obscuration` is the fraction of the signal that
// survives the vapour clouds on the sight line (Zone.Obscuration, 1f with none), scaling both. The entity
// loop above and the chunk query (Entity.ChunkInfo, through PassiveRate) both call this; nothing else
// multiplies these terms.
public static float Gain(float visibility, float sensitivity, float response, float distance, float dt, bool ping, float obscuration) =>
(ping
? visibility * sensitivity * response * distance
: visibility * sensitivity * response * dt / distance) * obscuration;
// The passive gain per second this sensor draws from a target of `visibility` at the planar `position`:
// Gain over one second, with the bearing measured from this sensor's own facing exactly as Execute does.
public float PassiveRate(float visibility, float2 position)
{
var diff = position - Entity.Position.xz;
var angle = acos(dot(Direction.xz, normalize(diff)));
return Gain(visibility, Evaluate(_data.Sensitivity), _data.SensitivityCurve.Evaluate(angle / PI), length(diff), 1f, false,
Entity.Zone.Obscuration(Entity.Position.xz, position));
}
// An upper bound on sensitivity x response over every bearing, so PassiveRate(v, p) <= v x this / distance
// (Entity.DetectionReachPerVisibility). The curve lies within its control points' hull.
public float PassiveGainBound()
{
var sensitivity = Evaluate(_data.Sensitivity);
var response = _data.SensitivityCurve.HullRange();
return max(sensitivity * response.x, sensitivity * response.y);
}
}