FireControl.Fire takes an optional damageOverride so a continuous weapon can
queue a shot for less than its full Damage. FireControl.Splash is the one new
rule this cut adds: an unconditional area effect (mines, airburst) applying
the shield-absorb-or-hull-takes-it branch per target, then DamageSchematic
over the directional half of each target's own hull that faces the blast --
the rule moved verbatim from the Splash subscription EntityInstance.cs
carried before Cut 3 deleted it (git show b7743789^).
ConstantWeapon.Execute rolls once per GameplaySettings.BeamResolveInterval
(new setting) for Damage*interval, through the same FireControl.Fire/Step
pair a discrete shot uses -- a beam's authored Velocity is 0, so the flight
commits and resolves in the same tick it fires (R4's short-flight
degradation). A beam is a sequence of rolls, not a continuous truth.
Fixes a real defect found while testing the above: both InstantWeapon.Execute
(Cut 3) and the new ConstantWeapon.Execute wrote `OnFire?.Invoke(FireControl.
Fire(...))` inline. C#'s null-conditional short-circuits the whole
expression, argument included, whenever the event has no subscriber -- true
of any headless run with no Unity EntityInstance wired up
(docs/headless-playground-cut.md) -- so a shot silently never fired. Both
now evaluate FireControl.Fire into a local before the null-conditional
invoke.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
268 lines
No EOL
11 KiB
C#
268 lines
No EOL
11 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 InstantWeaponData : WeaponData
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{
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[Inspectable, JsonProperty("count"), Key(17)]
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public PerformanceStat Count = new PerformanceStat();
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[Inspectable, JsonProperty("burstTime"), Key(18)]
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public PerformanceStat BurstTime = new PerformanceStat();
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[Inspectable, JsonProperty("cooldown"), Key(19), RuntimeInspectable]
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public PerformanceStat Cooldown = new PerformanceStat();
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[Inspectable, JsonProperty("ammoInterval"), Key(20)]
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public bool SingleAmmoBurst;
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new InstantWeapon(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 InstantWeapon(this, item);
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}
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}
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public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer
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{
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private InstantWeaponData _data;
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// Cut 4 (docs/stats-and-power-cut.md, Cut 4): replaces the direct Entity.TrySpendCapacitorCharge spend at
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// both Trigger() and Execute() below -- the named, temporary exception Cut 3 left standing.
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protected readonly InputCapacitor _capacitor = new InputCapacitor();
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protected int _burstRemaining;
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private float _burstTimer;
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private float _burstInterval;
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protected float _cooldown; // Normalized
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private int _ammo = 0;
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protected bool _coolingDown;
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public float BurstCount { get; protected set; }
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public float BurstTime { get; protected set; }
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public float Cooldown { get; protected set; }
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public virtual bool CanFire
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{
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get => !_coolingDown;
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}
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public override float DamagePerSecond => Damage / Cooldown;
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public override float RangeDamagePerSecond(float range)
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{
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return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) / Cooldown;
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}
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public override int Ammo
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{
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get => _ammo;
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}
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public virtual float Progress => saturate(_cooldown);
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public event Action OnReloadBegin;
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public event Action OnReloadComplete;
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public event Action OnCooldownComplete;
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// Cut 3 (docs/fire-control-cut.md): carries the ShotId FireControl.Fire assigned, so a Unity effect
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// manager can bind its presentation to the one shot it belongs to instead of applying damage itself.
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public event Action<int> OnFire;
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public virtual void ResetEvents()
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{
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OnReloadBegin = null;
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OnReloadComplete = null;
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OnCooldownComplete = null;
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OnFire = null;
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}
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public InstantWeapon(InstantWeaponData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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_ammo = data.MagazineSize;
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}
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public InstantWeapon(InstantWeaponData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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_ammo = data.MagazineSize;
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}
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protected void Trigger()
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{
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// Safed: shooter has a target and hasn't declared hostility toward it.
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if (!StanceAllowsFire) return;
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// Cut 3 (docs/fire-control-cut.md, Q2): arc-gated the same way AI and turret fire are (Weapon.
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// ArcAllowsFire), and applied here because this is the one place every shooter's trigger passes
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// through -- a player's action-bar Activate() reaches this exactly the same way Combat.cs's and
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// TurretController.cs's Activate() calls do.
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if (!ArcAllowsFire) return;
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// If 1 ammo is consumed per burst, perform ammo and energy consumption here
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// UseAmmo returns false when triggering reload; cancel firing if that is the case
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if(_data.SingleAmmoBurst && (!TrySpendActivationEnergy() || !UseAmmo())) return;
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_burstRemaining = (int) BurstCount;
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_burstInterval = BurstTime / _burstRemaining;
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_burstTimer = 0;
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_cooldown = 1;
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_coolingDown = true;
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}
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protected override void UpdateStats()
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{
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base.UpdateStats();
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BurstCount = Evaluate(_data.Count);
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BurstTime = Evaluate(_data.BurstTime);
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Cooldown = Evaluate(_data.Cooldown);
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Damage /= (int) BurstCount;
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Heat /= (int) BurstCount;
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Energy /= (int) BurstCount;
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}
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// Cut 4 (docs/stats-and-power-cut.md §7 Q4): capacity and rate, resolved fresh rather than off the cached
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// Energy/Cooldown properties above -- Capacitor.ResolveCapacity's precedent (PowerBus.Step, which calls
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// PowerRequest below, runs before this behaviour's own Execute this tick, so those cached properties would
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// still hold last tick's value). Capacity is one shot's own energy cost, exactly what the two deleted
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// direct-spend call sites measured. Default rate keeps sustained fire exactly at Cooldown's pace when the
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// bus grants the full request; RateOverride lets an owner replace that (ChargedWeapon does).
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protected virtual float RateOverride => 0f;
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// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): Count, Energy and
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// Cooldown are all registered request fields (StatValidation.PowerRequestFields) -- read nominally here so
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// the capacitor's own Capacity/Rate this feeds into PowerRequest below never depends on this tick's own
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// grant. Nothing here needs the real, curved value: PowerRequest only ever asks "how much would a full shot
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// cost," and the actual charge added back in Execute is separately scaled by Item.PowerSupply.
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protected void RefreshInputCapacitor()
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{
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var burstCount = max(1, (int) EvaluateNominalPower(_data.Count));
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var perShotEnergy = EvaluateNominalPower(_data.Energy) / burstCount;
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var cooldown = EvaluateNominalPower(_data.Cooldown);
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_capacitor.UpdateStats(perShotEnergy, cooldown, rateOverride: RateOverride);
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}
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// Cut 4: the request PowerBus needs before Execute runs, mirroring EnergyDraw's IPowerConsumer pattern.
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public float PowerRequest(float dt)
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{
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RefreshInputCapacitor();
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return _capacitor.RequestedFill(dt);
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}
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// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Low -- offense. The ruling's own example of what
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// a reactor throttle should sacrifice first.
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public int DefaultPowerTier => PowerTiers.Low;
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// Cut 4: whole-or-nothing against this behaviour's own input capacitor -- the operator's ruling ("no item
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// ever receives a fraction of a shot") means a fire attempt only ever succeeds at full charge, so the cost
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// spent is always exactly Capacity, never the possibly-stale cached Energy. A consumable-hosted instance
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// (Item == null) has no PowerBus entry (Behaviors.cs: "no PowerBus entry ... always succeeds"), so nothing
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// would ever fill this capacitor -- bypass it entirely rather than starving such an instance forever.
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protected bool TrySpendActivationEnergy() => Item == null || _capacitor.TrySpend(_capacitor.Capacity);
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private bool UseAmmo()
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{
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if (_data.MagazineSize <= 1) return true;
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if (_ammo > 0)
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{
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_ammo--;
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return true;
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}
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var hasAmmo = true;
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if (_data.AmmoType.IsSet())
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{
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var cargo = Entity.FindItemInCargo(_data.AmmoType.Key);
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if (cargo != null)
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{
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var item = cargo.ItemsOfType[_data.AmmoType.Key][0];
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if (item is SimpleCommodity simpleCommodity)
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cargo.Remove(simpleCommodity, 1);
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}
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else hasAmmo = false;
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}
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if(hasAmmo)
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{
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OnReloadBegin?.Invoke();
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_cooldown = 1;
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_coolingDown = true;
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_firing = false;
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}
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_burstRemaining = 0;
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return false;
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}
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public override bool Execute(float dt)
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{
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base.Execute(dt);
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// Cut 4: this tick's grant, read back via Item.PowerSupply -- Item is non-null here because a null-Item
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// instance never reaches PowerBus.Step (see TrySpendActivationEnergy) and so never accrues charge.
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if (Item != null)
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_capacitor.AddCharge(_capacitor.RequestedFill(dt) * Item.PowerSupply);
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if (_coolingDown)
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{
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_cooldown -= dt / (_data.MagazineSize > 0 && _ammo == 0 ? _data.ReloadTime : Cooldown);
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if (_cooldown < 0)
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{
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_coolingDown = false;
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if (_data.MagazineSize > 0 && _ammo == 0)
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{
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_ammo = _data.MagazineSize;
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OnReloadComplete?.Invoke();
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}
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else
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OnCooldownComplete?.Invoke();
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}
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}
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var firedThisFrame = false;
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_burstTimer += dt;
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while (_burstRemaining > 0 && _burstTimer > 0)
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{
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// If multiple ammo is consumed per burst, perform ammo and energy consumption here
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// UseAmmo returns false when triggering reload; cancel firing if that is the case
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if (!_data.SingleAmmoBurst && (!TrySpendActivationEnergy() || !UseAmmo()))
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{
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_burstRemaining = 0;
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return false;
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}
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_burstRemaining--;
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_burstTimer -= _burstInterval;
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// Cut 3: this is fire authority's one entry point. FireControl.Fire freezes the payload snapshot
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// (Q6 -- the gun's own stats at this exact instant, base.Execute(dt) above already refreshed them
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// this tick) and queues a PendingShot; nothing downstream re-evaluates a stat.
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// Cut 4 fix: FireControl.Fire must run whether or not anything is listening -- inlined into
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// `OnFire?.Invoke(...)` it looked equivalent but was not. C#'s null-conditional short-circuits the
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// whole expression, argument included, whenever OnFire has no subscriber (a headless run with no
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// Unity EntityInstance wiring, docs/headless-playground-cut.md), so a shot silently never fired.
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// Evaluate it into a local first.
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var shotId = FireControl.Fire(this, Item, Entity);
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OnFire?.Invoke(shotId);
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if(!firedThisFrame)
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{
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Item.FireAudioEvent(WeaponAudioEvent.Fire);
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firedThisFrame = true;
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}
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CauseWearDamage(1);
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AddHeat(Heat);
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Entity.VisibilitySources[this] = Visibility;
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}
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return true;
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}
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public override void Activate()
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{
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if(CanFire)
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Trigger();
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base.Activate();
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}
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} |