Aetheria/Assets/Scripts/ServerShared/Behaviors/InstantWeapon.cs
Meta Vens 482c47bffe Fire control Cut 4, part 1: FireControl gains Splash and a beam roll
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>
2026-09-19 15:16:57 +02:00

268 lines
No EOL
11 KiB
C#

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