Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's named, temporary exception for the four instant draws. InstantWeapon (both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend from their own InputCapacitor, filled continuously by PowerBus like every other IPowerConsumer instead of touching the entity's shared bus capacitors directly. InputCapacitor's Capacity/Rate derive from the owning item's Energy and Cooldown, with an authored-override hook (ChargedWeapon repurposes its previously-unused ChargeEnergy stat as that override, per the map's own instruction, rather than adding a new field). A weapon/sensor fire attempt only ever spends exactly Capacity, so it only ever succeeds at full charge -- no fractional shot. Shield is the map's named exception: its reserve is continuous, not an activation buffer, so it allows a partial draw; its size (no Energy/Cooldown pair exists on Shield) is a flagged judgment call, not a spec'd formula. Adds InputCapacitorTests.cs (8 tests) and mutation_tests_stats_power_cut4.py (7 mutations, all behave as declared); removes the one PowerBusTests.cs test and Cut 3 mutation case that exercised the now-deleted Entity methods. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
185 lines
No EOL
6.3 KiB
C#
185 lines
No EOL
6.3 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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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 SensorData : BehaviorData
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{
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[Inspectable, JsonProperty("sensitivity"), Key(3), RuntimeInspectable]
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public PerformanceStat Sensitivity = new PerformanceStat();
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[InspectableAnimationCurve, JsonProperty("sensCurve"), Key(4), RuntimeInspectable]
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public BezierCurve SensitivityCurve;
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[Inspectable, JsonProperty("pingBoost"), Key(5), RuntimeInspectable]
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public PerformanceStat PingBoost;
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[Inspectable, JsonProperty("pingEnergy"), Key(6), RuntimeInspectable]
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public PerformanceStat PingEnergy;
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[Inspectable, JsonProperty("pingVisibility"), Key(7), RuntimeInspectable]
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public PerformanceStat PingVisibility;
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[Inspectable, JsonProperty("pingRange"), Key(8), RuntimeInspectable]
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public PerformanceStat PingRange;
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[Inspectable, JsonProperty("pingCooldown"), Key(9), RuntimeInspectable]
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public PerformanceStat PingCooldown;
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[Inspectable, JsonProperty("pingDuration"), Key(10)]
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public float PingDuration = 2;
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[Inspectable, JsonProperty("pingRadiusExponent"), Key(11)]
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public float PingRadiusExponent = .5f;
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Sensor(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 Sensor(this, item);
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}
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}
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public class Sensor : Behavior, IEventBehavior, IPowerConsumer
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{
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private SensorData _data;
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// Cut 4 (docs/stats-and-power-cut.md, Cut 4): replaces the direct Entity.TrySpendCapacitorCharge spend in
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// Ping() below -- the named, temporary exception Cut 3 left standing.
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private readonly InputCapacitor _capacitor = new InputCapacitor();
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private float _pingCooldown;
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private float _pingLerp;
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private bool _pinging;
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private float _pingRadius;
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private HashSet<Entity> _pingedEntities = new HashSet<Entity>();
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public float Cooldown
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{
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get => saturate(_pingCooldown);
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}
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public float PingRadius
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{
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get => _pingRadius;
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}
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public float PingBrightness => pow(1 - _pingLerp, _data.PingRadiusExponent);
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public event Action OnPingStart;
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public event Action OnPingEnd;
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public void ResetEvents()
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{
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OnPingStart = null;
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OnPingEnd = null;
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}
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// Cut 4: capacity/rate, resolved fresh (Capacitor.ResolveCapacity's precedent -- PowerBus.Step calls
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// PowerRequest below before this behaviour's own Execute runs this tick).
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private void RefreshInputCapacitor()
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{
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var energy = Evaluate(_data.PingEnergy);
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var cooldown = Evaluate(_data.PingCooldown);
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_capacitor.UpdateStats(energy, cooldown);
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}
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// Cut 4: the request PowerBus needs before Execute runs.
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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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public void Ping()
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{
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// Whole-or-nothing against the ping's own input capacitor -- fires only at full charge (operator
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// ruling: no fraction of a shot). A consumable-hosted instance (Item == null) has no PowerBus entry, so
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// nothing would ever fill this capacitor; bypass it rather than starving such an instance forever.
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if(_pingCooldown < 0 && (Item == null || _capacitor.TrySpend(_capacitor.Capacity)))
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{
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Entity.VisibilitySources[this] = Evaluate(_data.PingVisibility);
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_pinging = true;
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_pingCooldown = 1;
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_pingLerp = 0;
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_pingRadius = 0;
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_pingedEntities.Clear();
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OnPingStart?.Invoke();
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}
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}
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public Sensor(SensorData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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}
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public Sensor(SensorData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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}
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public override bool Execute(float dt)
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{
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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 Ping()) 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 (_pinging)
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{
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_pingLerp += dt / _data.PingDuration;
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_pingRadius = lerp(0, Evaluate(_data.PingRange), pow(_pingLerp, _data.PingRadiusExponent));
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if (_pingLerp > 1)
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{
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_pinging = false;
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OnPingEnd?.Invoke();
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}
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}
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_pingCooldown -= dt / Evaluate(_data.PingCooldown);
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// TODO: Handle Active Detection / Visibility From Reflected Radiance
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var forward = Direction.xz;
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foreach (var entity in Entity.Zone.Entities)
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{
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if (entity == Entity) continue;
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var diff = entity.Position.xz - Entity.Position.xz;
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var angle = acos(dot(forward, normalize(diff)));
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var dist = length(diff);
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float previous, next;
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Entity.EntityInfoGathered.TryGetValue(entity, out previous);
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if (!_pingedEntities.Contains(entity) && dist < _pingRadius)
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{
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_pingedEntities.Add(entity);
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next = saturate(
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previous +
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entity.Visibility *
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Evaluate(_data.Sensitivity) *
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Evaluate(_data.PingBoost) *
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dist);
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}
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else
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{
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next = saturate(
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previous +
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entity.Visibility *
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Evaluate(_data.Sensitivity) *
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_data.SensitivityCurve.Evaluate(angle / PI) *
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dt / dist);
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}
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next *= 1 - ItemManager.GameplaySettings.TargetInfoDecay * dt;
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//Context.Log($"{entity.Name} visibility {(int)(previous * 100)}% -> {(int)(next * 100)}%");
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Entity.EntityInfoGathered[entity] = next;
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}
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return true;
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}
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} |