Scanner (ScannerData, Union 51) builds Progress while the ship's Target is tracked within Range, paints the target (PaintMode.Scan), emits at Range / InterceptFactor and decays in IAlwaysUpdatedBehavior.Update when not held. At 1 Entity.RecordInspection records every fitted non-hull non-destroyed item through RecordReveal with channel null and the subject's claim. Reveal.Channel and RecordReveal take SignatureChannel?. Scanner.cs.meta is hand-written with a fresh guid; Unity has not compiled this yet. Builds on the headless test project only if the next verify says so. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
91 lines
3.5 KiB
C#
91 lines
3.5 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 MessagePack;
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using Newtonsoft.Json;
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using static CultMath.math;
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// Inspection (campaign aetheria-release, rulings quiet-gear-identifiable-hull-layout-known, scan-held-beam,
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// scan-is-an-act): a gear that, held on the ship's tracked target within Range for ScanTime, reveals everything fitted to
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// that target, quiet gear that never acts included. The scan is an emission like a lock: the target is painted and
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// third parties hear it at Range over the intercept factor.
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class ScannerData : BehaviorData
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{
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// The planar distance to the target within which a scan builds.
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[Inspectable, JsonProperty("range"), Key(1), RuntimeInspectable]
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public PerformanceStat Range = new PerformanceStat();
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// Seconds a held scan takes to finish; a broken scan decays over the same span.
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[Inspectable, JsonProperty("scanTime"), Key(2), RuntimeInspectable]
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public PerformanceStat ScanTime = new PerformanceStat();
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// The ratio of how far this scanner sees to how far others hear it (ruling sensor-stat-set); a design without it
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// reads as 1.
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[Inspectable, JsonProperty("interceptFactor"), Key(3)]
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public PerformanceStat InterceptFactor;
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new Scanner(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 Scanner(this, item);
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}
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}
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public class Scanner : Behavior, IAlwaysUpdatedBehavior, IProgressBehavior
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{
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private readonly ScannerData _data;
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private Entity _target;
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private bool _held;
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public float Progress { get; private set; }
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public Scanner(ScannerData 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 Scanner(ScannerData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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}
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// Runs only while the item is Active. The scan builds while the ship's own Target is a tracked ship within Range, and
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// is painted and emitted on every tick it builds; at 1 the target's fitted items enter the book and the scan starts over.
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public override bool Execute(float dt)
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{
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var target = Entity.Target.Value.Entity;
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if (_target != target)
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{
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Progress = 0;
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_target = target;
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}
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var range = Evaluate(_data.Range);
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if (target != null && Entity.VisibleEntities.Contains(target) && Entity.TargetRange <= range)
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{
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Progress = saturate(Progress + dt / Evaluate(_data.ScanTime));
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target.ReceivePaint(Entity, Item, PaintMode.Scan, Progress);
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Entity.Emit(Item, range / (_data.InterceptFactor == null ? 1f : Evaluate(_data.InterceptFactor)));
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_held = true;
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if (Progress >= 1f)
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{
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Entity.RecordInspection(target);
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Progress = 0;
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}
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}
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return true;
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}
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// Every tick, after Execute: a scan not held this tick (out of range, untracked, or the item inactive so Execute did
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// not run) decays over ScanTime (ruling scan-held-beam). The one decay site.
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public void Update(float delta)
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{
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if (!_held) Progress = saturate(Progress - delta / Evaluate(_data.ScanTime));
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_held = false;
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}
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}
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