Aetheria/Assets/Scripts/ServerShared/Behaviors/Scanner.cs
Meta Vens 86843648a7 Add the inspection scanner: a held scan on a tracked target reveals all its gear
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>
2026-10-14 02:07:17 +02:00

91 lines
3.5 KiB
C#

/* 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 MessagePack;
using Newtonsoft.Json;
using static CultMath.math;
// Inspection (campaign aetheria-release, rulings quiet-gear-identifiable-hull-layout-known, scan-held-beam,
// scan-is-an-act): a gear that, held on the ship's tracked target within Range for ScanTime, reveals everything fitted to
// that target, quiet gear that never acts included. The scan is an emission like a lock: the target is painted and
// third parties hear it at Range over the intercept factor.
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class ScannerData : BehaviorData
{
// The planar distance to the target within which a scan builds.
[Inspectable, JsonProperty("range"), Key(1), RuntimeInspectable]
public PerformanceStat Range = new PerformanceStat();
// Seconds a held scan takes to finish; a broken scan decays over the same span.
[Inspectable, JsonProperty("scanTime"), Key(2), RuntimeInspectable]
public PerformanceStat ScanTime = new PerformanceStat();
// The ratio of how far this scanner sees to how far others hear it (ruling sensor-stat-set); a design without it
// reads as 1.
[Inspectable, JsonProperty("interceptFactor"), Key(3)]
public PerformanceStat InterceptFactor;
public override Behavior CreateInstance(EquippedItem item)
{
return new Scanner(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new Scanner(this, item);
}
}
public class Scanner : Behavior, IAlwaysUpdatedBehavior, IProgressBehavior
{
private readonly ScannerData _data;
private Entity _target;
private bool _held;
public float Progress { get; private set; }
public Scanner(ScannerData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public Scanner(ScannerData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
// Runs only while the item is Active. The scan builds while the ship's own Target is a tracked ship within Range, and
// is painted and emitted on every tick it builds; at 1 the target's fitted items enter the book and the scan starts over.
public override bool Execute(float dt)
{
var target = Entity.Target.Value.Entity;
if (_target != target)
{
Progress = 0;
_target = target;
}
var range = Evaluate(_data.Range);
if (target != null && Entity.VisibleEntities.Contains(target) && Entity.TargetRange <= range)
{
Progress = saturate(Progress + dt / Evaluate(_data.ScanTime));
target.ReceivePaint(Entity, Item, PaintMode.Scan, Progress);
Entity.Emit(Item, range / (_data.InterceptFactor == null ? 1f : Evaluate(_data.InterceptFactor)));
_held = true;
if (Progress >= 1f)
{
Entity.RecordInspection(target);
Progress = 0;
}
}
return true;
}
// Every tick, after Execute: a scan not held this tick (out of range, untracked, or the item inactive so Execute did
// not run) decays over ScanTime (ruling scan-held-beam). The one decay site.
public void Update(float delta)
{
if (!_held) Progress = saturate(Progress - delta / Evaluate(_data.ScanTime));
_held = false;
}
}