Aetheria/Assets/Scripts/ServerShared/Agents/States/Combat.cs
soul d4bec37c6a Combat's release sweep leaves a weapon it already commanded alone: PilotCommand.Commands
One command per weapon per step: the sweep released a gun the group loop had already released.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 13:34:18 +02:00

222 lines
No EOL
10 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UniRx;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
using float2x2 = CultMath.float2x2;
public class CombatState : BaseState
{
private const int DPS_SAMPLE_COUNT = 32;
// Overdrive only to close a target farther than this many optimum ranges, while heading within this many degrees of it.
private const float OverdriveRangeFactor = 2f;
private const float OverdriveArcDegrees = 15f;
private float _optimumRange;
public float OptimumRange => _optimumRange;
private bool _optimumStale = true;
private readonly List<(int index, float dps)> _availableGroups = new List<(int index, float dps)>();
private readonly List<LockWeapon> _availableLockingWeapons = new List<LockWeapon>();
public CombatState(Agent agent) : base(agent)
{
foreach (var item in _agent.Ship.Equipment) Watch(item);
_agent.Ship.Equipment.ObserveAdd().Subscribe(add => Watch(add.Value));
_agent.Ship.Equipment.ObserveRemove().Subscribe(_ => _optimumStale = true);
}
// The optimum is a function of the loadout's evaluated stats, so it is re-derived at the next Update (agents update
// before the entities, so by then the weapons that came online this tick have evaluated) whenever a weapon is
// added, removed or changes online state. Sampling on the event itself would read the stats before they exist: a
// ship the zone just spawned would keep an optimum of 0.
private void Watch(EquippedItem item)
{
if (item.Behaviors.OfType<Weapon>().Any()) item.Online.Subscribe(_ => _optimumStale = true);
}
public override void Update(float delta)
{
if (_optimumStale)
{
SampleDps();
_optimumStale = false;
}
// The pilot's own pending designation (its Flight's, this step) when set, else last step's applied target; and
// only a contact a member tracks has a track to fly on, so an untracked target is no target here.
var view = _agent.View;
var target = view.TargetOf(_agent.Ship);
if (target == null) { ReleaseUnwanted(); return; }
var track = view.TrackOf(_agent.Ship, target.Value);
if (track == null) { ReleaseUnwanted(); return; }
_availableGroups.Clear();
_availableLockingWeapons.Clear();
var toTarget = track.Value.Position - _agent.Ship.Position;
var targetDistance = length(toTarget.xz);
// Cut 2 (docs/fire-control-cut.md): aim at whichever revealed weapon on the target hits hardest at
// this range, or clear the aim point when nothing qualifies -- the same predicate
// (the view's Aimable) and the same writer (TrySelectTargetItem) the player path uses. Which weapons it
// believes the target has, and how hard each hits, come from its book's claims, not the target's live gear
// (aetheria-ew, classify-from-belief; ew-claim-weapon-measure-ruled: the claimed design's rated figures); the
// reveal's Item is the aim and stays the truth.
PilotView.RevealId? bestTargetItem = null;
var bestTargetDps = float.MinValue;
foreach (var reveal in view.WeaponReveals(_agent.Ship, target.Value))
{
if (!reveal.Aimable) continue;
var dps = reveal.Claimed.Behaviors.OfType<WeaponData>().First().RatedRangeDamagePerSecond(targetDistance);
if (dps > bestTargetDps)
{
bestTargetDps = dps;
bestTargetItem = reveal.Id;
}
}
view.SelectItem(_agent.Ship, bestTargetItem);
for (var i = 0; i < _agent.Ship.WeaponGroups.Length; i++)
{
var group = _agent.Ship.WeaponGroups[i];
var dps = 0f;
foreach (var weapon in group.weapons)
// The range test is FireControl's (Designated), and a weapon Solve refuses adds nothing to a group's
// damage.
if (weapon.Item.Online.Value &&
view.Designated(_agent.Ship, weapon, target.Value) &&
!view.Refuses(_agent.Ship, weapon, target.Value) &&
(weapon is ConstantWeapon ||
// A held AutoWeapon stays a candidate between its rounds (it is cooling because it is firing), so the
// group it belongs to is judged by the same Fires verdict below, not dropped for cooling down.
weapon is InstantWeapon instantWeapon && (instantWeapon.CanFire || weapon is AutoWeapon && weapon.Firing)))
{
if(weapon is LockWeapon lockWeapon)
_availableLockingWeapons.Add(lockWeapon);
else
dps += weapon.RangeDamagePerSecond(targetDistance);
}
if (dps > .1) _availableGroups.Add((i, dps));
}
foreach(var w in _availableLockingWeapons) _agent.Ship.Command.Pull(w);
UseConsumables(toTarget, targetDistance);
var selectedGroup = -1;
var maxDps = Single.MinValue;
foreach (var group in _availableGroups)
{
if (group.dps > maxDps)
{
maxDps = group.dps;
selectedGroup = group.index;
}
}
var targetRight = track.Value.Direction.Rotate(ItemRotation.Clockwise);
var optimumRangeDelta = abs(_optimumRange - targetDistance);
var directionToTarget = normalize(toTarget.xz);
var targetPortAlignment = dot(targetRight, directionToTarget);
var targetForeAlignment = dot(-track.Value.Direction, directionToTarget);
var forwardness = saturate(optimumRangeDelta / _agent.Settings.AgentMaxForwardDistance) * _agent.Settings.AgentForwardLerp;
if (targetForeAlignment > 0) forwardness = lerp(forwardness, 1, pow(targetPortAlignment, 2));
var movementDirection = normalize(lerp(
directionToTarget.Rotate(targetPortAlignment > 0 ? ItemRotation.Clockwise : ItemRotation.CounterClockwise),
targetDistance > _optimumRange ? directionToTarget : -directionToTarget, forwardness));
if (selectedGroup >= 0)
{
var testWeapon = _agent.Ship.WeaponGroups[selectedGroup].weapons.First();
if(testWeapon.Velocity > 1)
{
// Cut 3 (docs/fire-control-cut.md): the one prediction function, shared with the shot's
// own snapshot and the roll's deviation measurement -- two separate predictions here and in the
// roll would let an AI aim at one point and get judged for missing a different one.
// The target is tracked here (the guard above), so the intercept is never null.
var predictedPosition = view.Intercept(_agent.Ship, testWeapon, target.Value);
if (predictedPosition != null) toTarget = normalize(predictedPosition.Value - _agent.Ship.Position);
}
// Each weapon decides for itself (operator ruling 2026-09-30): a group shares a trigger, not a
// verdict. The view's Fires is the AI's "worth it" heuristic for a weapon that hits what it
// fires at, and "the target is designated" for a fused one.
foreach (var weapon in _agent.Ship.WeaponGroups[selectedGroup].weapons)
{
if (view.Fires(_agent.Ship, weapon, target.Value, _agent.Doctrine.MinHitProbability, bestTargetItem))
_agent.Ship.Command.Pull(weapon);
// A lock pulled above this step counts as firing, as it did when it was activated in place.
else if (weapon.Firing || _agent.Ship.Command.Pulls(weapon))
_agent.Ship.Command.Release(weapon);
}
}
ReleaseUnwanted();
_agent.Ship.Command.Aim = toTarget;
_agent.Ship.Command.Turn = TurnCommand.Toward(toTarget.xz);
_agent.Accelerate(movementDirection * _agent.TopSpeed, true);//selectedGroup >= 0);
// Fire charged guns!
}
public override void OnExitState() => ReleaseUnwanted();
// The AI's trigger level for an AutoWeapon is what it commands this step: the weapon holds a down trigger until it is
// released, so every held one this step has no command for is let go, whether the target is gone, untracked, out of reach,
// its group is not the pick, or Combat has ended. A plain gun is tapped and lets go of itself.
private void ReleaseUnwanted()
{
var command = _agent.Ship.Command;
foreach (var weapon in _agent.Ship.Weapons)
if (weapon is AutoWeapon && weapon.Firing && !command.Commands(weapon)) command.Release(weapon);
}
// Overdrive to close a distant target ahead, through the same consumable gate as the vent (Agent.VentOnTrack).
private void UseConsumables(float3 toTarget, float targetDistance)
{
var ship = _agent.Ship;
if (!_agent.TrackAlarm && targetDistance > OverdriveRangeFactor * _optimumRange &&
dot(normalize(ship.Direction), normalize(toTarget.xz)) > cos(radians(OverdriveArcDegrees)))
_agent.Use(b => b is ThrottleLockData);
}
private void SampleDps()
{
var minRange = Single.MaxValue;
var maxRange = Single.MinValue;
foreach (var weapon in _agent.Ship.Weapons)
{
if (weapon.MinRange < minRange)
minRange = weapon.MinRange;
if (weapon.Range > maxRange)
maxRange = weapon.Range;
}
// The pilot's own dice, a pure function of the zone seed and its id: the same offset at every resample, and
// nothing that mints an item can move it.
var offset = SimulationDice.For(_agent.Ship.Zone.CombatSeed, SimulationDice.CombatSampleStream, _agent.Id)
.NextFloat((maxRange - minRange) / DPS_SAMPLE_COUNT);
var optimumDPS = 0f;
for (int i = 0; i < DPS_SAMPLE_COUNT; i++)
{
var range = offset + minRange + (maxRange - minRange) * ((float) i / DPS_SAMPLE_COUNT);
float dps = 0;
foreach (var weapon in _agent.Ship.Weapons)
{
if (weapon.Item.Online.Value)
dps += weapon.RangeDamagePerSecond(range);
}
// Multiply by range raised to a (sublinear) exponent to bias DPS preference towards longer ranges
dps *= pow(range, _agent.Doctrine.RangeExponent);
if (dps > optimumDPS)
{
optimumDPS = dps;
_optimumRange = range;
}
}
}
}