Aetheria/Assets/Scripts/ServerShared/Behaviors/StatModifier.cs
Meta Vens 7ee40255ca Modifiers reach a behaviour type and its subtypes: TargetsOf matches assignable types
A StatReference naming WeaponData.Damage validated and attached to nothing,
because TargetsOf compared exact types. All three filters now use
targetType.IsAssignableFrom; no exact-match path remains.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-08 22:01:47 +02:00

275 lines
14 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 System;
using System.Collections.Generic;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class StatModifierData : BehaviorData
{
[Inspectable, JsonProperty("stat"), Key(1)]
public StatReference Stat = new StatReference();
[Inspectable, JsonProperty("modifier"), Key(2)]
public PerformanceStat Modifier = new PerformanceStat();
[Inspectable, JsonProperty("type"), Key(3)]
public StatModifierType Type;
// The simple name of a BehaviorData type, as InspectableType writes it
[InspectableType(typeof(BehaviorData)), JsonProperty("requireBehavior"), Key(4)]
public string RequireBehavior;
public override Behavior CreateInstance(EquippedItem item)
{
return new StatModifier(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect consumable)
{
return new StatModifier(this, consumable);
}
}
public class StatModifier : Behavior, IInitializableBehavior, IDisposable, IAlwaysUpdatedBehavior
{
// A resolved value is per (item, stat) (docs/stats-and-power-cut.md §1.1), so a modifier that reaches a stat
// must attach under the owner that specific stat resolves through -- the EquippedItem the field came from --
// not under the modifying behaviour's own owner. Two items of the same design targeted by one modifier get
// two separate resolver entries, exactly as two separate Evaluate calls on them already would.
private readonly struct Target
{
public readonly object Owner;
public readonly PerformanceStat Stat;
public Target(object owner, PerformanceStat stat) { Owner = owner; Stat = stat; }
}
private StatModifierData _data;
private Target[] _targets;
private bool _applied;
private bool _executed;
public StatModifier(StatModifierData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public StatModifier(StatModifierData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
// Cut 2 (docs/stats-and-power-cut.md): the (type name, field name) resolution that used to live here, done
// fresh and silently at every equip, now goes through StatValidation.ResolveStatField -- resolved once,
// memoized, and refused loudly (at catalog load, or here if a caller built one without going through the
// catalog) instead of leaving `_stats` null for ApplyModifier to throw an opaque NullReferenceException on.
//
// Gate 2 fix (Soul pass over Cut 2): Initialize is the entity's own re-activation hook, called exactly once
// per (re)activation for every StatModifier on it -- it is the one place that already knows "this behaviour's
// targets are about to change." Detaching an old attachment, if any, belongs here, not in Update's _executed/
// _applied latch: that latch only tracks per-tick execution and was never told a re-Initialize had happened,
// so after deactivate -> unequip the target -> equip a replacement -> activate, _applied stayed true from the
// stale attachment and Update's `_executed && !_applied` guard never fired again -- the modifier silently
// stopped reaching anything. Making Initialize own the detach/reattach transition removes the split
// authority instead of just resetting the flag: whatever this modifier was attached to before is explicitly
// let go before new targets are computed, so the next Execute+Update reliably reapplies against them.
public void Initialize()
{
if (_applied)
RemoveModifier();
_targets = TargetsOf(Entity, _data);
ValidateNoCycle(Entity, _data, _targets);
ValidateNoPowerSupplyChain(Entity, _data, _targets, Item);
}
private static Target[] TargetsOf(Entity entity, StatModifierData data)
{
var (targetType, statField) = StatValidation.ResolveStatField(data.Stat);
var gear = entity.Equipment
.Where(g => string.IsNullOrEmpty(data.RequireBehavior) ||
entity.ItemManager.GetData(g.EquippableItem).Behaviors.Any(b => b.GetType().Name == data.RequireBehavior));
return typeof(EquippableItemData).IsAssignableFrom(targetType)
? gear.Where(g => targetType.IsAssignableFrom(entity.ItemManager.GetData(g.EquippableItem).GetType()))
.Select(g => new Target(g, statField.GetValue(entity.ItemManager.GetData(g.EquippableItem)) as PerformanceStat))
.Where(t => t.Stat != null)
.ToArray()
: gear.Where(g => entity.ItemManager.GetData(g.EquippableItem).Behaviors.Any(bd => targetType.IsAssignableFrom(bd.GetType())))
.SelectMany(g => entity.ItemManager.GetData(g.EquippableItem).Behaviors
.Where(bd => targetType.IsAssignableFrom(bd.GetType()))
.Select(bd => new Target(g, statField.GetValue(bd) as PerformanceStat)))
.Where(t => t.Stat != null)
.ToArray();
}
// Shared by ValidateNoCycle and ValidateNoPowerSupplyChain below: every StatModifier currently on this
// entity, as an edge from the magnitude stat it reads to the stat(s) it writes. Built fresh from
// Entity.Equipment every time (never a static or catalog-side map), so it costs nothing to discard and cannot
// leak: by the time Activate() calls any StatModifier's Initialize, every EquippedItem (and so every
// StatModifier) on the entity already exists (Entity.cs Activate). Both checks see exactly what is actually
// equipped, not what the catalog merely allows.
private static Dictionary<PerformanceStat, List<PerformanceStat>> BuildModifierEdges(Entity entity, StatModifierData data, Target[] targets)
{
var edges = new Dictionary<PerformanceStat, List<PerformanceStat>>();
foreach (var behavior in entity.Equipment.SelectMany(e => e.Behaviors).OfType<StatModifier>())
{
if (behavior._data.Modifier == null) continue;
Target[] behaviorTargets;
try
{
behaviorTargets = ReferenceEquals(behavior._data, data) ? targets : TargetsOf(entity, behavior._data);
}
catch (InvalidOperationException)
{
continue; // another modifier's own unresolved reference is that modifier's Initialize to refuse
}
if (!edges.TryGetValue(behavior._data.Modifier, out var list))
edges[behavior._data.Modifier] = list = new List<PerformanceStat>();
foreach (var target in behaviorTargets)
if (target.Stat != null) list.Add(target.Stat);
}
return edges;
}
// A modifier's magnitude (_data.Modifier) is itself a PerformanceStat, evaluated through the same resolver as
// everything else it modifies. If that magnitude stat is, directly or through another modifier on this
// entity, one of the stats this modifier writes, resolving it would depend on a value computed from itself
// one tick late -- an authoring error, not a feature. Refused at equip, naming the entity and the reference.
private static void ValidateNoCycle(Entity entity, StatModifierData data, Target[] targets)
{
if (data.Modifier == null) return;
var edges = BuildModifierEdges(entity, data, targets);
var visited = new HashSet<PerformanceStat>();
bool ReachesSelf(PerformanceStat node)
{
if (!edges.TryGetValue(node, out var next)) return false;
foreach (var target in next)
{
if (ReferenceEquals(target, data.Modifier)) return true;
if (visited.Add(target) && ReachesSelf(target)) return true;
}
return false;
}
if (ReachesSelf(data.Modifier))
throw new InvalidOperationException(
$"{entity.Name}: stat modifier \"{data.Stat.Target}.{data.Stat.Stat}\" reads a magnitude stat whose " +
"modifier chain reaches back to itself -- a stat cannot (even transitively) modify its own magnitude");
}
// Cut 6 (docs/stats-and-power-cut.md), narrowed by the nominal-request ruling (operator ruling 2026-09-19,
// ItemData.cs's own PowerRequestFields comment): this is now the ONLY surviving half of "a stat that decides
// a power request may not depend on power supply, directly or through a modifier chain." The direct half --
// a request stat's own declared Terms naming PowerSupply -- used to be refused statically
// (StatValidation.ValidateNoPowerSupplyOnRequest, at catalog load, Upsert and equip), but every
// PowerRequest/RefreshReserve/RefreshInputCapacitor implementation now reads a PowerRequestFields stat
// through EquippedItem.EvaluateNominalPower (Entity.cs), which pins that stat's own PowerSupplyFactor to 1
// regardless of its Terms -- so a direct term can no longer make the request depend on its own answer, and
// that static check was deleted. What EvaluateNominalPower does NOT pin is ScaleModifier/ConstantModifier --
// it forwards those to the item's real, non-nominal resolver entries (same as ConditionRatio's own
// NominalContext), so a modifier chain that reaches a power-tainted magnitude stat still corrupts a nominal
// read too. That is exactly what this check still catches, and it needs an entity to do it: whether a given
// modifier's target is "a power request stat" is static (the (BehaviorData type, field) registry in
// StatValidation), but which items are actually feeding a modifier chain into it is a fact about this
// concrete ship's loadout. Walks the same magnitude->target edges ValidateNoCycle builds, in the other
// direction: is this modifier's own magnitude stat "power-tainted" -- does it, or something feeding it
// through another modifier on this entity, carry a PowerSupply term -- and does it write onto a known
// request stat. Refused at equip, naming both the modifying item and the item whose request it would
// corrupt.
private static void ValidateNoPowerSupplyChain(Entity entity, StatModifierData data, Target[] targets, EquippedItem modifyingItem)
{
if (data.Modifier == null) return;
var edges = BuildModifierEdges(entity, data, targets);
if (!IsPowerTainted(data.Modifier, edges, new HashSet<PerformanceStat>()))
return;
foreach (var target in targets)
{
if (!(target.Owner is EquippedItem targetItem)) continue;
if (!StatValidation.TryGetPowerRequestBehaviorName(targetItem.Data, target.Stat, out var behaviorName))
continue;
throw new InvalidOperationException(
$"{entity.Name}: stat modifier on \"{modifyingItem?.Data.Name ?? "?"}\" would let " +
$"\"{targetItem.Data.Name}\".{behaviorName}'s power request depend on power supply through a " +
"modifier chain -- a stat that decides how much power a behaviour asks for may not depend, even " +
"transitively, on how much it receives");
}
}
// A magnitude stat is power-tainted if its own Terms name PowerSupply directly, or if it is itself the
// target of some other modifier on this entity whose magnitude is (transitively) power-tainted. `visited`
// guards the search against a real cycle -- ValidateNoCycle already refuses those outright, but this walk
// must not stack-overflow while that refusal is still in flight for a different modifier on the same entity.
private static bool IsPowerTainted(PerformanceStat stat, Dictionary<PerformanceStat, List<PerformanceStat>> edges, HashSet<PerformanceStat> visited)
{
if (stat == null || !visited.Add(stat)) return false;
foreach (var term in stat.Terms)
if (term.Source == StatSource.PowerSupply)
return true;
foreach (var pair in edges)
if (pair.Value.Contains(stat) && IsPowerTainted(pair.Key, edges, visited))
return true;
return false;
}
// Cut 2: the modifier value used to be written straight into the catalog stat's own per-entity dictionary
// (the leak, §0.3). It now attaches to the resolver entry it targets, keyed by (that item, that stat); it is
// discarded with the entity, never with the catalog.
private void ApplyModifier()
{
_applied = true;
var value = Evaluate(_data.Modifier);
foreach (var target in _targets)
Entity.Resolver.AttachModifier(target.Owner, target.Stat, this, _data.Type, value);
}
private void RemoveModifier()
{
_applied = false;
foreach (var target in _targets)
Entity.Resolver.DetachModifier(target.Owner, target.Stat, this);
}
public override bool Execute(float dt)
{
_executed = true;
return true;
}
public void Dispose()
{
if(_applied)
RemoveModifier();
}
public void Update(float delta)
{
if(_executed && !_applied)
ApplyModifier();
if(!_executed && _applied)
RemoveModifier();
_executed = false;
}
}
public enum StatModifierType
{
Constant,
Multiplier
}
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class StatReference
{
[InspectableType(typeof(BehaviorData)), JsonProperty("behavior"), Key(1)]
public string Target;
[Inspectable, JsonProperty("stat"), Key(2)]
public string Stat;
}