Aetheria/Assets/Scripts/ServerShared/Behaviors/InstantWeapon.cs
Meta Vens 1d14edea3a Signatures: every light signature names its channel and item through Entity.SetSignature
VisibilitySources holds Signature (channel, strength, item); the eight direct writes
go through the one writer; Visibility stays the sum; SignatureOn(channel) splits it.
VisibilityData gains Key(3) Channel. No number changes. Not yet built or tested at this
commit (verification follows).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 09:13:24 +02:00

291 lines
No EOL
12 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class InstantWeaponData : WeaponData
{
[Inspectable, JsonProperty("count"), Key(17)]
public PerformanceStat Count = new PerformanceStat();
[Inspectable, JsonProperty("burstTime"), Key(18)]
public PerformanceStat BurstTime = new PerformanceStat();
[Inspectable, JsonProperty("cooldown"), Key(19), RuntimeInspectable]
public PerformanceStat Cooldown = new PerformanceStat();
[Inspectable, JsonProperty("ammoInterval"), Key(20)]
public bool SingleAmmoBurst;
public override Behavior CreateInstance(EquippedItem item)
{
return new InstantWeapon(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new InstantWeapon(this, item);
}
}
public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer
{
private InstantWeaponData _data;
// Cut 4 (docs/stats-and-power-cut.md, Cut 4): replaces the direct Entity.TrySpendCapacitorCharge spend at
// both Trigger() and Execute() below -- the named, temporary exception Cut 3 left standing.
protected readonly InputCapacitor _capacitor = new InputCapacitor();
protected int _burstRemaining;
private bool _burstPaid;
private bool _burstStarted;
private float _burstTimer;
private float _burstInterval;
protected float _cooldown; // Normalized
private int _ammo = 0;
protected bool _coolingDown;
public float BurstCount { get; protected set; }
public float BurstTime { get; protected set; }
public float Cooldown { get; protected set; }
public virtual bool CanFire
{
// A triggered burst that has not yet fired a round is not ready either: its cooldown has not started.
get => !_coolingDown && (_burstStarted || _burstRemaining == 0);
}
public override float DamagePerSecond => Damage / Cooldown;
public override float RangeDamagePerSecond(float range)
{
return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) / Cooldown;
}
public override int Ammo
{
get => _ammo;
}
public virtual float Progress => saturate(_cooldown);
public event Action OnReloadBegin;
public event Action OnReloadComplete;
public event Action OnCooldownComplete;
// Cut 3 (docs/fire-control-cut.md): carries the ShotId FireControl.Fire assigned, so a Unity effect
// manager can bind its presentation to the one shot it belongs to instead of applying damage itself.
public event Action<int> OnFire;
public virtual void ResetEvents()
{
OnReloadBegin = null;
OnReloadComplete = null;
OnCooldownComplete = null;
OnFire = null;
}
public InstantWeapon(InstantWeaponData data, EquippedItem item) : base(data, item)
{
_data = data;
_ammo = data.MagazineSize;
}
public InstantWeapon(InstantWeaponData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
_ammo = data.MagazineSize;
}
protected void Trigger()
{
// Safed: shooter has a target and hasn't declared hostility toward it.
if (!StanceAllowsFire) return;
// Cut 3 (docs/fire-control-cut.md, Q2): arc-gated the same way AI and turret fire are (Weapon.
// ArcAllowsFire), and applied here because this is the one place every shooter's trigger passes
// through -- a player's action-bar Activate() reaches this exactly the same way Combat.cs's and
// TurretController.cs's Activate() calls do.
if (!ArcAllowsFire) return;
// A refused round is free (operator ruling 2026-09-30): no ammo, energy or cooldown is spent on a burst
// whose first round FireControl would refuse.
if (FireControl.Refuses(this, Entity)) return;
// A burst that pays once (SingleAmmoBurst) pays at its first round that is not refused, in Execute, judged
// with the Range that round flies with: paying here would judge with the Range of the previous tick, and a
// Range that fell in between would spend the ammo on rounds Fire then refuses.
_burstPaid = false;
_burstRemaining = (int) BurstCount;
_burstInterval = BurstTime / _burstRemaining;
_burstTimer = 0;
// The cooldown starts with the burst's first round that is not refused (Execute), not here: a burst whose
// every round is refused fires nothing and leaves no cooldown behind.
_burstStarted = false;
}
protected override void UpdateStats()
{
base.UpdateStats();
BurstCount = Evaluate(_data.Count);
BurstTime = Evaluate(_data.BurstTime);
Cooldown = Evaluate(_data.Cooldown);
Damage /= (int) BurstCount;
Heat /= (int) BurstCount;
Energy /= (int) BurstCount;
}
// Cut 4 (docs/stats-and-power-cut.md §7 Q4): capacity and rate, resolved fresh rather than off the cached
// Energy/Cooldown properties above -- Capacitor.ResolveCapacity's precedent (PowerBus.Step, which calls
// PowerRequest below, runs before this behaviour's own Execute this tick, so those cached properties would
// still hold last tick's value). Capacity is one shot's own energy cost, exactly what the two deleted
// direct-spend call sites measured. Default rate keeps sustained fire exactly at Cooldown's pace when the
// bus grants the full request; RateOverride lets an owner replace that (ChargedWeapon does).
protected virtual float RateOverride => 0f;
// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): Count, Energy and
// Cooldown are all registered request fields (StatValidation.PowerRequestFields) -- read nominally here so
// the capacitor's own Capacity/Rate this feeds into PowerRequest below never depends on this tick's own
// grant. Nothing here needs the real, curved value: PowerRequest only ever asks "how much would a full shot
// cost," and the actual charge added back in Execute is separately scaled by Item.PowerSupply.
protected void RefreshInputCapacitor()
{
var burstCount = max(1, (int) EvaluateNominalPower(_data.Count));
var perShotEnergy = EvaluateNominalPower(_data.Energy) / burstCount;
var cooldown = EvaluateNominalPower(_data.Cooldown);
_capacitor.UpdateStats(perShotEnergy, cooldown, rateOverride: RateOverride);
}
// Cut 4: the request PowerBus needs before Execute runs, mirroring EnergyDraw's IPowerConsumer pattern.
public float PowerRequest(float dt)
{
RefreshInputCapacitor();
return _capacitor.RequestedFill(dt);
}
// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Low -- offense. The ruling's own example of what
// a reactor throttle should sacrifice first.
public int DefaultPowerTier => PowerTiers.Low;
// Cut 4: whole-or-nothing against this behaviour's own input capacitor -- the operator's ruling ("no item
// ever receives a fraction of a shot") means a fire attempt only ever succeeds at full charge, so the cost
// spent is always exactly Capacity, never the possibly-stale cached Energy. A consumable-hosted instance
// (Item == null) has no PowerBus entry (Behaviors.cs: "no PowerBus entry ... always succeeds"), so nothing
// would ever fill this capacitor -- bypass it entirely rather than starving such an instance forever.
protected bool TrySpendActivationEnergy() => Item == null || _capacitor.TrySpend(_capacitor.Capacity);
private bool UseAmmo()
{
if (_data.MagazineSize <= 1) return true;
if (_ammo > 0)
{
_ammo--;
return true;
}
var hasAmmo = true;
if (_data.AmmoType.IsSet())
{
var cargo = Entity.FindItemInCargo(_data.AmmoType.Key);
if (cargo != null)
{
var item = cargo.ItemsOfType[_data.AmmoType.Key][0];
if (item is SimpleCommodity simpleCommodity)
cargo.Remove(simpleCommodity, 1);
}
else hasAmmo = false;
}
if(hasAmmo)
{
OnReloadBegin?.Invoke();
_cooldown = 1;
_coolingDown = true;
_firing = false;
}
_burstRemaining = 0;
return false;
}
public override bool Execute(float dt)
{
base.Execute(dt);
// Cut 4: this tick's grant, read back via Item.PowerSupply -- Item is non-null here because a null-Item
// instance never reaches PowerBus.Step (see TrySpendActivationEnergy) and so never accrues charge.
if (Item != null)
_capacitor.AddCharge(_capacitor.RequestedFill(dt) * Item.PowerSupply);
if (_coolingDown)
{
_cooldown -= dt / (_data.MagazineSize > 0 && _ammo == 0 ? _data.ReloadTime : Cooldown);
if (_cooldown < 0)
{
_coolingDown = false;
if (_data.MagazineSize > 0 && _ammo == 0)
{
_ammo = _data.MagazineSize;
OnReloadComplete?.Invoke();
}
else
OnCooldownComplete?.Invoke();
}
}
var firedThisFrame = false;
_burstTimer += dt;
while (_burstRemaining > 0 && _burstTimer > 0)
{
// A fused round whose arming distance Range cannot reach is refused, per round, before anything is
// spent (operator ruling 2026-09-30): it costs no ammo, energy, sound, heat, wear or visibility.
// The decision is FireControl's; Fire makes the same one.
var refused = FireControl.Refuses(this, Entity);
// Ammo and energy are consumed here, per round, or once per burst at its first unrefused round
// (SingleAmmoBurst). UseAmmo returns false when triggering reload; cancel firing if that is the case
if (!refused && !_burstPaid && (!TrySpendActivationEnergy() || !UseAmmo()))
{
_burstRemaining = 0;
return false;
}
if (!refused)
{
_burstPaid = _data.SingleAmmoBurst;
if (!_burstStarted)
{
_burstStarted = true;
_cooldown = 1 - dt / Cooldown;
// The round starts the cooldown after this tick's decrement above: charge the tick to it, so the cadence stays Cooldown
_coolingDown = true;
}
}
_burstRemaining--;
_burstTimer -= _burstInterval;
if (refused) continue;
// Cut 3: this is fire authority's one entry point. FireControl.Fire freezes the payload snapshot
// (Q6 -- the gun's own stats at this exact instant, base.Execute(dt) above already refreshed them
// this tick) and queues a PendingShot; nothing downstream re-evaluates a stat.
// Cut 4 fix: FireControl.Fire must run whether or not anything is listening -- inlined into
// `OnFire?.Invoke(...)` it looked equivalent but was not. C#'s null-conditional short-circuits the
// whole expression, argument included, whenever OnFire has no subscriber (a headless run with no
// Unity EntityInstance wiring, docs/headless-playground-cut.md), so a shot silently never fired.
// Evaluate it into a local first.
var shotId = FireControl.Fire(this, Item, Entity);
OnFire?.Invoke(shotId);
if(!firedThisFrame)
{
Item.FireAudioEvent(WeaponAudioEvent.Fire);
firedThisFrame = true;
}
CauseWearDamage(1);
AddHeat(Heat);
Entity.SetSignature(this, SignatureChannel.LaunchFlash, Visibility, Item);
}
return true;
}
public override void Activate()
{
if(CanFire)
Trigger();
base.Activate();
}
}