Aetheria/Assets/Scripts/ServerShared/Behaviors/LockWeapon.cs
Meta Vens c47ced9cfd Paints carry search or track; a ping sweep warns every ship it crosses in its beam; allies hear the return silently
LockWarning becomes PaintWarning with a PaintMode (Search for a ping sweep, Track for a lock);
Entity.IncomingLocks becomes IncomingPaints. Sensor replaces the _pingedEntities set with a stateless
crossing rule over the previous and current wavefront radius, limited to a new BeamWidth stat (key 12,
absent reads 360), and credits allied pings from the receiving sensor's own sensitivity and distance.
The HUD lock indicator follows Track paints only. Folds in the radiator sampling-instant pin.

Unverified at this commit (first build still to run).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 14:05:16 +02:00

112 lines
3.8 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 LockWeaponData : InstantWeaponData
{
[Inspectable, JsonProperty("speed"), Key(21), RuntimeInspectable]
public PerformanceStat LockSpeed = new PerformanceStat();
[Inspectable, JsonProperty("sensorImpact"), Key(22)]
public PerformanceStat SensorImpact = new PerformanceStat();
[Inspectable, JsonProperty("threshold"), Key(23), RuntimeInspectable]
public PerformanceStat LockAngle = new PerformanceStat();
[Inspectable, JsonProperty("directionImpact"), Key(24)]
public PerformanceStat DirectionImpact = new PerformanceStat();
[Inspectable, JsonProperty("decay"), Key(25)]
public PerformanceStat Decay = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new LockWeapon(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new LockWeapon(this, item);
}
}
public class LockWeapon : InstantWeapon
{
private LockWeaponData _data;
private float _lock;
private bool _locking;
private Entity _target;
public event Action OnLocked;
public event Action OnBeginLocking;
public event Action OnLockLost;
public float LockSpeed { get; private set; }
public float SensorImpact { get; private set; }
public float LockAngle { get; private set; }
public float DirectionImpact { get; private set; }
public float Decay { get; private set; }
public override float Progress => saturate(_cooldown > 0 ? _cooldown : _lock);
public override bool CanFire => base.CanFire && _lock > .99f && Entity.TargetRange > MinRange && Entity.TargetRange < Range;
public float Lock
{
get => saturate(_lock);
}
// Cut 3 (docs/fire-control-cut.md): the same threshold CanFire above already gates firing on, exposed so
// FireControl.HitProbability can zero an unlocked LockWeapon's probability for AI/HUD decisions made
// before a shot is ever attempted.
public bool IsLocked => _lock > .99f;
// Q12 A: a launcher cannot mine.
public override bool CanMine => false;
public LockWeapon(LockWeaponData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public LockWeapon(LockWeaponData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
public override bool Execute(float dt)
{
// Mining Cut 3 (Q12 A): lock builds on an entity only. A chunk target reads as no target here, so a
// launcher never locks a rock.
var target = Entity.Target.Value.Entity;
if (_target != target)
{
_lock = 0;
_target = target;
}
if (target != null && Entity.IsHostileTo(target))
{
LockSpeed = Evaluate(_data.LockSpeed);
SensorImpact = Evaluate(_data.SensorImpact);
LockAngle = Evaluate(_data.LockAngle);
DirectionImpact = Evaluate(_data.DirectionImpact);
Decay = Evaluate(_data.Decay);
var degrees = acos(dot(normalize(target.Position - Entity.Position), normalize(Entity.Aim))) * 57.2958f;
if (degrees < LockAngle)
{
var lerp = 1 - unlerp(0, 90, degrees);
_lock = saturate(_lock + pow(lerp, DirectionImpact) * dt * LockSpeed * pow(Entity.EntityInfoGathered[target], SensorImpact));
target.ReceivePaint(Entity.Position, Item?.Data, PaintMode.Track, Lock);
}
else _lock = saturate(_lock - dt * Decay);
}
return base.Execute(dt);
}
}