Aetheria/Assets/Scripts/ServerShared/Behaviors/LockWeapon.cs
Meta Vens f88d1fc1b3 Mining Cut 3 fix: launchers do not count toward rock reach (Q12 A)
Weapon.CanMine is the one mining predicate; LockWeapon overrides it to
false. Entity.VisibleChunksInReach counts only weapons that can mine.

Tests: LaunchersDoNotCountTowardChunkReach (a launcher-only ship is offered
no rock; a gun of 200 beside a launcher of 400 is offered the near rock
only) and AnOfflineWeaponAddsNoReach (Soul F8: reach reads Active, not
Enabled).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 13:02:26 +02:00

112 lines
3.7 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.LookDirection))) * 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));
}
else _lock = saturate(_lock - dt * Decay);
}
return base.Execute(dt);
}
}