A zone-spawned ship's CombatState sampled in its constructor, before any weapon had evaluated its stats, so the optimum range read 0 and never moved. It now marks the optimum stale on construction, on any equipment add/remove and on a weapon's online change, and samples at the next Update once every active weapon reports StatsKnown. ConsumableAiTests build the agent through Zone.Admit(piloted: true) and read the optimum without re-sampling; new rows pin the hold scope, hull-heading source, mixed paints, sight independence and the optimum across two guns and a refit. Not yet verified. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
211 lines
No EOL
9.6 KiB
C#
211 lines
No EOL
9.6 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UniRx;
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using static CultMath.math;
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using float2 = CultMath.float2;
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using float3 = CultMath.float3;
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using float2x2 = CultMath.float2x2;
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public class CombatState : BaseState
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{
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private const int DPS_SAMPLE_COUNT = 32;
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// The Strength of one Track paint in this ship's own IncomingPaints: a fire-control emitter tracking this ship
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// that hard (rulings lock-warning-strength, sensor-stat-set item 4, launcher-lock-solution-quality).
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private const float LockAlarm = .5f;
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// Overdrive only to close a target farther than this many optimum ranges, while heading within this many degrees of it.
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private const float OverdriveRangeFactor = 2f;
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private const float OverdriveArcDegrees = 15f;
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private float _optimumRange;
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private bool _optimumStale = true;
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private readonly List<(int index, float dps)> _availableGroups = new List<(int index, float dps)>();
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private readonly List<LockWeapon> _availableLockingWeapons = new List<LockWeapon>();
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public CombatState(Agent agent) : base(agent)
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{
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foreach (var item in _agent.Ship.Equipment) Watch(item);
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_agent.Ship.Equipment.ObserveAdd().Subscribe(add => { Watch(add.Value); _optimumStale = true; });
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_agent.Ship.Equipment.ObserveRemove().Subscribe(_ => _optimumStale = true);
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}
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// The optimum is a function of the loadout's evaluated stats, so it is re-derived whenever a weapon comes or goes
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// or changes online state, and only once every weapon that can run has evaluated its stats (a weapon evaluates on
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// its first active tick, after it comes online): a ship the zone just spawned samples over live stats, not zeros.
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private void Watch(EquippedItem item)
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{
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if (item.Behaviors.OfType<Weapon>().Any()) item.Online.Subscribe(_ => _optimumStale = true);
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}
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public override void Update(float delta)
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{
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if (_optimumStale && _agent.Ship.Weapons.All(w => w.StatsKnown || !w.Item.Active.Value))
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{
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SampleDps();
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_optimumStale = false;
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}
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var target = _agent.Ship.Target.Value.Entity;
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if (target == null) return;
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_availableGroups.Clear();
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_availableLockingWeapons.Clear();
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var toTarget = target.Position - _agent.Ship.Position;
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var targetDistance = length(toTarget.xz);
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// Cut 2 (docs/fire-control-cut.md): aim at whichever revealed weapon on the target hits hardest at
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// this range, or clear the aim point when nothing qualifies -- the same predicate
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// (FireControl.IsRevealed) and the same writer (TrySelectTargetItem) the player path uses. Which weapons it
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// believes the target has, and how hard each hits, come from its book's claims, not the target's live gear
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// (aetheria-ew, classify-from-belief; ew-claim-weapon-measure-ruled: the claimed design's rated figures); the
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// reveal's Item is the aim and stays the truth.
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EquippedItem bestTargetItem = null;
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var bestTargetDps = float.MinValue;
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foreach (var reveal in _agent.Ship.RevealedWeapons(target))
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{
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if (!FireControl.IsRevealed(_agent.Ship, reveal.Item)) continue;
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var dps = reveal.Claimed.Behaviors.OfType<WeaponData>().First().RatedRangeDamagePerSecond(targetDistance);
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if (dps > bestTargetDps)
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{
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bestTargetDps = dps;
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bestTargetItem = reveal.Item;
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}
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}
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_agent.Ship.TrySelectTargetItem(bestTargetItem);
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for (var i = 0; i < _agent.Ship.WeaponGroups.Length; i++)
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{
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var group = _agent.Ship.WeaponGroups[i];
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var dps = 0f;
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foreach (var weapon in group.weapons)
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// The range test is FireControl's (Designated), and a weapon Solve refuses adds nothing to a group's
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// damage.
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if (weapon.Item.Online.Value &&
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FireControl.Designated(weapon, _agent.Ship, target, out _) &&
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!FireControl.Refuses(weapon, _agent.Ship) &&
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(weapon is ConstantWeapon ||
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weapon is InstantWeapon instantWeapon && instantWeapon.CanFire))
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{
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if(weapon is LockWeapon lockWeapon)
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_availableLockingWeapons.Add(lockWeapon);
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else
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dps += weapon.RangeDamagePerSecond(targetDistance);
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}
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if (dps > .1) _availableGroups.Add((i, dps));
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}
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foreach(var w in _availableLockingWeapons) w.Activate();
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UseConsumables(toTarget, targetDistance);
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var selectedGroup = -1;
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var maxDps = Single.MinValue;
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foreach (var group in _availableGroups)
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{
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if (group.dps > maxDps)
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{
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maxDps = group.dps;
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selectedGroup = group.index;
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}
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}
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var targetRight = target.Direction.Rotate(ItemRotation.Clockwise);
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var optimumRangeDelta = abs(_optimumRange - targetDistance);
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var directionToTarget = normalize(toTarget.xz);
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var targetPortAlignment = dot(targetRight, directionToTarget);
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var targetForeAlignment = dot(-target.Direction, directionToTarget);
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var forwardness = saturate(optimumRangeDelta / _agent.Settings.AgentMaxForwardDistance) * _agent.Settings.AgentForwardLerp;
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if (targetForeAlignment > 0) forwardness = lerp(forwardness, 1, pow(targetPortAlignment, 2));
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var movementDirection = normalize(lerp(
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directionToTarget.Rotate(targetPortAlignment > 0 ? ItemRotation.Clockwise : ItemRotation.CounterClockwise),
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targetDistance > _optimumRange ? directionToTarget : -directionToTarget, forwardness));
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if (selectedGroup >= 0)
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{
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var testWeapon = _agent.Ship.WeaponGroups[selectedGroup].weapons.First();
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if(testWeapon.Velocity > 1)
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{
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// Cut 3 (docs/fire-control-cut.md): the one prediction function, shared with FireControl.Fire's
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// own snapshot and the roll's deviation measurement -- two separate predictions here and in the
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// roll would let an AI aim at one point and get judged for missing a different one.
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var predictedPosition = FireControl.PredictedIntercept(testWeapon, _agent.Ship, target);
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predictedPosition.y = target.RideHeight(predictedPosition.xz);
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toTarget = normalize(predictedPosition - _agent.Ship.Position);
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}
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// Each weapon decides for itself (operator ruling 2026-09-30): a group shares a trigger, not a
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// verdict. FireControl.AgentFires is the AI's "worth it" heuristic for a weapon that hits what it
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// fires at, and "the target is designated" for a fused one.
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foreach (var weapon in _agent.Ship.WeaponGroups[selectedGroup].weapons)
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{
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if (FireControl.AgentFires(weapon, _agent.Ship, target))
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weapon.Activate();
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else if (weapon.Firing)
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weapon.Deactivate();
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}
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}
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_agent.Ship.Aim = toTarget;
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_agent.Ship.Turn = Steering.Toward(_agent.Ship, toTarget.xz);
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_agent.Accelerate(movementDirection * _agent.TopSpeed, true);//selectedGroup >= 0);
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// Fire charged guns!
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}
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// The AI plays the player's rule on the player's information: vent when one Track paint on this ship passes half,
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// otherwise overdrive to close a distant target ahead. It reads only this ship's own IncomingPaints. Both go
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// through TryActivateConsumable, and a ship carrying neither does nothing.
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private void UseConsumables(float3 toTarget, float targetDistance)
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{
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var ship = _agent.Ship;
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if (ship.IncomingPaints.Any(p => p.Mode == PaintMode.Track && p.Strength > LockAlarm))
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Use(b => b is VapourDumpData);
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else if (targetDistance > OverdriveRangeFactor * _optimumRange &&
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dot(normalize(ship.Direction), normalize(toTarget.xz)) > cos(radians(OverdriveArcDegrees)))
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Use(b => b is ThrottleLockData);
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}
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// One of a kind at a time: a Stackable design would otherwise be drained once per tick.
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private void Use(Predicate<BehaviorData> kind)
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{
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if (_agent.Ship.HasActiveConsumable(kind)) return;
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var consumable = _agent.Ship.FirstCarriedConsumable(kind);
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if (consumable != null) _agent.Ship.TryActivateConsumable(consumable);
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}
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private void SampleDps()
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{
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var minRange = Single.MaxValue;
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var maxRange = Single.MinValue;
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foreach (var weapon in _agent.Ship.Weapons)
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{
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if (weapon.MinRange < minRange)
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minRange = weapon.MinRange;
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if (weapon.Range > maxRange)
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maxRange = weapon.Range;
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}
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var offset = _agent.ItemManager.Random.NextFloat((maxRange - minRange) / DPS_SAMPLE_COUNT);
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var optimumDPS = 0f;
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for (int i = 0; i < DPS_SAMPLE_COUNT; i++)
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{
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var range = offset + minRange + (maxRange - minRange) * ((float) i / DPS_SAMPLE_COUNT);
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float dps = 0;
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foreach (var weapon in _agent.Ship.Weapons)
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{
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if (weapon.Item.Online.Value)
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dps += weapon.RangeDamagePerSecond(range);
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}
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// Multiply by range raised to a (sublinear) exponent to bias DPS preference towards longer ranges
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dps *= pow(range, _agent.Settings.AgentRangeExponent);
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if (dps > optimumDPS)
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{
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optimumDPS = dps;
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_optimumRange = range;
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}
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}
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}
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} |