Aetheria/Assets/Scripts/ServerShared/Behaviors/TargetingSystem.cs
Meta Vens c4a57a8df0 Add targeting subsystem, reveal rule and selection slot (fire control Cut 2)
TargetingSystem is required interior Tool gear: Accuracy/Resolution/
Precision/Tracking are PerformanceStats reached through the usual
Evaluate path, so lot quality, wear, heat and PowerSupply all apply
(a starved system rolls worse, never switches off). FireControl.Accuracy/
Resolution/Precision fall back to GameplaySettings.UnaidedAccuracy (new,
authored low per Q4) whenever an entity has no targeting system or its
own is destroyed/disabled.

FireControl.IsRevealed derives R5's reveal rule from EntityInfoGathered:
non-hull equipment ranks hardpoint-mounted first, then by size, and
reveals between TargetArmorInfoThreshold and TargetGearInfoThreshold --
the first code to read either setting. Entity.TargetItem/
TrySelectTargetItem/ResolvedTargetItem give both the player and AI one
shared, revoke-on-decay aim-point slot with a single writer.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 13:02:20 +02:00

77 lines
3.4 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 MessagePack;
using Newtonsoft.Json;
// Cut 2 (docs/fire-control-cut.md): the required interior Tool gear that makes aimed fire possible at all
// (R2, Q4). An entity with no working targeting system is not merely worse -- FireControl falls back to
// GameplaySettings.UnaidedAccuracy and a Precision of 0, which is authored to make unaided fire a last
// resort (Q4: "really, really bad"). This behaviour carries no power machinery of its own: EnergyDraw and
// Heat, authored alongside it on the same item, already cover that, and it adds nothing new.
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class TargetingSystemData : BehaviorData
{
// The ceiling on hit probability (Cut 3's roll multiplies against this; nothing here computes a
// probability). A stat, not a constant, so lot quality, wear, heat and PowerSupply all reach it through
// EquippedItem.Evaluate -- a starved targeting system rolls worse rather than switching off (the
// brownout ruling, docs/stats-and-power-cut.md, applied here).
[Inspectable, JsonProperty("accuracy"), Key(1), RuntimeInspectable]
public PerformanceStat Accuracy = new PerformanceStat();
// The info level (see Entity.EntityInfoGathered) at which sensor state stops limiting hits. Below the
// system's own resolution, an otherwise-earned hit still degrades on account of thin sensor data;
// consumed by Cut 3's roll.
[Inspectable, JsonProperty("resolution"), Key(2), RuntimeInspectable]
public PerformanceStat Resolution = new PerformanceStat();
// The chance a hit lands on the item actually aimed at (Entity.TargetItem) rather than a random cell.
// Consumed by Cut 3's roll.
[Inspectable, JsonProperty("precision"), Key(3), RuntimeInspectable]
public PerformanceStat Precision = new PerformanceStat();
// How much target-side deviation from the predicted intercept this system forgives before a shot goes
// wide. Consumed by Cut 3's roll; unused until then.
[Inspectable, JsonProperty("tracking"), Key(4), RuntimeInspectable]
public PerformanceStat Tracking = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new TargetingSystem(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new TargetingSystem(this, item);
}
}
public class TargetingSystem : Behavior
{
private readonly TargetingSystemData _data;
public float Accuracy { get; private set; }
public float Resolution { get; private set; }
public float Precision { get; private set; }
public float Tracking { get; private set; }
public TargetingSystem(TargetingSystemData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public TargetingSystem(TargetingSystemData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
public override bool Execute(float dt)
{
Accuracy = Evaluate(_data.Accuracy);
Resolution = Evaluate(_data.Resolution);
Precision = Evaluate(_data.Precision);
Tracking = Evaluate(_data.Tracking);
return true;
}
}