Aetheria/Assets/Scripts/ServerShared/Agents/States/Combat.cs
Meta Vens c86423936e Helm split, simulation: Ship.Turn is the only facing command; LookDirection becomes Aim
Ship.Update reads Turn and feeds the rotation thrusters and aether drives; it no longer reads the
look direction or snaps Direction toward it. Steering.Toward is the one law from heading to demand
(a heading astern now turns at full demand). HelmInput owns the face-the-aim state. Accelerate,
Combat and MoveTo write Turn through Steering.Toward. Entity.LookDirection is renamed Aim in the
simulation, the Unity readers and the tests. Unity player input follows in the next commit.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 12:33:20 +02:00

168 lines
No EOL
7.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UniRx;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
using float2x2 = CultMath.float2x2;
public class CombatState : BaseState
{
private const int DPS_SAMPLE_COUNT = 32;
private float _optimumRange;
private readonly List<(int index, float dps)> _availableGroups = new List<(int index, float dps)>();
private readonly List<LockWeapon> _availableLockingWeapons = new List<LockWeapon>();
public CombatState(Agent agent) : base(agent)
{
SampleDps();
foreach (var weapon in _agent.Ship.Weapons)
{
weapon.Item.Online.Subscribe(b => SampleDps());
}
}
public override void Update(float delta)
{
var target = _agent.Ship.Target.Value.Entity;
if (target == null) return;
_availableGroups.Clear();
_availableLockingWeapons.Clear();
var toTarget = target.Position - _agent.Ship.Position;
var targetDistance = length(toTarget);
// Cut 2 (docs/fire-control-cut.md): aim at whichever revealed weapon on the target hits hardest at
// this range, or clear the aim point when nothing qualifies -- the same predicate
// (FireControl.IsRevealed) and the same writer (TrySelectTargetItem) the player path uses.
EquippedItem bestTargetItem = null;
var bestTargetDps = float.MinValue;
foreach (var targetItem in target.Equipment)
{
if (!(targetItem.Behaviors.FirstOrDefault(b => b is Weapon) is Weapon targetWeapon)) continue;
if (!FireControl.IsRevealed(_agent.Ship, targetItem)) continue;
var dps = targetWeapon.RangeDamagePerSecond(targetDistance);
if (dps > bestTargetDps)
{
bestTargetDps = dps;
bestTargetItem = targetItem;
}
}
_agent.Ship.TrySelectTargetItem(bestTargetItem);
for (var i = 0; i < _agent.Ship.WeaponGroups.Length; i++)
{
var group = _agent.Ship.WeaponGroups[i];
var dps = 0f;
foreach (var weapon in group.weapons)
// The range test is FireControl's (Designated), and a weapon Solve refuses adds nothing to a group's
// damage.
if (weapon.Item.Online.Value &&
FireControl.Designated(weapon, _agent.Ship, target, out _) &&
!FireControl.Refuses(weapon, _agent.Ship) &&
(weapon is ConstantWeapon ||
weapon is InstantWeapon instantWeapon && instantWeapon.CanFire))
{
if(weapon is LockWeapon lockWeapon)
_availableLockingWeapons.Add(lockWeapon);
else
dps += weapon.RangeDamagePerSecond(targetDistance);
}
if (dps > .1) _availableGroups.Add((i, dps));
}
foreach(var w in _availableLockingWeapons) w.Activate();
var selectedGroup = -1;
var maxDps = Single.MinValue;
foreach (var group in _availableGroups)
{
if (group.dps > maxDps)
{
maxDps = group.dps;
selectedGroup = group.index;
}
}
var targetRight = target.Direction.Rotate(ItemRotation.Clockwise);
var optimumRangeDelta = abs(_optimumRange - targetDistance);
var directionToTarget = normalize(toTarget.xz);
var targetPortAlignment = dot(targetRight, directionToTarget);
var targetForeAlignment = dot(-target.Direction, directionToTarget);
var forwardness = saturate(optimumRangeDelta / _agent.Settings.AgentMaxForwardDistance) * _agent.Settings.AgentForwardLerp;
if (targetForeAlignment > 0) forwardness = lerp(forwardness, 1, pow(targetPortAlignment, 2));
var movementDirection = normalize(lerp(
directionToTarget.Rotate(targetPortAlignment > 0 ? ItemRotation.Clockwise : ItemRotation.CounterClockwise),
targetDistance > _optimumRange ? directionToTarget : -directionToTarget, forwardness));
if (selectedGroup >= 0)
{
var testWeapon = _agent.Ship.WeaponGroups[selectedGroup].weapons.First();
if(testWeapon.Velocity > 1)
{
// Cut 3 (docs/fire-control-cut.md): the one prediction function, shared with FireControl.Fire's
// own snapshot and the roll's deviation measurement -- two separate predictions here and in the
// roll would let an AI aim at one point and get judged for missing a different one.
var targetHullData = _agent.ItemManager.GetData(target.Hull) as HullData;
var predictedPosition = FireControl.PredictedIntercept(testWeapon, _agent.Ship, target);
predictedPosition.y = _agent.Ship.Zone.GetHeight(predictedPosition.xz) + targetHullData.GridOffset;
toTarget = normalize(predictedPosition - _agent.Ship.Position);
}
// Each weapon decides for itself (operator ruling 2026-09-30): a group shares a trigger, not a
// verdict. FireControl.AgentFires is the AI's "worth it" heuristic for a weapon that hits what it
// fires at, and "the target is designated" for a fused one.
foreach (var weapon in _agent.Ship.WeaponGroups[selectedGroup].weapons)
{
if (FireControl.AgentFires(weapon, _agent.Ship, target))
weapon.Activate();
else if (weapon.Firing)
weapon.Deactivate();
}
}
_agent.Ship.Aim = toTarget;
_agent.Ship.Turn = Steering.Toward(_agent.Ship, toTarget.xz);
_agent.Accelerate(movementDirection * _agent.TopSpeed, true);//selectedGroup >= 0);
// Fire charged guns!
}
private void SampleDps()
{
var minRange = Single.MaxValue;
var maxRange = Single.MinValue;
foreach (var weapon in _agent.Ship.Weapons)
{
if (weapon.Range < minRange)
minRange = weapon.Range;
if (weapon.Range > maxRange)
maxRange = weapon.Range;
}
var offset = _agent.ItemManager.Random.NextFloat((maxRange - minRange) / DPS_SAMPLE_COUNT);
var optimumDPS = 0f;
for (int i = 0; i < DPS_SAMPLE_COUNT; i++)
{
var range = offset + minRange + (maxRange - minRange) * ((float) i / DPS_SAMPLE_COUNT);
float dps = 0;
foreach (var weapon in _agent.Ship.Weapons)
{
if (weapon.Item.Online.Value && weapon.MinRange < range && range < weapon.Range)
dps += weapon.RangeDamagePerSecond(range);
}
// Multiply by range raised to a (sublinear) exponent to bias DPS preference towards longer ranges
dps *= pow(range, _agent.Settings.AgentRangeExponent);
if (dps > optimumDPS)
{
optimumDPS = dps;
_optimumRange = range;
}
}
}
}