Aetheria/Assets/Scripts/ServerShared/Behaviors/Weapon.cs
soul 8b0b50382a WeaponData: drop the dead [Union] list; BehaviorData's union owns behavior arms
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-22 23:35:01 +02:00

186 lines
7.9 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 GameCult.Caching;
using System;
using System.Collections.Generic;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Inspectable, RuntimeInspectable]
public abstract class WeaponData : BehaviorData
{
[Inspectable, JsonProperty("damageType"), Key(1), RuntimeInspectable]
public DamageType DamageType;
[Inspectable, JsonProperty("damage"), Key(2), RuntimeInspectable]
public PerformanceStat Damage = new PerformanceStat();
[Inspectable, CultInspectorRange(0, 1), JsonProperty("penetration"), Key(3), RuntimeInspectable]
public PerformanceStat Penetration = new PerformanceStat();
[Inspectable, CultInspectorRange(0, 1), JsonProperty("damageSpread"), Key(4)]
public PerformanceStat DamageSpread = new PerformanceStat();
[Inspectable, JsonProperty("minRange"), Key(5)]
public PerformanceStat MinRange = new PerformanceStat();
[Inspectable, JsonProperty("range"), Key(6)]
public PerformanceStat Range = new PerformanceStat();
// Key 7 was the damage curve, retired and never reused.
// The range up to which a round does its full damage; from here to Range damage lerps to DamageAtMaxRange. Unauthored
// is no falloff (Tracking's precedent): +infinity clamps to Range in RangeFactor.
[Inspectable, JsonProperty("effectiveRange"), Key(35)]
public PerformanceStat EffectiveRange = new PerformanceStat { Min = float.PositiveInfinity, Max = float.PositiveInfinity };
// The multiplier on damage at Range, the end of the lerp (0 is nothing arriving at maximum range).
[Inspectable, JsonProperty("damageAtMaxRange"), Key(36)]
public float DamageAtMaxRange;
[Inspectable, CultInspectorAssetGuid, JsonProperty("effect"), Key(8)]
public string EffectPrefab;
[Inspectable, JsonProperty("energy"), Key(9), RuntimeInspectable]
public PerformanceStat Energy = new PerformanceStat();
[Inspectable, JsonProperty("heat"), Key(10), RuntimeInspectable]
public PerformanceStat Heat = new PerformanceStat();
[Inspectable, JsonProperty("visibility"), Key(11), RuntimeInspectable]
public PerformanceStat Visibility = new PerformanceStat();
[Inspectable, JsonProperty("ammo"), Key(12), RuntimeInspectable]
public CultRecordRef<SimpleCommodityData> AmmoType;
[Inspectable, JsonProperty("magSize"), Key(13)]
public int MagazineSize;
[Inspectable, JsonProperty("reloadTime"), Key(14)]
public float ReloadTime = 1;
[Inspectable, JsonProperty("spread"), Key(15)]
public PerformanceStat Spread = new PerformanceStat();
[Inspectable, JsonProperty("velocity"), Key(16)]
public PerformanceStat Velocity = new PerformanceStat();
// How fast the mount follows a target sweeping the shooter's sky, in degrees per second, authored per gun (ruling
// weapon-tracking-authored). Unauthored is a mount that follows anything: FireControl.PMount reads +infinity as 1.
[Inspectable, JsonProperty("tracking"), Key(33), RuntimeInspectable]
public PerformanceStat Tracking = new PerformanceStat { Min = float.PositiveInfinity, Max = float.PositiveInfinity };
// What an observer who believes this is the design measures it by (aetheria-ew, ew-claim-weapon-measure-ruled): the
// design's rated figures, each stat's Max (what a stat with no terms resolves to), through the same formula the
// live weapon's RangeDamagePerSecond runs over its evaluated stats. Never the carrier's quality, heat, wear or power.
public abstract float RatedRangeDamagePerSecond(float range);
public float RatedRangeFactor(float at) => RangeFactor(MinRange.Max, EffectiveRange.Max, Range.Max, DamageAtMaxRange, at);
// The one function of how much of a weapon's damage arrives at a planar range: 0 outside [min, max] (inclusive, as
// FireControl.Designated), 1 up to the effective range, then one lerp to damageAtMax at max. An effective range outside
// [min, max] clamps into it.
public static float RangeFactor(float min, float effective, float max, float damageAtMax, float at)
{
if (at < min || at > max) return 0f;
var e = clamp(effective, min, max);
return e >= max ? 1f : lerp(1f, damageAtMax, saturate(unlerp(e, max, at)));
}
[IgnoreMember]
public float RatedRange => Range.Max;
}
public abstract class Weapon : ActivatedBehavior
{
private WeaponData _data;
public abstract float DamagePerSecond { get; }
public abstract float RangeDamagePerSecond(float range);
public abstract int Ammo { get; }
public WeaponData WeaponData => _data;
public float RangeFactor(float at) => WeaponData.RangeFactor(MinRange, EffectiveRange, Range, _data.DamageAtMaxRange, at);
public float Damage { get; protected set; }
public float Penetration { get; protected set; }
public float DamageSpread { get; protected set; }
public float MinRange { get; protected set; }
public float EffectiveRange { get; protected set; }
public float Range { get; protected set; }
public float Energy { get; protected set; }
public float Heat { get; protected set; }
public float Visibility { get; protected set; }
public float Spread { get; protected set; }
public float Velocity { get; protected set; }
public float Tracking { get; protected set; }
// Mining Cut 3 fix (Q12 A, "launchers cannot mine"): whether this weapon can mine a chunk. The one mining
// predicate: chunk reach (Entity.VisibleChunksInReach) reads it, and so does anything that decides a weapon
// may work a chunk. A launcher overrides it.
public virtual bool CanMine => true;
protected bool _firing;
public bool Firing
{
get => _firing;
}
// Single shared fire gate for player and AI shooters alike: weapons are safed by the
// shooter's OWN declared stance toward its target, not the target's stance toward the shooter.
// With no target set, behaviour is unchanged (nothing to be safe about). Mining Cut 3: a chunk has no stance,
// so a weapon is never safed against one.
public bool StanceAllowsFire => Entity.Target.Value.Entity == null || Entity.IsHostileTo(Entity.Target.Value.Entity);
// The trigger gate for player and AI shooters alike, read at the one point every shooter's trigger passes
// through (InstantWeapon.Trigger). A gun fires on its solution (FireControl.Solution) without the aim, else
// along the aim when the aim is inside its arc, else it holds. An AI shooter's aim is its intercept, so its
// fire is unchanged. FireControl owns the gate, including its exemption: a fused weapon fires out of arc.
public bool ArcAllowsFire => FireControl.ArcPermitsFire(this, Entity);
public Weapon(WeaponData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public Weapon(WeaponData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
protected virtual void UpdateStats()
{
Damage = Evaluate(_data.Damage);
Penetration = Evaluate(_data.Penetration);
DamageSpread = Evaluate(_data.DamageSpread);
MinRange = Evaluate(_data.MinRange);
EffectiveRange = Evaluate(_data.EffectiveRange);
Range = Evaluate(_data.Range);
Energy = Evaluate(_data.Energy);
Heat = Evaluate(_data.Heat);
Visibility = Evaluate(_data.Visibility);
Spread = Evaluate(_data.Spread);
Velocity = Evaluate(_data.Velocity);
Tracking = Evaluate(_data.Tracking);
}
public override bool Execute(float dt)
{
UpdateStats();
return true;
}
internal override void Activate()
{
_firing = true;
}
internal override void Deactivate()
{
_firing = false;
}
}