Aetheria/Assets/Scripts/ServerShared/Behaviors/ConstantWeapon.cs
Meta Vens df5f763187 Fire control Cut 5: close the rules that landed on one path and not its twin
Soul's pass over the whole campaign confirmed eleven findings. Seven were code
defects of one shape -- a rule implemented on one path and left off the path
beside it -- and this is all seven.

5.1 Tracking falls back to GameplaySettings.UnaidedTracking (new, 10) instead of
    zero, and Commit drops the zero branch that turned a Tracking-less shooter
    into a hard wall. Unaided fire was meant to be really, really bad; it was
    334 shots and no hits against a target drifting at 5 u/s.
5.2 A shot the shield cannot absorb now breaks it. The decision is frozen into
    ShotOutcome.ShieldBroken at commit and performed in Apply, so a shield that
    recharges mid-flight cannot retroactively survive. Splash already did this;
    the discrete roll never did, which made the whole shield-break mechanic
    unreachable for every weapon in the catalog.
5.3 ConstantWeapon gates on ArcAllowsFire alongside StanceAllowsFire. A
    side-mounted beam was firing forward.
5.4 The point-blank bearing case moves out of Weapon.ArcAllowsFire and into
    InArc, which used to normalize the zero vector into NaN. The trigger said
    fire and the probability said impossible.
5.5 A destroyed item drops out of IsRevealed's ranking, so Precision stops
    concentrating hits onto a dead subsystem's footprint.
5.6 Zone subscribes Entity.Death and removes the corpse itself. That removal
    lived only in Unity's loot-drop subscription, so headless nothing ever left
    the zone, shots landed on corpses and no fight could end.
5.7 PendingShot drops PredictedIntercept and FlightTime, written and read
    nowhere.

208 tests pass (197 plus eleven new).

Known defect, recorded rather than hidden: the committed mutation harness is
unreliable. Across two runs it failed to restore FireControl.cs and Weapon.cs,
leaving live mutations in the working tree -- including its own 5.1 mutation,
which is how a green suite briefly reported two failures. Its verdicts are
therefore evidence only where re-run from a verified-clean tree. Two anchors
(Zone.cs's ObserveAdd line, Weapon.cs's InArc return) fail to match at all, and
5.3's ConstantWeaponObeysArc survives its own mutation, so that rule is written
but not pinned. Cut 5b owns the repair; nothing here is trusted on the harness's
word, and the suite result above was taken by hand from a hash-verified tree.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:56:40 +02:00

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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 System;
using MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
public class ConstantWeaponData : WeaponData
{
[Inspectable, JsonProperty("ammoInterval"), Key(17)]
public float AmmoInterval = 1;
public override Behavior CreateInstance(EquippedItem item)
{
return new ConstantWeapon(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new ConstantWeapon(this, item);
}
}
public class ConstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer
{
private ConstantWeaponData _data;
private int _ammo = 1;
private float _ammoInterval;
private float _reload;
private bool _reloading;
// Cut 4 (docs/fire-control-cut.md): accumulates while firing; rolled off every time it reaches
// GameplaySettings.BeamResolveInterval, through FireControl.Fire/Step exactly like a discrete shot.
private float _beamTimer;
public override int Ammo
{
get => _ammo;
}
public float Progress
{
get { return saturate(_reload); }
}
public override float DamagePerSecond => Damage;
public override float RangeDamagePerSecond(float range)
{
return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range)));
}
public event Action OnReloadBegin;
public event Action OnReloadComplete;
public event Action OnStartFiring;
public event Action OnStopFiring;
// Cut 4 (docs/fire-control-cut.md): carries the ShotId each beam roll's FireControl.Fire assigned, the
// same handle InstantWeapon.OnFire gives discrete shots. No presentation binds to it yet -- kept for a
// future pass, same as Laser.ShotId.
public event Action<int> OnBeamShot;
public void ResetEvents()
{
OnReloadBegin = null;
OnReloadComplete = null;
OnStartFiring = null;
OnStopFiring = null;
OnBeamShot = null;
}
public ConstantWeapon(ConstantWeaponData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public ConstantWeapon(ConstantWeaponData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
// Cut 3 (docs/stats-and-power-cut.md): the request the bus needs before Execute runs -- what continuing to
// fire this tick would cost, or nothing when not firing or safed. _firing is set externally (Activate/
// Deactivate) before Entity.Update calls PowerBus.Step, so it is already current when this runs.
//
// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): Energy is a registered
// request field (StatValidation.PowerRequestFields) -- read nominally, same reasoning as every other
// IPowerConsumer in this cut. Damage (the field Cut 7 curves) is a separate stat base.Execute reads with the
// real Evaluate.
// Cut 5 (docs/fire-control-cut.md, 5.3, Soul finding 9): StanceAllowsFire alone let a side-mounted beam
// fire forward -- ArcAllowsFire joins it here, matching InstantWeapon.cs's player arc gate (Q2: manual and
// programmatic are one truth, and a continuous weapon is no exception).
public float PowerRequest(float dt) => _firing && StanceAllowsFire && ArcAllowsFire ? EvaluateNominalPower(_data.Energy) * dt : 0f;
// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Low -- offense, same as InstantWeapon.
public int DefaultPowerTier => PowerTiers.Low;
public override bool Execute(float dt)
{
base.Execute(dt);
if (_firing && !(StanceAllowsFire && ArcAllowsFire))
{
// Safed: shooter has a target and hasn't declared hostility toward it, or the target no longer
// bears (5.3: a beam obeys its arc exactly as InstantWeapon's trigger does).
_firing = false;
OnStopFiring?.Invoke();
return false;
}
if (_firing)
{
// Cut 7 (docs/stats-and-power-target.md): base.Execute(dt) above already re-read Damage through
// Evaluate(_data.Damage), so a Damage stat carrying a PowerSupply term already fires this tick for
// less under a partial grant -- the weapon no longer safes itself off (the "flicking off gear" bug
// the ruling names) just because the grant fell short of 1. Only true zero supply still stops it.
if (Item != null && Item.PowerSupply <= 1e-4f)
{
_firing = false;
OnStopFiring?.Invoke();
return false;
}
if (_data.AmmoType.IsSet())
{
if (_reloading)
{
_reload -= dt / _data.ReloadTime;
if (_reload < 0)
{
_reloading = false;
OnReloadComplete?.Invoke();
}
return false;
}
_ammoInterval -= dt / _data.AmmoInterval;
if (_ammoInterval < 0)
{
_ammoInterval = 1;
if (_data.MagazineSize > 1 && _ammo > 0) _ammo--;
else
{
var cargo = Entity.FindItemInCargo(_data.AmmoType.Key);
if (cargo != null)
{
var item = cargo.ItemsOfType[_data.AmmoType.Key][0];
if (item is SimpleCommodity simpleCommodity)
cargo.Remove(simpleCommodity, 1);
if(_data.MagazineSize > 1)
{
_reloading = true;
_reload = 1;
OnReloadBegin?.Invoke();
_firing = false;
OnStopFiring?.Invoke();
}
}
return false;
}
}
}
CauseWearDamage(dt);
AddHeat(Evaluate(_data.Heat) * dt);
Entity.VisibilitySources[this] = Evaluate(_data.Visibility);
// Cut 4 (docs/fire-control-cut.md): a beam is a sequence of rolls, not a continuous truth -- one
// FireControl.Fire per BeamResolveInterval, for that interval's worth of Damage, through the same
// freeze-and-queue path a discrete shot uses (a beam's authored Velocity is 0, so the flight
// commits and resolves in this same tick, R4's short-flight degradation).
var interval = Entity.ItemManager.GameplaySettings.BeamResolveInterval;
_beamTimer += dt;
while (_beamTimer >= interval)
{
_beamTimer -= interval;
// FireControl.Fire must run whether or not anything is listening: `OnBeamShot?.Invoke(FireControl.Fire(...))`
// looks equivalent but is not -- C#'s null-conditional short-circuits the whole expression,
// argument included, when OnBeamShot has no subscriber (true today, R9's "no design uses it
// yet"), so the roll would silently never happen. Evaluate it into a local first.
var shotId = FireControl.Fire(this, Item, Entity, Damage * interval);
OnBeamShot?.Invoke(shotId);
}
}
return true;
}
public override void Activate()
{
if(!_firing && !_reloading)
{
_firing = true;
OnStartFiring?.Invoke();
}
}
public override void Deactivate()
{
if (_firing)
{
_firing = false;
OnStopFiring?.Invoke();
}
}
}