docs/stats-and-power-target.md: "Continuous consumers brown out through a power supply curve on their performance stats." Cut 6 wired the curve (EquippedItem.PowerSupplyFactor) but every continuous consumer still gated its own effect on Item.PowerSupply >= 1f, so an 80% grant produced nothing instead of 80% performance. - Thruster/AetherDrive: gate narrowed from ">= 1f" to a true-zero floor (> 1e-4f, PowerBus's own epsilon); Thrust/Torque are plain Evaluate() reads, so a curved stat already degrades once the full-grant demand is dropped. - Radiator: the gate is deleted outright. PumpedHeat is already a curved Evaluate() read; waste heat is unaffected, so a starved radiator now falls behind instead of refusing to pump, and zero supply already zeroes PumpedHeat via the curve with no special case needed. - ConstantWeapon: the weapon no longer safes itself off (_firing = false) on a partial grant -- only true zero still stops it. Damage already degrades via base.Execute's own Evaluate() read. - EnergyDraw: has no performance stat of its own -- its Execute return value IS the effect (gates its BehaviorGroup). Narrowed the same way: a partial grant still passes, only true zero closes the gate. InputCapacitor and the three instant consumers (InstantWeapon, Sensor, Shield) are untouched: all-or-nothing on a partial charge still holds. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
171 lines
No EOL
5.5 KiB
C#
171 lines
No EOL
5.5 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using MessagePack;
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using Newtonsoft.Json;
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using CultMath;
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using static CultMath.math;
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[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn)]
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public class ConstantWeaponData : WeaponData
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{
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[Inspectable, JsonProperty("ammoInterval"), Key(17)]
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public float AmmoInterval = 1;
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new ConstantWeapon(this, item);
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}
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public override Behavior CreateInstance(ConsumableItemEffect item)
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{
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return new ConstantWeapon(this, item);
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}
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}
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public class ConstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer
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{
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private ConstantWeaponData _data;
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private int _ammo = 1;
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private float _ammoInterval;
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private float _reload;
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private bool _reloading;
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public override int Ammo
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{
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get => _ammo;
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}
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public float Progress
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{
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get { return saturate(_reload); }
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}
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public override float DamagePerSecond => Damage;
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public override float RangeDamagePerSecond(float range)
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{
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return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range)));
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}
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public event Action OnReloadBegin;
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public event Action OnReloadComplete;
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public event Action OnStartFiring;
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public event Action OnStopFiring;
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public void ResetEvents()
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{
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OnReloadBegin = null;
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OnReloadComplete = null;
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OnStartFiring = null;
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OnStopFiring = null;
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}
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public ConstantWeapon(ConstantWeaponData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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}
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public ConstantWeapon(ConstantWeaponData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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}
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// Cut 3 (docs/stats-and-power-cut.md): the request the bus needs before Execute runs -- what continuing to
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// fire this tick would cost, or nothing when not firing or safed. _firing is set externally (Activate/
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// Deactivate) before Entity.Update calls PowerBus.Step, so it is already current when this runs.
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public float PowerRequest(float dt) => _firing && StanceAllowsFire ? Evaluate(_data.Energy) * dt : 0f;
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// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Low -- offense, same as InstantWeapon.
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public int DefaultPowerTier => PowerTiers.Low;
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public override bool Execute(float dt)
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{
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base.Execute(dt);
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if (_firing && !StanceAllowsFire)
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{
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// Safed: shooter has a target and hasn't declared hostility toward it.
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_firing = false;
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OnStopFiring?.Invoke();
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return false;
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}
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if (_firing)
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{
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// Cut 7 (docs/stats-and-power-target.md): base.Execute(dt) above already re-read Damage through
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// Evaluate(_data.Damage), so a Damage stat carrying a PowerSupply term already fires this tick for
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// less under a partial grant -- the weapon no longer safes itself off (the "flicking off gear" bug
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// the ruling names) just because the grant fell short of 1. Only true zero supply still stops it.
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if (Item != null && Item.PowerSupply <= 1e-4f)
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{
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_firing = false;
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OnStopFiring?.Invoke();
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return false;
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}
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if (_data.AmmoType.IsSet())
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{
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if (_reloading)
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{
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_reload -= dt / _data.ReloadTime;
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if (_reload < 0)
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{
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_reloading = false;
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OnReloadComplete?.Invoke();
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}
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return false;
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}
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_ammoInterval -= dt / _data.AmmoInterval;
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if (_ammoInterval < 0)
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{
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_ammoInterval = 1;
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if (_data.MagazineSize > 1 && _ammo > 0) _ammo--;
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else
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{
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var cargo = Entity.FindItemInCargo(_data.AmmoType.Key);
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if (cargo != null)
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{
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var item = cargo.ItemsOfType[_data.AmmoType.Key][0];
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if (item is SimpleCommodity simpleCommodity)
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cargo.Remove(simpleCommodity, 1);
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if(_data.MagazineSize > 1)
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{
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_reloading = true;
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_reload = 1;
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OnReloadBegin?.Invoke();
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_firing = false;
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OnStopFiring?.Invoke();
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}
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}
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return false;
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}
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}
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}
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CauseWearDamage(dt);
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AddHeat(Evaluate(_data.Heat) * dt);
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Entity.VisibilitySources[this] = Evaluate(_data.Visibility);
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}
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return true;
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}
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public override void Activate()
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{
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if(!_firing && !_reloading)
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{
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_firing = true;
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OnStartFiring?.Invoke();
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}
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}
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public override void Deactivate()
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{
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if (_firing)
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{
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_firing = false;
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OnStopFiring?.Invoke();
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}
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}
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} |