Aetheria/Assets/Scripts/ServerShared/Behaviors/InstantWeapon.cs
Meta Vens 55249beb98 Cut 5: priority tiers replace PowerBus's single shared GrantRatio
PowerTiers.cs names five tiers (Critical/High/Medium/Low/Utility) and their
per-behaviour-kind defaults: Radiator is Critical (the closest thing this game
has to life support -- a starved radiator cascades into wear and shutdown
across the whole hull), Shield is High, Thruster/AetherDrive are Medium,
ConstantWeapon/InstantWeapon are Low, and Sensor/EnergyDraw are Utility.
IPowerConsumer.DefaultPowerTier lets each behaviour own its own default.

EquippableItem.PowerTier (Key 12) is the stored, player-choosable tier on the
unit rather than the design; EquippedItem's constructor seeds a kind default
the first time a unit is equipped, only when the field is still
PowerTiers.Unassigned, and never again -- a tier is a stored choice, not
something the bus re-derives.

PowerBus.AllocateTiers walks tiers lowest-number-first: a tier is granted in
full before the next tier sees anything left, an empty tier passes its whole
share down, and within a tier every consumer rations by the same
grant/demand fraction so unequal requests still divide proportionally. A new
TierGrantRatio[] exposes each tier's own ratio for a future UI (Cut 8) to
read starvation from directly, instead of reconstructing it from every item's
PowerSupply.

Deletes EquippedItem.SortPosition, IOrderedBehavior and Reactor.Order (its
only implementer): the bus already steps before any equipment's Execute, so
equip/behaviour order never decided who got fed even before this cut, and
nothing else needed the interface (subject to the map's O3 operator check).

docs/stats-and-power-cut.md Cut 5 / §1.3.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 02:58:38 +02:00

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8.5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class InstantWeaponData : WeaponData
{
[Inspectable, JsonProperty("count"), Key(17)]
public PerformanceStat Count = new PerformanceStat();
[Inspectable, JsonProperty("burstTime"), Key(18)]
public PerformanceStat BurstTime = new PerformanceStat();
[Inspectable, JsonProperty("cooldown"), Key(19), RuntimeInspectable]
public PerformanceStat Cooldown = new PerformanceStat();
[Inspectable, JsonProperty("ammoInterval"), Key(20)]
public bool SingleAmmoBurst;
public override Behavior CreateInstance(EquippedItem item)
{
return new InstantWeapon(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new InstantWeapon(this, item);
}
}
public class InstantWeapon : Weapon, IProgressBehavior, IEventBehavior, IPowerConsumer
{
private InstantWeaponData _data;
// Cut 4 (docs/stats-and-power-cut.md, Cut 4): replaces the direct Entity.TrySpendCapacitorCharge spend at
// both Trigger() and Execute() below -- the named, temporary exception Cut 3 left standing.
protected readonly InputCapacitor _capacitor = new InputCapacitor();
protected int _burstRemaining;
private float _burstTimer;
private float _burstInterval;
protected float _cooldown; // Normalized
private int _ammo = 0;
protected bool _coolingDown;
public float BurstCount { get; protected set; }
public float BurstTime { get; protected set; }
public float Cooldown { get; protected set; }
public virtual bool CanFire
{
get => !_coolingDown;
}
public override float DamagePerSecond => Damage / Cooldown;
public override float RangeDamagePerSecond(float range)
{
return Damage * _data.DamageCurve.Evaluate(saturate(unlerp(MinRange, Range, range))) / Cooldown;
}
public override int Ammo
{
get => _ammo;
}
public virtual float Progress => saturate(_cooldown);
public event Action OnReloadBegin;
public event Action OnReloadComplete;
public event Action OnCooldownComplete;
public event Action OnFire;
public virtual void ResetEvents()
{
OnReloadBegin = null;
OnReloadComplete = null;
OnCooldownComplete = null;
OnFire = null;
}
public InstantWeapon(InstantWeaponData data, EquippedItem item) : base(data, item)
{
_data = data;
_ammo = data.MagazineSize;
}
public InstantWeapon(InstantWeaponData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
_ammo = data.MagazineSize;
}
protected void Trigger()
{
// Safed: shooter has a target and hasn't declared hostility toward it.
if (!StanceAllowsFire) return;
// If 1 ammo is consumed per burst, perform ammo and energy consumption here
// UseAmmo returns false when triggering reload; cancel firing if that is the case
if(_data.SingleAmmoBurst && (!TrySpendActivationEnergy() || !UseAmmo())) return;
_burstRemaining = (int) BurstCount;
_burstInterval = BurstTime / _burstRemaining;
_burstTimer = 0;
_cooldown = 1;
_coolingDown = true;
}
protected override void UpdateStats()
{
base.UpdateStats();
BurstCount = Evaluate(_data.Count);
BurstTime = Evaluate(_data.BurstTime);
Cooldown = Evaluate(_data.Cooldown);
Damage /= (int) BurstCount;
Heat /= (int) BurstCount;
Energy /= (int) BurstCount;
}
// Cut 4 (docs/stats-and-power-cut.md §7 Q4): capacity and rate, resolved fresh rather than off the cached
// Energy/Cooldown properties above -- Capacitor.ResolveCapacity's precedent (PowerBus.Step, which calls
// PowerRequest below, runs before this behaviour's own Execute this tick, so those cached properties would
// still hold last tick's value). Capacity is one shot's own energy cost, exactly what the two deleted
// direct-spend call sites measured. Default rate keeps sustained fire exactly at Cooldown's pace when the
// bus grants the full request; RateOverride lets an owner replace that (ChargedWeapon does).
protected virtual float RateOverride => 0f;
protected void RefreshInputCapacitor()
{
var burstCount = max(1, (int) Evaluate(_data.Count));
var perShotEnergy = Evaluate(_data.Energy) / burstCount;
var cooldown = Evaluate(_data.Cooldown);
_capacitor.UpdateStats(perShotEnergy, cooldown, rateOverride: RateOverride);
}
// Cut 4: the request PowerBus needs before Execute runs, mirroring EnergyDraw's IPowerConsumer pattern.
public float PowerRequest(float dt)
{
RefreshInputCapacitor();
return _capacitor.RequestedFill(dt);
}
// Cut 5 (docs/stats-and-power-cut.md §1.3, PowerTiers.cs): Low -- offense. The ruling's own example of what
// a reactor throttle should sacrifice first.
public int DefaultPowerTier => PowerTiers.Low;
// Cut 4: whole-or-nothing against this behaviour's own input capacitor -- the operator's ruling ("no item
// ever receives a fraction of a shot") means a fire attempt only ever succeeds at full charge, so the cost
// spent is always exactly Capacity, never the possibly-stale cached Energy. A consumable-hosted instance
// (Item == null) has no PowerBus entry (Behaviors.cs: "no PowerBus entry ... always succeeds"), so nothing
// would ever fill this capacitor -- bypass it entirely rather than starving such an instance forever.
protected bool TrySpendActivationEnergy() => Item == null || _capacitor.TrySpend(_capacitor.Capacity);
private bool UseAmmo()
{
if (_data.MagazineSize <= 1) return true;
if (_ammo > 0)
{
_ammo--;
return true;
}
var hasAmmo = true;
if (_data.AmmoType.IsSet())
{
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);
}
else hasAmmo = false;
}
if(hasAmmo)
{
OnReloadBegin?.Invoke();
_cooldown = 1;
_coolingDown = true;
_firing = false;
}
_burstRemaining = 0;
return false;
}
public override bool Execute(float dt)
{
base.Execute(dt);
// Cut 4: this tick's grant, read back via Item.PowerSupply -- Item is non-null here because a null-Item
// instance never reaches PowerBus.Step (see TrySpendActivationEnergy) and so never accrues charge.
if (Item != null)
_capacitor.AddCharge(_capacitor.RequestedFill(dt) * Item.PowerSupply);
if (_coolingDown)
{
_cooldown -= dt / (_data.MagazineSize > 0 && _ammo == 0 ? _data.ReloadTime : Cooldown);
if (_cooldown < 0)
{
_coolingDown = false;
if (_data.MagazineSize > 0 && _ammo == 0)
{
_ammo = _data.MagazineSize;
OnReloadComplete?.Invoke();
}
else
OnCooldownComplete?.Invoke();
}
}
var firedThisFrame = false;
_burstTimer += dt;
while (_burstRemaining > 0 && _burstTimer > 0)
{
// If multiple ammo is consumed per burst, perform ammo and energy consumption here
// UseAmmo returns false when triggering reload; cancel firing if that is the case
if (!_data.SingleAmmoBurst && (!TrySpendActivationEnergy() || !UseAmmo()))
{
_burstRemaining = 0;
return false;
}
_burstRemaining--;
_burstTimer -= _burstInterval;
OnFire?.Invoke();
if(!firedThisFrame)
{
Item.FireAudioEvent(WeaponAudioEvent.Fire);
firedThisFrame = true;
}
CauseWearDamage(1);
AddHeat(Heat);
Entity.VisibilitySources[this] = Visibility;
}
return true;
}
public override void Activate()
{
if(CanFire)
Trigger();
base.Activate();
}
}