Aetheria/Assets/Scripts/ServerShared/Behaviors/Weapon.cs
Meta Vens a351009956 Gate weapon fire on the shooter's own stance, shared by player and AI
Weapon.StanceAllowsFire is the one shared gate: true with no target, else the
shooter's own Entity.IsHostileTo(Target) -- not the target's stance toward the
shooter. It lives on the Weapon base class so every weapon subtype and every
caller (player input, TurretController, AI) goes through the same rule.

Wired at the two places weapons actually start dealing damage:
- InstantWeapon.Trigger (the base for InstantWeapon, AutoWeapon, ChargedWeapon
  and LockWeapon/Launcher, all of which route real firing through Trigger).
- ConstantWeapon.Execute's continuous-beam loop, which stops firing (and
  raises OnStopFiring) the moment the shooter's stance disallows it.

Also fixes LockWeapon's lock-building condition, which read the wrong
direction (target.IsHostileTo(shooter) instead of shooter.IsHostileTo(target))
-- the same backwards check as the HUD lock indicator, fixed alongside this in
ActionGameManager.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:00:59 +02:00

142 lines
4.7 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,
Union(0, typeof(InstantWeaponData)),
Union(1, typeof(LauncherData)),
Union(2, typeof(ConstantWeaponData)),
Union(3, typeof(ChargedWeaponData)),
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();
[InspectableAnimationCurve, JsonProperty("damageCurve"), Key(7)]
public BezierCurve DamageCurve;
[Inspectable, CultInspectorAssetPath, 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();
}
public abstract class Weapon : Behavior, IActivatedBehavior
{
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 Damage { get; protected set; }
public float Penetration { get; protected set; }
public float DamageSpread { get; protected set; }
public float MinRange { 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; }
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).
public bool StanceAllowsFire => Entity.Target.Value == null || Entity.IsHostileTo(Entity.Target.Value);
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);
Range = Evaluate(_data.Range);
Energy = Evaluate(_data.Energy);
Heat = Evaluate(_data.Heat);
Visibility = Evaluate(_data.Visibility);
Spread = Evaluate(_data.Spread);
Velocity = Evaluate(_data.Velocity);
}
public override bool Execute(float dt)
{
UpdateStats();
return true;
}
public virtual void Activate()
{
_firing = true;
}
public virtual void Deactivate()
{
_firing = false;
}
}