Aetheria/Assets/Scripts/ServerShared/Behaviors/ConstantWeapon.cs
Meta Vens 5e0ec92509 Damage falloff: effective range and damage at max range replace DamageCurve
WeaponData.RangeFactor is the one function of damage over range: 0 outside
[MinRange, Range], 1 up to EffectiveRange, one lerp to DamageAtMaxRange.
DamageCurve (key 7, retired) and its formula parameters, CurveField's
BezierCurve path, and every fixture curve line are deleted. Fire freezes
damage times the factor at BurstReach; the AI's DPS reads, Combat's optimum
sampling and the properties panel chart read the same function. AetherDb
gains range-falloff (command only; the catalog is re-saved in a later commit).
Cut and wiring land in one commit rather than two; this commit has not been
built yet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 02:16:04 +02:00

220 lines
No EOL
9.1 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 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);
}
// The one formula of a beam's damage per second at a range (see InstantWeaponData.RangeDamagePerSecond).
internal static float RangeDamagePerSecond(float damage, float rangeFactor) => damage * rangeFactor;
public override float RatedRangeDamagePerSecond(float range) =>
RangeDamagePerSecond(Damage.Max, RatedRangeFactor(range));
}
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 ConstantWeaponData.RangeDamagePerSecond(Damage, RangeFactor(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).
// Operator ruling 2026-09-30: a refused round is free, and a beam is a stream of rounds, so a fused beam whose
// arming distance exceeds its Range fires nothing and draws nothing -- no power, ammo, wear, heat or
// visibility. FireControl.Refuses is the one arming test; it reads the Range Execute last refreshed, the same
// one-tick lag every PowerRequest reads its stats with.
private bool MayFire => StanceAllowsFire && ArcAllowsFire && !FireControl.Refuses(this, Entity);
public float PowerRequest(float dt) => _firing && MayFire ? 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 && !MayFire)
{
// 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), or a fused round is
// refused.
_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.SetSignature(this, SignatureChannel.LaunchFlash, Evaluate(_data.Visibility), Item);
// 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()
{
// A refused beam never starts (operator ruling 2026-09-30): OnStartFiring drives the beam's visuals and
// audio, so starting it only for Execute to stop it a tick later would flash a beam that fires nothing.
if(!_firing && !_reloading && !FireControl.Refuses(this, Entity))
{
_firing = true;
OnStartFiring?.Invoke();
}
}
public override void Deactivate()
{
if (_firing)
{
_firing = false;
OnStopFiring?.Invoke();
}
}
}