VisibilitySources holds Signature (channel, strength, item); the eight direct writes go through the one writer; Visibility stays the sum; SignatureOn(channel) splits it. VisibilityData gains Key(3) Channel. No number changes. Not yet built or tested at this commit (verification follows). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
291 lines
No EOL
12 KiB
C#
291 lines
No EOL
12 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 bool _burstPaid;
|
|
private bool _burstStarted;
|
|
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
|
|
{
|
|
// A triggered burst that has not yet fired a round is not ready either: its cooldown has not started.
|
|
get => !_coolingDown && (_burstStarted || _burstRemaining == 0);
|
|
}
|
|
|
|
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;
|
|
// Cut 3 (docs/fire-control-cut.md): carries the ShotId FireControl.Fire assigned, so a Unity effect
|
|
// manager can bind its presentation to the one shot it belongs to instead of applying damage itself.
|
|
public event Action<int> 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;
|
|
// Cut 3 (docs/fire-control-cut.md, Q2): arc-gated the same way AI and turret fire are (Weapon.
|
|
// ArcAllowsFire), and applied here because this is the one place every shooter's trigger passes
|
|
// through -- a player's action-bar Activate() reaches this exactly the same way Combat.cs's and
|
|
// TurretController.cs's Activate() calls do.
|
|
if (!ArcAllowsFire) return;
|
|
// A refused round is free (operator ruling 2026-09-30): no ammo, energy or cooldown is spent on a burst
|
|
// whose first round FireControl would refuse.
|
|
if (FireControl.Refuses(this, Entity)) return;
|
|
|
|
// A burst that pays once (SingleAmmoBurst) pays at its first round that is not refused, in Execute, judged
|
|
// with the Range that round flies with: paying here would judge with the Range of the previous tick, and a
|
|
// Range that fell in between would spend the ammo on rounds Fire then refuses.
|
|
_burstPaid = false;
|
|
_burstRemaining = (int) BurstCount;
|
|
_burstInterval = BurstTime / _burstRemaining;
|
|
_burstTimer = 0;
|
|
// The cooldown starts with the burst's first round that is not refused (Execute), not here: a burst whose
|
|
// every round is refused fires nothing and leaves no cooldown behind.
|
|
_burstStarted = false;
|
|
}
|
|
|
|
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;
|
|
|
|
// Nominal-request ruling (docs/stats-and-power-cut.md, operator ruling 2026-09-19): Count, Energy and
|
|
// Cooldown are all registered request fields (StatValidation.PowerRequestFields) -- read nominally here so
|
|
// the capacitor's own Capacity/Rate this feeds into PowerRequest below never depends on this tick's own
|
|
// grant. Nothing here needs the real, curved value: PowerRequest only ever asks "how much would a full shot
|
|
// cost," and the actual charge added back in Execute is separately scaled by Item.PowerSupply.
|
|
protected void RefreshInputCapacitor()
|
|
{
|
|
var burstCount = max(1, (int) EvaluateNominalPower(_data.Count));
|
|
var perShotEnergy = EvaluateNominalPower(_data.Energy) / burstCount;
|
|
var cooldown = EvaluateNominalPower(_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)
|
|
{
|
|
// A fused round whose arming distance Range cannot reach is refused, per round, before anything is
|
|
// spent (operator ruling 2026-09-30): it costs no ammo, energy, sound, heat, wear or visibility.
|
|
// The decision is FireControl's; Fire makes the same one.
|
|
var refused = FireControl.Refuses(this, Entity);
|
|
// Ammo and energy are consumed here, per round, or once per burst at its first unrefused round
|
|
// (SingleAmmoBurst). UseAmmo returns false when triggering reload; cancel firing if that is the case
|
|
if (!refused && !_burstPaid && (!TrySpendActivationEnergy() || !UseAmmo()))
|
|
{
|
|
_burstRemaining = 0;
|
|
return false;
|
|
}
|
|
if (!refused)
|
|
{
|
|
_burstPaid = _data.SingleAmmoBurst;
|
|
if (!_burstStarted)
|
|
{
|
|
_burstStarted = true;
|
|
_cooldown = 1 - dt / Cooldown;
|
|
// The round starts the cooldown after this tick's decrement above: charge the tick to it, so the cadence stays Cooldown
|
|
_coolingDown = true;
|
|
}
|
|
}
|
|
|
|
_burstRemaining--;
|
|
_burstTimer -= _burstInterval;
|
|
if (refused) continue;
|
|
// Cut 3: this is fire authority's one entry point. FireControl.Fire freezes the payload snapshot
|
|
// (Q6 -- the gun's own stats at this exact instant, base.Execute(dt) above already refreshed them
|
|
// this tick) and queues a PendingShot; nothing downstream re-evaluates a stat.
|
|
// Cut 4 fix: FireControl.Fire must run whether or not anything is listening -- inlined into
|
|
// `OnFire?.Invoke(...)` it looked equivalent but was not. C#'s null-conditional short-circuits the
|
|
// whole expression, argument included, whenever OnFire has no subscriber (a headless run with no
|
|
// Unity EntityInstance wiring, docs/headless-playground-cut.md), so a shot silently never fired.
|
|
// Evaluate it into a local first.
|
|
var shotId = FireControl.Fire(this, Item, Entity);
|
|
OnFire?.Invoke(shotId);
|
|
if(!firedThisFrame)
|
|
{
|
|
Item.FireAudioEvent(WeaponAudioEvent.Fire);
|
|
firedThisFrame = true;
|
|
}
|
|
CauseWearDamage(1);
|
|
AddHeat(Heat);
|
|
Entity.SetSignature(this, SignatureChannel.LaunchFlash, Visibility, Item);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
public override void Activate()
|
|
{
|
|
if(CanFire)
|
|
Trigger();
|
|
base.Activate();
|
|
}
|
|
} |