Aetheria/Assets/Scripts/ServerShared/Behaviors/TargetingSystem.cs
Meta Vens f6c0d24dba One aim slot holds an item or a mount; the cycle covers every located mount
Entity.AimedAt (AimTarget: a revealed item or a believed mount) replaces
TargetItem. Two writers, TrySelectTargetItem (IsRevealed) and TrySelectMount
(in LayoutOf, not seen destroyed); ResolvedAim re-validates both on every read.
AimCycle is SchematicRows' enemy rows minus mounts in the observer's
seen-destroyed record, written only in Sense through PerceivesDestroyed.
SchematicRows drops its covering filter. IsLocated and AimsAtMount are deleted;
PendingShot.AimedMount and Silhouette's HardpointData mount replace the bool.
The cycle key calls Entity.CycleAim; the schematic marks read ResolvedAim.
Entity.ToString names an entity (follow-up entity-formats-safely).

The slot is AimedAt, not Aim: Entity.Aim is the pilot's pointing direction.
Not yet built or run; ActionGameManager and SchematicDisplay are uncompiled
without Unity.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 04:42:38 +02:00

83 lines
4.1 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 MessagePack;
using Newtonsoft.Json;
// Cut 2 (docs/fire-control-cut.md): the required interior Tool gear that makes aimed fire possible at all
// (R2, Q4). An entity with no working targeting system is not merely worse -- FireControl falls back to
// GameplaySettings.UnaidedAccuracy and a Precision of 0, which is authored to make unaided fire a last
// resort (Q4: "really, really bad"). This behaviour carries no power machinery of its own: EnergyDraw and
// Heat, authored alongside it on the same item, already cover that, and it adds nothing new.
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class TargetingSystemData : BehaviorData
{
// The ceiling on hit probability (Cut 3's roll multiplies against this; nothing here computes a
// probability). A stat, not a constant, so lot quality, wear, heat and PowerSupply all reach it through
// EquippedItem.Evaluate -- a starved targeting system rolls worse rather than switching off (the
// brownout ruling, docs/stats-and-power-cut.md, applied here).
[Inspectable, JsonProperty("accuracy"), Key(1), RuntimeInspectable]
public PerformanceStat Accuracy = new PerformanceStat();
// The info level (see Entity.EntityInfoGathered) at which sensor state stops limiting hits. Below the
// system's own resolution, an otherwise-earned hit still degrades on account of thin sensor data;
// consumed by Cut 3's roll. Higher is better, same as every other stat here: Cut 6c.1 (operator ruling
// 2026-09-19) has FireControl.HitProbability take Resolution's reciprocal to derive the actual info
// ceiling (ceiling = detection + (1 - detection) / Resolution), so authoring a bigger number buys a lower
// ceiling -- less info needed -- rather than the field's own value being read as the ceiling directly.
[Inspectable, JsonProperty("resolution"), Key(2), RuntimeInspectable]
public PerformanceStat Resolution = new PerformanceStat();
// Cut 6d (docs/fire-control-cut.md): grouping tightness, not a probability. FireControl.Sigma derives a
// Gaussian kernel's sigma as 1/Precision, in hull-schematic cell units -- a higher number groups tighter
// around whatever is aimed at (Entity.AimedAt: an item's cells or a mount's; the hull's own centre of mass unaimed).
// Consumed by Cut 3's roll (folded into HitProbability as pOnHull) and by Commit's cell draw, both through
// the one kernel function -- never re-derived separately.
[Inspectable, JsonProperty("precision"), Key(3), RuntimeInspectable]
public PerformanceStat Precision = new PerformanceStat();
// How much target-side deviation from the predicted intercept this system forgives before a shot goes
// wide. Consumed by Cut 3's roll; unused until then.
[Inspectable, JsonProperty("tracking"), Key(4), RuntimeInspectable]
public PerformanceStat Tracking = new PerformanceStat();
public override Behavior CreateInstance(EquippedItem item)
{
return new TargetingSystem(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new TargetingSystem(this, item);
}
}
public class TargetingSystem : Behavior
{
private readonly TargetingSystemData _data;
public float Accuracy { get; private set; }
public float Resolution { get; private set; }
public float Precision { get; private set; }
public float Tracking { get; private set; }
public TargetingSystem(TargetingSystemData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public TargetingSystem(TargetingSystemData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
public override bool Execute(float dt)
{
Accuracy = Evaluate(_data.Accuracy);
Resolution = Evaluate(_data.Resolution);
Precision = Evaluate(_data.Precision);
Tracking = Evaluate(_data.Tracking);
return true;
}
}