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--- Auto-Generated Description --- This diagram models a weaponry analysis system that evaluates the damage output and reload time of four distinct weapons within the context of a game, possibly inspired by "Shadow of the Tomb Raider," as suggested by the descriptive text included in the diagram. It incorporates a collection of registers to store weapon statistics—damage, reload speed, and capacity or clip size—for a recurve bow, AB. 45 pistol, Vicar Mark II rifle, and Bishop 600 shotgun. The system allows for the selection of a "Chosen Weapon" which dynamically updates the computation of "Current Weapon Stats," "Damage before reloading," and "Reload Time" based on the selected weapon's specific attributes. The diagram's state connections facilitate the dynamic updating of weapon stats in realtime, essentially simulating how each weapon performs over a series of actions, represented by each step in the system. The total damage before needing to reload is calculated along with the reload time, adjusted based on the weapon’s reload speed attribute. This setup provides an analytical framework for comparing the efficiency and effectiveness of each weapon by simulating their performance in a controlled environment. The inclusion of pools—"Total Damage" and "Loaded"—alongside a source and a delay, captures the cycle of loading, firing, and reloading, highlighting the continuous flow and expenditure of resources (in this case, ammunition or firing capability) and the necessary downtime for reloading, thus reflecting on the operational cadence of each weapon in a gameplay scenario.