Aetheria/Assets/Scripts/Gameplay/Weapons/GuidedProjectileManager.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using UniRx;
using CultMath;
using CultMath.UnityBridge;
using UnityEngine;
using static CultMath.math;
public class GuidedProjectileManager : InstantWeaponEffectManager
{
// Presentation follows the committed shot (FireControl): the round retargets to the burst point the commit
// names and bursts when the shot resolves, rather than predicting either from its own homing.
private static void Bind(GuidedProjectile p, Zone zone, int shotId)
{
Vector3 At(ShotOutcome o) => new Vector3(o.BurstPoint.x, p.transform.position.y, o.BurstPoint.y);
var bindings = new CompositeDisposable();
zone.ShotCommitted.Where(o => o.ShotId == shotId && o.HasBurstPoint).Subscribe(o => p.BurstAt(At(o))).AddTo(bindings);
zone.ShotResolved.Where(o => o.ShotId == shotId)
.Subscribe(o => p.Resolve(o.Result == ShotResult.Hit || o.Result == ShotResult.Burst, o.HasBurstPoint ? At(o) : (Vector3?) null,
ActionGameManager.DrawsAt(o.Target)))
.AddTo(bindings);
// The binding outlives a fade-out until the shot's own arrival (the moment the simulation resolves it), plus a
// second of margin; a shot no longer pending has nothing left to resolve.
p.BindingLifetime = zone.TryGetShot(shotId, out var shot) ? max(0f, shot.ArrivalTime - zone.Time) + 1f : 0f;
p.Binding = bindings; // replaces, and so disposes, any binding the projectile already had
}
public Prototype ProjectilePrototype;
public Subject<(Entity source, Transform target, GuidedProjectile missile)> OnFireGuided = new Subject<(Entity source, Transform target, GuidedProjectile missile)>();
Fire control Cut 3: hit authority moves to FireControl Deletes the Unity physics hit path (HullCollider.Hit/Splash, and the raycast/shield/SendHit blocks in Projectile, GuidedProjectile, Laser and Lightning) and replaces it with a single owner in the same cut: FireControl now decides whether a shot hits, Zone owns the pending-shot lifecycle, and Entity.DamageSchematic/ApplyHit (moved verbatim from EntityInstance) apply the result. Presentation subscribes to Zone.ShotCommitted/ShotResolved and applies nothing. FireControl.HitProbability is the pure targeting solution (Accuracy * pSensor * pSpread, gated by detection/range/lock/arc). FireControl.Fire freezes the weapon's payload and the shooter's resolved targeting stats at the instant the trigger is pulled (Q6), computes the predicted intercept through the one shared PredictedIntercept function (CombatState now calls the same function instead of duplicating first_order_intercept), and queues a PendingShot. FireControl.Step commits each shot's outcome at ArrivalTime - CommitHorizon -- deviation from the predicted intercept, measured once, live, at that instant -- and applies it at ArrivalTime. A shot whose flight is shorter than the horizon commits and resolves in the same tick it fires. Rolls draw from the shooter's own ItemManager.Random (Q5, seeded and reproducible); an out-of-arc or otherwise gated shot draws nothing. Player fire is arc-gated through the same predicate AI and turret fire use (Weapon.ArcAllowsFire, checked in InstantWeapon.Trigger -- the one point every shooter's trigger passes through), closing Q2. Adds GameplaySettings.CommitHorizon, SchematicCellSize and AgentMinHitProbability (first guesses; the headless suite is the tuning harness, operator play smoke is the arbiter). FORK reported, not worked around silently: HullCollider.SendHit/SendSplash cannot be deleted yet without breaking ConstantLaser.cs, ConstantLightning.cs, ConstantParticleWeapon.cs, HitscanEffect.cs and Mine.cs, which still call them from their own live Physics queries -- that's Cut 4's migration. They fire into the void today: nothing subscribes to Hit/Splash any more for the four weapon kinds this cut owns. tests/Aetheria.Shared.Tests/FireAuthorityTests.cs pins the roll's seeding, the gate-consumes-no-draw rule, resolve-on-arrival, the commit horizon and its evasion window, short-flight degradation, the frozen-payload snapshot, aimed hits, the item-then-hull damage order, the planar penetration march and the shield-absorbs branch. FireControlTests.cs and InputCapacitorTests.cs are updated for the new AI gate and OnFire(int) signature. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 14:07:07 +02:00
public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target, int shotId)
{
if(weapon.Data is LauncherData launcher)
{
// A round the simulation fired at no target (FireControl.Fire: a fused round with no valid targeting
// data, or out of arc) flies to the point it bursts at; one with no target and no burst is not a shot.
PendingShot shot = default;
if (target == null && !(source.Entity.Zone.TryGetShot(shotId, out shot) && shot.Fuse != null)) return;
var burst = shot.BurstPosition.ToUnity();
var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
Fire control Cut 3: hit authority moves to FireControl Deletes the Unity physics hit path (HullCollider.Hit/Splash, and the raycast/shield/SendHit blocks in Projectile, GuidedProjectile, Laser and Lightning) and replaces it with a single owner in the same cut: FireControl now decides whether a shot hits, Zone owns the pending-shot lifecycle, and Entity.DamageSchematic/ApplyHit (moved verbatim from EntityInstance) apply the result. Presentation subscribes to Zone.ShotCommitted/ShotResolved and applies nothing. FireControl.HitProbability is the pure targeting solution (Accuracy * pSensor * pSpread, gated by detection/range/lock/arc). FireControl.Fire freezes the weapon's payload and the shooter's resolved targeting stats at the instant the trigger is pulled (Q6), computes the predicted intercept through the one shared PredictedIntercept function (CombatState now calls the same function instead of duplicating first_order_intercept), and queues a PendingShot. FireControl.Step commits each shot's outcome at ArrivalTime - CommitHorizon -- deviation from the predicted intercept, measured once, live, at that instant -- and applies it at ArrivalTime. A shot whose flight is shorter than the horizon commits and resolves in the same tick it fires. Rolls draw from the shooter's own ItemManager.Random (Q5, seeded and reproducible); an out-of-arc or otherwise gated shot draws nothing. Player fire is arc-gated through the same predicate AI and turret fire use (Weapon.ArcAllowsFire, checked in InstantWeapon.Trigger -- the one point every shooter's trigger passes through), closing Q2. Adds GameplaySettings.CommitHorizon, SchematicCellSize and AgentMinHitProbability (first guesses; the headless suite is the tuning harness, operator play smoke is the arbiter). FORK reported, not worked around silently: HullCollider.SendHit/SendSplash cannot be deleted yet without breaking ConstantLaser.cs, ConstantLightning.cs, ConstantParticleWeapon.cs, HitscanEffect.cs and Mine.cs, which still call them from their own live Physics queries -- that's Cut 4's migration. They fire into the void today: nothing subscribes to Hit/Splash any more for the four weapon kinds this cut owns. tests/Aetheria.Shared.Tests/FireAuthorityTests.cs pins the roll's seeding, the gate-consumes-no-draw rule, resolve-on-arrival, the commit horizon and its evasion window, short-flight degradation, the frozen-payload snapshot, aimed hits, the item-then-hull damage order, the planar penetration march and the shield-absorbs branch. FireControlTests.cs and InputCapacitorTests.cs are updated for the new AI gate and OnFire(int) signature. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 14:07:07 +02:00
p.ShotId = shotId;
p.Source = source.transform;
p.SourceEntity = source.Entity;
if (target != null) p.Target = target.transform;
else p.TargetPosition = () => burst;
p.Frequency = item.Evaluate(MunitionParts.Of<MunitionControlData>(item).EvasionFrequency);
var hp = item.Hardpoint;
var barrel = source.GetBarrel(hp);
p.StartPosition = (p.transform.position = barrel.position).ToCultMath();
p.Range = weapon.Range;
p.GuidanceCurve = launcher.GuidanceCurve.ToCurve();
p.LiftCurve = launcher.LiftCurve.ToCurve();
p.ThrustCurve = launcher.ThrustCurve.ToCurve();
p.Velocity = barrel.forward * weapon.Velocity;
p.Thrust = item.Evaluate(MunitionParts.Of<MunitionThrusterData>(item).Acceleration);
p.TopSpeed = item.Evaluate(MunitionParts.Of<MunitionThrusterData>(item).MaxSpeed);
Bind(p, source.Entity.Zone, shotId);
// A round with no target (a fused round fired at none) has no transform to hand a listener.
OnFireGuided.OnNext((source.Entity, target != null ? target.transform : null, p));
}
else if(weapon.Data is GuidedWeaponData guidance)
{
var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
Fire control Cut 3: hit authority moves to FireControl Deletes the Unity physics hit path (HullCollider.Hit/Splash, and the raycast/shield/SendHit blocks in Projectile, GuidedProjectile, Laser and Lightning) and replaces it with a single owner in the same cut: FireControl now decides whether a shot hits, Zone owns the pending-shot lifecycle, and Entity.DamageSchematic/ApplyHit (moved verbatim from EntityInstance) apply the result. Presentation subscribes to Zone.ShotCommitted/ShotResolved and applies nothing. FireControl.HitProbability is the pure targeting solution (Accuracy * pSensor * pSpread, gated by detection/range/lock/arc). FireControl.Fire freezes the weapon's payload and the shooter's resolved targeting stats at the instant the trigger is pulled (Q6), computes the predicted intercept through the one shared PredictedIntercept function (CombatState now calls the same function instead of duplicating first_order_intercept), and queues a PendingShot. FireControl.Step commits each shot's outcome at ArrivalTime - CommitHorizon -- deviation from the predicted intercept, measured once, live, at that instant -- and applies it at ArrivalTime. A shot whose flight is shorter than the horizon commits and resolves in the same tick it fires. Rolls draw from the shooter's own ItemManager.Random (Q5, seeded and reproducible); an out-of-arc or otherwise gated shot draws nothing. Player fire is arc-gated through the same predicate AI and turret fire use (Weapon.ArcAllowsFire, checked in InstantWeapon.Trigger -- the one point every shooter's trigger passes through), closing Q2. Adds GameplaySettings.CommitHorizon, SchematicCellSize and AgentMinHitProbability (first guesses; the headless suite is the tuning harness, operator play smoke is the arbiter). FORK reported, not worked around silently: HullCollider.SendHit/SendSplash cannot be deleted yet without breaking ConstantLaser.cs, ConstantLightning.cs, ConstantParticleWeapon.cs, HitscanEffect.cs and Mine.cs, which still call them from their own live Physics queries -- that's Cut 4's migration. They fire into the void today: nothing subscribes to Hit/Splash any more for the four weapon kinds this cut owns. tests/Aetheria.Shared.Tests/FireAuthorityTests.cs pins the roll's seeding, the gate-consumes-no-draw rule, resolve-on-arrival, the commit horizon and its evasion window, short-flight degradation, the frozen-payload snapshot, aimed hits, the item-then-hull damage order, the planar penetration march and the shield-absorbs branch. FireControlTests.cs and InputCapacitorTests.cs are updated for the new AI gate and OnFire(int) signature. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 14:07:07 +02:00
p.ShotId = shotId;
p.Source = source.transform;
p.SourceEntity = source.Entity;
p.Frequency = item.Evaluate(MunitionParts.Of<MunitionControlData>(item).EvasionFrequency);
var hp = item.Hardpoint;
var barrel = source.GetBarrel(hp);
p.StartPosition = (p.transform.position = barrel.position).ToCultMath();
p.Range = weapon.Range;
p.GuidanceCurve = guidance.GuidanceCurve.ToCurve();
p.LiftCurve = guidance.LiftCurve.ToCurve();
p.ThrustCurve = guidance.ThrustCurve.ToCurve();
p.Velocity = barrel.forward * weapon.Velocity;
p.Thrust = item.Evaluate(MunitionParts.Of<MunitionThrusterData>(item).Acceleration);
p.TopSpeed = item.Evaluate(MunitionParts.Of<MunitionThrusterData>(item).MaxSpeed);
p.TargetPosition = () =>
{
var drawn = DrawAhead.Position(source.Entity, ActionGameManager.Clock.Lead);
return (drawn + length(source.LookAtPoint.position.ToCultMath() - drawn) * source.Entity.Aim).ToUnity();
};
Bind(p, source.Entity.Zone, shotId);
}
else Debug.LogError($"Weapon {item.Data.Name} linked to {name} effect, but is not a Launcher!");
}
}