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using static CultMath . math ;
using static ItemRotation ;
public sealed class Crossing : Scenario
{
public override string Name = > "Crossing" ;
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public override string Brief = > "A Lightning Projector at the starboard gun and a Cell Blaster at the port gun, an unpiloted Djinni coasting across the bow " +
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"close ahead and an unpiloted one waiting at range. The crosser is launched to port at 50 m/s and only coasts: nothing steers it, " +
"its hull drag slows it to about 25 m/s at the bow line, and it does not shoot back. Make the pass coasting: give no throttle until the Djinni has crossed the bow, then fly freely " +
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"(thrusting from the start carries you past it). Verify: as the Djinni crosses close, FastBlast lands some and projector " +
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"almost none; against the Djinni at range both land. Fly it again without the Fire Control Array: " +
"with it the small gun lands more." ;
public override uint Seed = > 112 ;
public override bool Ambient = > false ;
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// Where the Djinni sit: the player is at Origin facing +z. Origin is 250 m or more from every body, where the zone's
// pull is weakest (about 1.4 u/s^2; the sum of the wells never drops to nothing, and at the old origin the player sat on the star).
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// The crosser is unpiloted and placed moving at the Djinni's 50 m/s cap, so its pass is ballistic: bent by the field and slowed
// by hull drag (it reaches the bow line at about 25 m/s relative to the player, 3.6 s in), and nothing steers it.
// CrosserAt is the centre of the start window in which the pass holds: shifting it by 10 m along either axis keeps the pass
// inside the test's time and distance windows (CrossingHoldsAcrossTheStartWindow).
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// The waiting Djinni sits inside the Lightning Projector's arc at 80% of its Range.
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public static readonly CultMath . float2 Origin = float2 ( 724 , 124 ) ;
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public static readonly CultMath . float2 CrosserAt = Origin + float2 ( - 128 , 45 ) , CrosserFacing = float2 ( 1 , 0 ) , CrosserVelocity = float2 ( 50 , 0 ) ;
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public const float ProjectorRange = 1216f ; // the Lightning Projector's Range in metres, 1216.4 as the fit stands settled at rest
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public static readonly CultMath . float2 Waiting = Origin + float2 ( 0 , ProjectorRange * . 8f ) ;
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public override Galaxy Generate ( GalaxyStage stage ) = > stage . Prelude ( DemoTerminus . Cast ) ;
public override void Stage ( ScenarioStage stage )
{
var fighter = stage . Fit ( "Longinus" ,
( "Cockpit 2x2" , int2 ( 2 , 6 ) , None ) ,
( "Large Drive" , int2 ( 1 , 0 ) , Reversed ) ,
( "Large Drive" , int2 ( 3 , 0 ) , Reversed ) ,
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( "Rugged Drive" , int2 ( 2 , 14 ) , CounterClockwise ) ,
( "Rugged Drive" , int2 ( 3 , 14 ) , Clockwise ) ,
( "Compact Reactor" , int2 ( 2 , 4 ) , None ) ,
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( "GT 3K" , int2 ( 0 , 5 ) , None ) , // Guided Missile Launcher
( "GT 3K" , int2 ( 5 , 5 ) , None ) , // Guided Missile Launcher
( "DragOnBreath" , int2 ( 1 , 8 ) , None ) , // Lightning Projector
( "FastBlast+-" , int2 ( 4 , 8 ) , None ) , // Cell Blaster
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( "Radiator" , int2 ( 2 , 2 ) , CounterClockwise ) ,
( "Radiator" , int2 ( 3 , 2 ) , Clockwise ) ,
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( "not if i see you first" , int2 ( 3 , 10 ) , None ) , // Compact Sensor
( "Panopticon Prime" , int2 ( 1 , 6 ) , Clockwise ) ) ; // Fire Control Array
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stage . Player ( fighter , Origin , facing : float2 ( 0 , 1 ) ) ;
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stage . Place ( stage . Generated ( "Djinni" ) , CrosserAt , facing : CrosserFacing , stance : ScenarioStance . Hostile , velocity : CrosserVelocity ) ;
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stage . Place ( stage . Bare ( "Djinni" ) , Waiting ) ;
}
}