Delete HardpointTransforms; mount direction and arc become sim data
Entity.HardpointTransforms was written only by Unity (EntityInstance.cs), so the simulation's notion of where a gun points was a readback from a renderer that never runs headless -- Combat.cs threw KeyNotFoundException on the first combat tick outside Unity. Deletes the field, its writer, and the readback branch in Behavior.Direction, leaving the item-rotation path (the same convention reaction thrusters use, R6) as the only source of mount direction. Adds FireControl (ServerShared), a static class owning whether a weapon bears on a point: MountDirection (planar, from ItemRotation), ArcFor (the per-hardpoint HardpointData.FiringArc override, falling back to the new GameplaySettings.FiringArc default of 120), and InArc (the planar dot-cone test, R7 -- target height never enters it, and an arc of 360+ passes unconditionally so a turret hardpoint needs no new type, just a number). Combat.cs and TurretController.cs now gate AI fire through InArc instead of the old hardcoded 0.99 dot-product test against a live Unity transform. Settings.cs drops AgentFiringMinDot, which was declared and read by nothing. docs/fire-control-cut.md, Cut 1. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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9 changed files with 64 additions and 26 deletions
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@ -97,9 +97,7 @@ public class CombatState : BaseState
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toTarget = normalize(predictedPosition - _agent.Ship.Position);
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}
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var shouldFire = dot(
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_agent.Ship.HardpointTransforms[_agent.Ship.Hardpoints[testWeapon.Item.Position.x, testWeapon.Item.Position.y]].direction,
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toTarget) > .99f;
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var shouldFire = FireControl.InArc(testWeapon.Item, toTarget);
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foreach (var weapon in _agent.Ship.WeaponGroups[selectedGroup].weapons)
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{
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if (shouldFire)
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