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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@ -212,10 +212,10 @@ public class GameplaySettings
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public float TargetArmorInfoThreshold;
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public float TargetGearInfoThreshold;
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public float ConvergenceMinimumDistance;
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public float FiringArc = 120;
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public float AgentRangeExponent = .25f;
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public float AgentForwardLerp = .5f;
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public float AgentMaxForwardDistance = 50;
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public float AgentFiringMinDot = .99f;
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}
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[Serializable, MessagePackObject(keyAsPropertyName: true), JsonObject]
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