Fire control Cut 6b: a shot's dice belong to the shot, and airburst resolves in the simulation

6.1 (Soul finding 6): Commit builds a local CultMath.Random from (Zone.CombatSeed,
shot.ShotId) instead of reading and writing the shared ItemManager.Random stream.
Zone exposes CombatSeed (the same expression that already seeds its own _random),
so a shot's outcome is a pure function of zone identity and shot id -- immune to
whatever else drew from the shared stream in between.

6.2 (Soul finding 5): airburst is wired into the simulation instead of back into
Projectile.cs. PendingShot gains BurstPosition/BurstRadius, frozen at Fire time
from PredictedIntercept and the weapon's authored WeaponItemData.AirburstRange
when WeaponModifiers carries Airburst. FireControl.Step resolves such a shot via
Splash instead of Apply, never both. Projectile.cs/ProjectileManager.cs drop the
dead AirburstDistance/AirburstRange fields and write-back.

Tests: FireControlCut6Tests.cs pins both rules (208 baseline + 5 new, all green).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-19 18:34:04 +02:00
commit 39ad4bfc80
6 changed files with 358 additions and 12 deletions

View file

@ -4,8 +4,10 @@ using static CultMath.math;
// Cut 3 (docs/fire-control-cut.md): the raycast, shield branch and SendHit are deleted -- FireControl already
// decided this shot's fate before this object was ever spawned (R8). What is left is pure flight-path
// presentation: fly, and disappear at Range or ShotId's resolution, whichever comes first. Airburst
// (AirburstDistance/AirburstRange) is Cut 4's -- untouched here.
// presentation: fly, and disappear at Range or ShotId's resolution, whichever comes first.
// Cut 6b, 6.2: airburst resolves in the simulation now (FireControl.Step calls Splash instead of Apply at
// arrival) -- a MonoBehaviour calling Splash would be exactly the authority Cut 3 spent itself deleting, so
// AirburstDistance/AirburstRange are gone. This object's job stays fly-and-disappear.
public class Projectile : MonoBehaviour
{
public TrailRenderer Trail;
@ -13,9 +15,6 @@ public class Projectile : MonoBehaviour
public float Drag = .1f;
public Prototype HitEffect;
public float AirburstDistance;
public float AirburstRange;
private bool _alive;
// Cut 3: FireControl.Fire's ShotId -- this projectile's handle onto Zone.ShotCommitted/ShotResolved.

View file

@ -1,8 +1,6 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using CultMath;
using static CultMath.math;
using Random = UnityEngine.Random;
public class ProjectileManager : InstantWeaponEffectManager
@ -29,7 +27,6 @@ public class ProjectileManager : InstantWeaponEffectManager
p.Velocity += new Vector3(source.Entity.Velocity.x, 0, source.Entity.Velocity.y);
p.Range = weapon.Range;
p.Zone = source.Entity.Zone;
p.AirburstDistance = target != null ? length(source.Entity.Position - target.Entity.Position) : (weapon.Range * .75f);
p.Trail.Clear();
}
}