Merge fire control Cut 1: combat steps without Unity
HardpointTransforms and its renderer readback are gone; mount direction comes from the item's rotation and arcs are simulation data, default 120 with a per-hardpoint override. Combat no longer throws headless: a real engagement steps two ticks and decides to fire through the same arc gate. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
commit
3ea29acc3f
11 changed files with 343 additions and 27 deletions
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@ -511,11 +511,6 @@ public class EntityInstance : MonoBehaviour
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x.Value.material.SetFloat("_Emission", Entity.ItemManager.GameplaySettings.TemperatureEmissionCurve.Evaluate(x.Key.RadiatorTemperature));
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}
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foreach (var x in Barrels)
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{
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Entity.HardpointTransforms[x.Key] = (x.Value[0].position.ToCultMath(), x.Value[0].forward.ToCultMath());
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}
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LookAtPoint.position = transform.position + Entity.LookDirection.ToUnity() *
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(Entity.Target.Value != null ? max(Entity.TargetRange,Entity.ItemManager.GameplaySettings.ConvergenceMinimumDistance) : 10000);
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LocalSpace.localPosition = transform.position = Entity.Position.ToUnity();
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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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@ -27,16 +27,8 @@ public abstract class Behavior
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{
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if(Item != null)
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{
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var hardpoint = Entity.Hardpoints[Item.Position.x, Item.Position.y];
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if (hardpoint != null && Entity.HardpointTransforms.ContainsKey(hardpoint))
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{
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return normalize(Entity.HardpointTransforms[hardpoint].direction);
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}
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else
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{
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var itemDirection = Entity.Direction.Rotate(Item.EquippableItem.Rotation);
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return float3(itemDirection.x, 0, itemDirection.y);
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}
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var itemDirection = Entity.Direction.Rotate(Item.EquippableItem.Rotation);
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return float3(itemDirection.x, 0, itemDirection.y);
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}
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return float3(Entity.Direction.x, 0, Entity.Direction.y);
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@ -78,9 +78,7 @@ public class TurretController : Behavior, IInitializableBehavior
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foreach (var x in _weapons)
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{
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var data = x.Data as WeaponData;
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var fire = dot(
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x.Direction,
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Entity.LookDirection) > .99f;
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var fire = FireControl.InArc(x.Item, Entity.LookDirection);
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if (x.Evaluate(data.Range) > dist && fire)
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{
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x.Activate();
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@ -54,10 +54,8 @@ public abstract class Entity
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public readonly Dictionary<string, float> Messages = new Dictionary<string, float>();
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public readonly Dictionary<object, float> VisibilitySources = new Dictionary<object, float>();
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public readonly ReactiveDictionary<Entity, float> EntityInfoGathered = new ReactiveDictionary<Entity, float>();
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public readonly Dictionary<HardpointData, (float3 position, float3 direction)> HardpointTransforms =
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new Dictionary<HardpointData, (float3 position, float3 direction)>();
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public readonly ReactiveDictionary<Entity, float> EntityInfoGathered = new ReactiveDictionary<Entity, float>();
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public (List<Weapon> weapons, List<EquippedItem> items)[] WeaponGroups;
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public List<IPopulationAssignment> PopulationAssignments = new List<IPopulationAssignment>();
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43
Assets/Scripts/ServerShared/FireControl.cs
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43
Assets/Scripts/ServerShared/FireControl.cs
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@ -0,0 +1,43 @@
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using CultMath;
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using static CultMath.math;
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// Cut 1 (docs/fire-control-cut.md): geometry only. Whether a weapon bears on a point is decided here and
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// nowhere else -- no prefab, transform, ArticulationPoint or renderer may influence it (R6, R7). Mount
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// direction and arc are both derived per read from catalog data and the item's authored rotation; neither
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// is ever stored on the entity.
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public static class FireControl
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{
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// The planar unit vector a hardpoint's weapon points along, derived solely from the item's authored
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// rotation (R6, the same convention reaction thrusters already use) -- never from a live Unity
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// transform. This is the item-rotation path Behavior.Direction now uses unconditionally, after the
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// HardpointTransforms readback branch is deleted.
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public static float3 MountDirection(EquippedItem item)
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{
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var itemDirection = item.Entity.Direction.Rotate(item.EquippableItem.Rotation);
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return normalize(float3(itemDirection.x, 0, itemDirection.y));
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}
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// Full arc width in degrees: the per-hardpoint override when authored (nonzero), else
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// GameplaySettings.FiringArc. Zero on the hardpoint means "use the default," not "no arc."
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public static float ArcFor(EquippedItem item)
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{
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var hardpoint = item.Entity.Hardpoints[item.Position.x, item.Position.y];
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var arc = hardpoint?.FiringArc ?? 0f;
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return arc > 0 ? arc : item.ItemManager.GameplaySettings.FiringArc;
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}
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// Planar bearing test (R7: the simulation is 2D, the 3D is set dressing -- target height never enters
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// this). An arc of 360 degrees or more passes unconditionally, which is how a turret hardpoint
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// (authored FiringArc: 360, Q1) tracks all the way around without a second type.
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public static bool InArc(EquippedItem weapon, float3 toTarget)
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{
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var arc = ArcFor(weapon);
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if (arc >= 360f) return true;
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var planarTarget = normalize(float3(toTarget.x, 0, toTarget.z));
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return dot(MountDirection(weapon), planarTarget) >= cos(radians(arc / 2f));
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}
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}
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11
Assets/Scripts/ServerShared/FireControl.cs.meta
Normal file
11
Assets/Scripts/ServerShared/FireControl.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: e84f481f2a2e9fdc572e40e239eacc92
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -543,6 +543,9 @@ public class HardpointData
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[Inspectable, JsonProperty("transform"), Key(3)] public string Transform;
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[Inspectable, JsonProperty("rotation"), Key(4)] public ItemRotation Rotation;
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[Inspectable, JsonProperty("armor"), Key(5)] public float Armor;
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// Full arc width in degrees a weapon on this hardpoint may bear across; 0 means "use
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// GameplaySettings.FiringArc" (docs/fire-control-cut.md R6). Turrets author 360 (Q1).
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[Inspectable, JsonProperty("firingArc"), Key(6)] public float FiringArc;
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public override string ToString()
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{
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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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221
tests/Aetheria.Shared.Tests/FireControlTests.cs
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221
tests/Aetheria.Shared.Tests/FireControlTests.cs
Normal file
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@ -0,0 +1,221 @@
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.IO;
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using System.Linq;
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using CultMath;
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using GameCult.Caching;
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using Xunit;
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using static CultMath.math;
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using float3 = CultMath.float3;
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// Cut 1 (docs/fire-control-cut.md): pins mount direction, arc authoring/defaulting and the headless
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// engagement this cut exists to unbreak. Builds its own hull/catalog (the IffAndCombatTests Skiff/Gun
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// fixture is fixed to one hardpoint) rather than reusing those private helpers.
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public sealed class FireControlTests : IDisposable
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{
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private readonly string _root = Path.Combine(Path.GetTempPath(), "aetheria-firecontrol-" + Guid.NewGuid().ToString("N"));
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private string Catalog => Path.Combine(_root, "Aetheria.cc");
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public FireControlTests() => Directory.CreateDirectory(_root);
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private CultCache _openCache;
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public void Dispose()
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{
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_openCache?.Dispose();
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Directory.Delete(_root, true);
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}
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private static GameplaySettings TestSettings() => new GameplaySettings
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{
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DefaultEntitySettings = new EntitySettings(),
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Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
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QualityPriceModifier = new ExponentialLerp(),
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TargetDetectionInfoThreshold = .5f,
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FiringArc = 120
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};
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// A hull with one weapon hardpoint per (rotation, firingArc) pair, laid out along the X axis of a 1xN
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// shape so each gets its own cell. FiringArc 0 on a hardpoint means "use GameplaySettings.FiringArc".
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private (ItemManager items, Ship ship, EquippedItem[] weapons) BuildShipWithHardpoints(
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params (ItemRotation rotation, float firingArc)[] hardpoints)
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{
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var hullShape = new Shape(Math.Max(hardpoints.Length, 3), 3);
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foreach (var cell in hullShape.AllCoordinates) hullShape[cell] = true;
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// Mass defaults to 0 (ItemData.cs:285), which zeroes ThermalMass (Entity.cs MapEntity) and NaNs
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// UpdateTemperature -- author a real mass so the entity's own temperature stays a real number.
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var hullData = new HullData { Name = "TestHull", HullType = HullType.Ship, Shape = hullShape, Durability = 1, Mass = 1000 };
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for (var i = 0; i < hardpoints.Length; i++)
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hullData.Hardpoints.Add(new HardpointData
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{
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Type = HardpointType.Sensors, Position = new int2(i, 0), Shape = new Shape(),
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Rotation = hardpoints[i].rotation, FiringArc = hardpoints[i].firingArc
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});
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using (var buildCache = AetheriaStores.Open(Catalog, catalogWritable: true))
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{
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buildCache.Upsert(new TestCatalogGlobal { Name = "Temperament" });
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buildCache.Upsert(hullData);
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buildCache.Upsert(new GearData
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{
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// The default [0,100] temperature bounds (ItemData.cs:379-382) don't necessarily cover
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// wherever this hull's heat model settles after a tick: author a wide plateau so
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// EquippableItemData.Performance stays 1 and the item actually comes Online.
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Name = "Gun", Hardpoint = HardpointType.Sensors, Shape = new Shape(), Durability = 1,
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MinimumTemperature = -1000, MaximumTemperature = 1000, OptimalTemperature = 0, PlateauWidth = 2000,
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Behaviors = { new InstantWeaponData() }
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});
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buildCache.FlushAsync().Wait();
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}
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_openCache = AetheriaStores.Open(Catalog, catalogWritable: true);
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var ledger = new ProvenanceLedger();
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ledger.Lots[1] = new Lot { Origin = new Attributed(), Quality = 1 }; // hull
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for (var i = 0; i < hardpoints.Length; i++)
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ledger.Lots[2 + i] = new Lot { Origin = new Attributed(), Quality = 1 }; // guns
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var items = new ItemManager(_openCache, ledger, TestSettings(), _ => { });
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var zone = new Zone(items, new PlanetSettings(), new ZonePack(), new GalaxyZone { Name = "Test Zone", Owner = null }, null);
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var hullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("TestHull"));
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var hull = new EquippableItem { Data = hullRef, Durability = 1, Lot = 1 };
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var ship = new Ship(items, zone, hull, new EntitySettings());
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// Entity.MapEntity equips the hull itself into Equipment at int2.zero, so hardpoint 0 (also at
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// (0,0) here) shares a cell with the hull's own equipped-item entry: match guns by identity, not
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// position.
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var gunRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>("Gun"));
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var weapons = new EquippedItem[hardpoints.Length];
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for (var i = 0; i < hardpoints.Length; i++)
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{
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var gun = new EquippableItem { Data = gunRef, Durability = 1, Lot = 2 + i };
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Assert.True(ship.TryEquip(gun, new int2(i, 0)));
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weapons[i] = ship.Equipment.Single(e => e.EquippableItem == gun);
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}
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zone.Entities.Add(ship);
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ship.Activate();
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return (items, ship, weapons);
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}
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// R6: mount direction is the item's authored rotation, not the hull's facing. A target 90 degrees to
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// starboard bears on the Clockwise hardpoint's weapon and not the None hardpoint's, and vice versa dead
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// ahead. Mutation: make InArc read Entity.Direction instead of the item's rotation, or swap Rotate's
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// Clockwise/CounterClockwise cases -- either breaks one of the four assertions below.
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[Fact]
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public void ArcFollowsMountRotation()
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{
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var (_, _, weapons) = BuildShipWithHardpoints((ItemRotation.None, 0f), (ItemRotation.Clockwise, 0f));
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var forward = weapons[0];
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var starboardMounted = weapons[1];
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var deadAhead = float3(0, 0, 1);
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var abeamStarboard = float3(1, 0, 0);
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Assert.True(FireControl.InArc(forward, deadAhead));
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Assert.False(FireControl.InArc(forward, abeamStarboard));
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Assert.True(FireControl.InArc(starboardMounted, abeamStarboard));
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Assert.False(FireControl.InArc(starboardMounted, deadAhead));
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}
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// FiringArc is full width: at the default 120, a target 59 degrees off the mount bears and one at 61
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// does not. Mutation: compare against cos(radians(arc)) instead of cos(radians(arc/2)).
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[Fact]
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public void ArcBoundaryIsHalfWidth()
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{
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var (_, _, weapons) = BuildShipWithHardpoints((ItemRotation.None, 0f));
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var weapon = weapons[0];
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float3 AtAngle(float degrees)
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{
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var r = radians(degrees);
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return float3(sin(r), 0, cos(r));
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}
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Assert.True(FireControl.InArc(weapon, AtAngle(59)));
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Assert.False(FireControl.InArc(weapon, AtAngle(61)));
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}
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// R7: the simulation is 2D. A target inside the arc horizontally but far above the firer still bears.
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// Mutation: normalize and dot the full 3D vector instead of zeroing height first.
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[Fact]
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public void ArcIsPlanar()
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{
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var (_, _, weapons) = BuildShipWithHardpoints((ItemRotation.None, 0f));
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var weapon = weapons[0];
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var highButAhead = float3(0, 1000, 1);
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Assert.True(FireControl.InArc(weapon, highButAhead));
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}
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// The per-hardpoint override wins over the default, and an authored 0 means "use the default," not
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// "zero-degree arc." A hardpoint authored FiringArc: 360 bears 170 degrees off; a hardpoint left at 0
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// falls back to GameplaySettings.FiringArc (120) and fails there, but still bears a target only 5
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// degrees off. Mutation: ignore HardpointData.FiringArc entirely (both hardpoints fail at 170), or
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// treat an authored 0 as a literal zero-width arc (the second hardpoint then fails even at 5 degrees).
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[Fact]
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public void HardpointOverrideBeatsDefault()
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{
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var (_, _, weapons) = BuildShipWithHardpoints((ItemRotation.None, 360f), (ItemRotation.None, 0f));
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var turret = weapons[0];
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var defaultArc = weapons[1];
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float3 AtAngle(float degrees)
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{
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var r = radians(degrees);
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return float3(sin(r), 0, cos(r));
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}
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Assert.True(FireControl.InArc(turret, AtAngle(170)));
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Assert.False(FireControl.InArc(defaultArc, AtAngle(170)));
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Assert.True(FireControl.InArc(defaultArc, AtAngle(5)));
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}
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// The cut's real deliverable: Entity.HardpointTransforms is gone, so a Minion can step through a full
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// Zone.Update tick and reach the fire decision without Unity ever having run. Before this cut,
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// Combat.cs:100-102 threw KeyNotFoundException on the first combat tick headless, because the AI's aim
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// direction was a readback from a renderer that never ran. Mutation: restore the HardpointTransforms
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// read in Behavior.Direction / Combat.cs -- this throws again outside Unity.
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[Fact]
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public void CombatStateStepsHeadless()
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{
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var (items, shooter, weapons) = BuildShipWithHardpoints((ItemRotation.None, 0f));
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var weaponData = (InstantWeaponData) weapons[0].Data.Behaviors.Single(b => b is InstantWeaponData);
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weaponData.Damage = new PerformanceStat { Min = 10, Max = 10 };
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weaponData.Cooldown = new PerformanceStat { Min = 1, Max = 1 };
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weaponData.Range = new PerformanceStat { Min = 1000, Max = 1000 };
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weaponData.MinRange = new PerformanceStat { Min = 0, Max = 0 };
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weaponData.DamageCurve = new BezierCurve { Keys = new[] { float4(0, 1, 0, 0), float4(1, 1, 0, 0) } };
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var zone = shooter.Zone;
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var targetHullRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<HullData>("TestHull"));
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var target = new Ship(items, zone, new EquippableItem { Data = targetHullRef, Durability = 1, Lot = 1 }, new EntitySettings());
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// Entity._orderedEquipment is populated only by TryEquip (Entity.cs:813); a ship that never equips
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// anything leaves it null, and Entity.Update (:932) throws on that regardless of this cut. Equip a
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// gun so the target is a real, ordinarily-constructed ship rather than a workaround-shaped one.
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var targetGunRef = items.ItemData.RefOf<ItemData>(items.ItemData.GetByName<GearData>("Gun"));
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Assert.True(target.TryEquip(new EquippableItem { Data = targetGunRef, Durability = 1, Lot = 1 }, new int2(0, 0)));
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zone.Entities.Add(target);
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target.Activate();
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shooter.Position = float3.zero;
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target.Position = float3(0, 0, 10); // dead ahead of the None-rotation hardpoint, well within range and arc
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shooter.Target.Value = target;
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zone.Agents.Add(new Minion(shooter));
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||||
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||||
var ex = Record.Exception(() =>
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{
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zone.Update(1f); // tick 1: transitions the Minion into CombatState and evaluates weapon stats for the first time
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zone.Update(1f); // tick 2: CombatState.Update reaches FireControl.InArc -- the line that used to throw headless
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});
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Assert.Null(ex);
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var weapon = shooter.Weapons.Single();
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Assert.True(weapon.Firing); // arc + range satisfied: the fight actually decided to fire, not just avoided a crash
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||||
}
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}
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@ -32,8 +32,9 @@ public static class Program
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case "shield-migrate": return ShieldMigrate(args.Contains("apply"));
|
||||
case "brownout-migrate": return BrownoutMigrate(args.Contains("apply"));
|
||||
case "roles-migrate": return RolesMigrate(args.Contains("apply"));
|
||||
case "firing-arc-migrate": return FiringArcMigrate(args.Contains("apply"));
|
||||
default:
|
||||
Console.WriteLine("commands: census, factions, station-fit, hardpoint-fit, loadout [seed], save, settings, settings-dump, dangling [clear <Type.Member>]... [apply], shield-migrate [apply], brownout-migrate [apply], roles-migrate [apply]");
|
||||
Console.WriteLine("commands: census, factions, station-fit, hardpoint-fit, loadout [seed], save, settings, settings-dump, dangling [clear <Type.Member>]... [apply], shield-migrate [apply], brownout-migrate [apply], roles-migrate [apply], firing-arc-migrate [apply]");
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
|
@ -974,4 +975,60 @@ public static class Program
|
|||
Console.WriteLine($"Landed {changed.Count} changed records in Aetheria.cc");
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Cut 1 (docs/fire-control-cut.md, "Catalog" under Cut 1 / Q1): a turret hardpoint authors
|
||||
// FiringArc: 360 -- no new type for what a number already says (R6 already gives every other hardpoint
|
||||
// the GameplaySettings.FiringArc default via 0). Scoped to the Turret hull's own hardpoints, the only
|
||||
// ones the cut names; other hulls' hardpoints are left at 0 (default arc) until a design pass says
|
||||
// otherwise. Dry run unless passed "apply", same contract as ShieldMigrate/BrownoutMigrate.
|
||||
private static int FiringArcMigrate(bool apply)
|
||||
{
|
||||
var db = AetherDb.Open(catalogWritable: apply);
|
||||
|
||||
var hulls = db.Cache.GetAll<HullData>().Where(h => h.Name == "Turret").ToArray();
|
||||
if (hulls.Length == 0)
|
||||
{
|
||||
Console.WriteLine("No hull named \"Turret\" found.");
|
||||
return 1;
|
||||
}
|
||||
|
||||
Console.WriteLine($"{"hull",-16} {"hardpoint",-10} {"position",-10} {"was",5} {"now",5}");
|
||||
var changed = new List<(object Document, CultRecordKey Key)>();
|
||||
foreach (var hull in hulls)
|
||||
{
|
||||
var key = db.Cache.RefOf(hull).Key;
|
||||
var touchedThisHull = false;
|
||||
foreach (var hardpoint in hull.Hardpoints)
|
||||
{
|
||||
if (hardpoint.Type != HardpointType.Ballistic) continue;
|
||||
var position = $"({hardpoint.Position.x},{hardpoint.Position.y})";
|
||||
var was = hardpoint.FiringArc;
|
||||
if (was >= 360f)
|
||||
{
|
||||
Console.WriteLine($"{hull.Name,-16} {hardpoint.Type,-10} {position,-10} {was,5:0} {was,5:0} (already authored, left alone)");
|
||||
continue;
|
||||
}
|
||||
hardpoint.FiringArc = 360f;
|
||||
Console.WriteLine($"{hull.Name,-16} {hardpoint.Type,-10} {position,-10} {was,5:0} {360,5:0}");
|
||||
touchedThisHull = true;
|
||||
}
|
||||
if (touchedThisHull) changed.Add((hull, key));
|
||||
}
|
||||
|
||||
Console.WriteLine($"\n{changed.Count} hull records migrated");
|
||||
if (changed.Count == 0) return 0;
|
||||
if (!apply)
|
||||
{
|
||||
Console.WriteLine($"Dry run. Pass \"apply\" to land {changed.Count} changed records.");
|
||||
return 0;
|
||||
}
|
||||
|
||||
foreach (var (document, _) in changed) CultRecordRefs.Validate(document);
|
||||
db.Cache.Commit(batch =>
|
||||
{
|
||||
foreach (var (document, key) in changed) batch.Upsert(document.GetType(), document, key);
|
||||
});
|
||||
Console.WriteLine($"Landed {changed.Count} changed records in Aetheria.cc");
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in a new issue