Merge controls-helm: Ship.Turn is the only facing command; the helm split and face-the-aim

Soul gate closed at verdict cut-controls-helm.s3 (head b644fceb). Merged
under operator ruling aetheria-release:ruling:completed-cuts-merge.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-07 20:08:31 +02:00
commit 3fcdc20c00
34 changed files with 950 additions and 129 deletions

View file

@ -107,16 +107,16 @@ public static class FireControl
}
// Operator ruling 2026-09-30: a shot with nothing to bear on flies along where its shooter is aiming
// (Entity.LookDirection -- the player's mouse or a turret's tracking), restricted by the mount's arc. The
// (Entity.Aim -- the player's mouse or a turret's tracking), restricted by the mount's arc. The
// arc is InArc's own cone: an aim inside it is used as is, one outside it is turned to the nearest edge of
// the same cone. There is no second bearing test here; the edge is where InArc stops passing. A shooter
// with no aim set (LookDirection zero) aims down the mount, the same fallback InArc takes for a zero bearing.
// with no aim set (Aim zero) aims down the mount, the same fallback InArc takes for a zero bearing.
// The simulation had no aim clamp before this: the Unity barrel's ArticulationPoint clamps the picture,
// and a target outside the arc merely priced the shot at zero.
public static float2 AimDirection(EquippedItem item, Entity shooter)
{
var mount = MountDirection(item).xz;
var look = shooter.LookDirection.xz;
var look = shooter.Aim.xz;
if (lengthsq(look) < 1e-6f) return mount;
look = normalize(look);
if (InArc(item, float3(look.x, 0, look.y))) return look;