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>
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commit
3fcdc20c00
34 changed files with 950 additions and 129 deletions
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@ -25,6 +25,9 @@ public class Ship : Entity
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// [IgnoreMember] public Targetable Target;
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public Entity HomeEntity;
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public float2 MovementDirection;
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// The one facing command, -1..1, positive clockwise. Written each tick by the pilot (player input or the
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// ship's agent); a heading becomes a demand only through Steering.Toward. Runtime only, never packed.
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public float Turn;
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public bool IsPlayerShip;
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private HashSet<EquippedItem> _thrusterItems;
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@ -275,20 +278,11 @@ public class Ship : Entity
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foreach (var thruster in _forwardThrusters) thruster.Axis += MovementDirection.y;
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foreach (var thruster in _reverseThrusters) thruster.Axis += -MovementDirection.y;
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var look = normalize(LookDirection.xz);
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var deltaRot = dot(look, normalize(Direction).Rotate(ItemRotation.Clockwise));
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if (abs(deltaRot) < .01f)
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{
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deltaRot = 0;
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Direction = lerp(Direction, look, min(delta, 1));
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}
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deltaRot = pow(abs(deltaRot), .5f) * sign(deltaRot);
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foreach (var thruster in _clockwiseThrusters) thruster.Axis += deltaRot;
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foreach (var thruster in _counterClockwiseThrusters) thruster.Axis += -deltaRot;
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foreach (var thruster in _clockwiseThrusters) thruster.Axis += Turn;
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foreach (var thruster in _counterClockwiseThrusters) thruster.Axis += -Turn;
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foreach (var drive in _aetherDrives)
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drive.Axis = float3(MovementDirection.y, MovementDirection.x, deltaRot);
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drive.Axis = float3(MovementDirection.y, MovementDirection.x, Turn);
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}
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var velocityMagnitude = length(Velocity);
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