Ship S2: the game composes and loads mod ships
Boot opens the derived catalog when GameData/Mods holds packages (ShipModCatalog.ResolveCatalog), preloads each hull's GLB into an assembled inactive prototype (ShipModShips), and LoadEntity clones it when the hull names a Visual. ShipModPlan decides which anchor fills which ShipInstance slot; a ShipModTemplate prefab carries the shared effects. Continue refuses a run that names a design the catalog no longer holds (RunSave.RequireDesigns). Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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Assets/Scripts/ServerShared/ShipModPlan.cs
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68
Assets/Scripts/ServerShared/ShipModPlan.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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// Which anchor fills which slot of a ship's component arrays. Pure over (hull, visual) so the Unity assembler only
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// follows it: the hull's hardpoint type decides what a mount is, the anchor's role decides which node plays the part.
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public sealed class ShipModPlan
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{
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public string MapIcon;
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public string HullCollider;
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public string Shield;
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public string Tractor;
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// Every hull hardpoint's mount id, in hardpoint order: the anchor node each one is matched to by name.
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public string[] Equipment;
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// Mount ids whose anchor (role thruster-emitter / radiator-mesh) is the emitter / mesh node itself.
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public string[] Thrusters;
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public string[] Radiators;
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// A weapon mount's muzzle anchors, by Order then id.
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public (string Mount, string[] Muzzles)[] Weapons;
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// Anchors with role "articulation" become ordinary mount nodes: ArticulationPoint's limits are not authorable until
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// pivots move onto HullData, so no ArticulationPoint is planned.
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public static ShipModPlan Build(HullData hull, ShipAuthoring visual)
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{
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ShipAuthoringStore.Validate(hull, visual);
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var hardpoints = hull.Hardpoints ?? new List<HardpointData>();
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var byMount = hardpoints.ToDictionary(hardpoint => hardpoint.Transform, StringComparer.Ordinal);
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var role = visual.Anchors.ToDictionary(anchor => anchor.Id, anchor => anchor.Role, StringComparer.Ordinal);
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string Only(string wanted) => visual.Anchors.Single(anchor => anchor.Role == wanted).Id;
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foreach (var anchor in visual.Anchors.Where(anchor => anchor.Role == "thruster-emitter" || anchor.Role == "radiator-mesh"))
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{
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var wanted = anchor.Role == "thruster-emitter" ? HardpointType.Thruster : HardpointType.Radiator;
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if (!byMount.TryGetValue(anchor.Id, out var mount) || mount.Type != wanted)
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throw new InvalidOperationException($"{visual.Id}: {anchor.Role} anchor {anchor.Id} must be a {wanted} hardpoint's mount.");
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}
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string[] Mounts(HardpointType type, string wantedRole) => hardpoints.Where(hardpoint => hardpoint.Type == type).Select(hardpoint =>
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role[hardpoint.Transform] == wantedRole ? hardpoint.Transform :
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throw new InvalidOperationException($"{visual.Id}: {type} hardpoint {hardpoint.Transform} needs a {wantedRole} anchor of that id.")).ToArray();
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var muzzles = visual.Anchors.Where(anchor => anchor.Role == "weapon-muzzle")
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.OrderBy(anchor => anchor.Order).ThenBy(anchor => anchor.Id, StringComparer.Ordinal).ToArray();
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foreach (var muzzle in muzzles)
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if (string.IsNullOrEmpty(muzzle.ParentId) || !IsWeapon(byMount[muzzle.ParentId].Type))
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throw new InvalidOperationException($"{visual.Id}: muzzle {muzzle.Id} must be parented to a weapon hardpoint's mount.");
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var weapons = hardpoints.Where(hardpoint => IsWeapon(hardpoint.Type)).Select(hardpoint => (
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hardpoint.Transform,
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muzzles.Where(muzzle => muzzle.ParentId == hardpoint.Transform).Select(muzzle => muzzle.Id).ToArray())).ToArray();
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foreach (var (mount, ids) in weapons)
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if (ids.Length == 0)
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throw new InvalidOperationException($"{visual.Id}: weapon hardpoint {mount} needs at least one muzzle anchor.");
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return new ShipModPlan
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{
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MapIcon = Only("map-icon"),
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HullCollider = Only("hull-collider"),
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Shield = Only("shield"),
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Tractor = Only("tractor"),
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Equipment = hardpoints.Select(hardpoint => hardpoint.Transform).ToArray(),
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Thrusters = Mounts(HardpointType.Thruster, "thruster-emitter"),
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Radiators = Mounts(HardpointType.Radiator, "radiator-mesh"),
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Weapons = weapons
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};
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}
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private static bool IsWeapon(HardpointType type) =>
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type == HardpointType.Energy || type == HardpointType.Ballistic || type == HardpointType.Launcher;
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}
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