Entity: an equipped item keeps the hardpoint it occupies

The placement rule (HardpointAt) already finds the one hardpoint an item lies
in at equip; TryEquip threw that answer away and eighteen readers recomputed it
from the item's origin cell, which need not lie in the hardpoint (Soul's
scenarios batch-4 P30). EquippedItem.Hardpoint now carries the answer, null for
Tool gear and the hull, and every origin-cell lookup reads it instead:
FireControl.ArcFor, the eleven weapon managers, EntityInstance, ShipInstance
and ActionGameManager's articulation grouping. Entity.Hardpoints[,] stays the
per-cell map for armour and display.

TryFindSpace's hardpoint search tries every origin the fit rule can accept,
including ones up and left of the hardpoint, so a design whose shape lacks its
origin cell is found wherever ItemFits would place it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-03 14:57:27 +02:00
commit 5ea59ac6b5
15 changed files with 45 additions and 33 deletions

View file

@ -242,7 +242,7 @@ public class EntityInstance : MonoBehaviour
}
}
var hp = Entity.Hardpoints[item.Position.x, item.Position.y];
var hp = item.Hardpoint;
if (hp != null && item.Data.SoundBank != 0)
{
var hardpointTransform = EquipmentHardpoints.FirstOrDefault(x => x.name == hp.Transform);
@ -257,7 +257,7 @@ public class EntityInstance : MonoBehaviour
BarrelIndices = new Dictionary<HardpointData, int>();
foreach (var radiator in entity.GetBehaviors<Radiator>())
{
var hp = Entity.Hardpoints[radiator.Item.Position.x, radiator.Item.Position.y];
var hp = radiator.Item.Hardpoint;
if (hp != null && hp.Type == HardpointType.Radiator)
{
var mesh = RadiatorHardpoints.FirstOrDefault(x => x.name == hp.Transform);