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>
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15 changed files with 45 additions and 33 deletions
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@ -67,7 +67,7 @@ public class ShipInstance : EntityInstance
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var particles = Instantiate(EngineAssets.Load<ParticleSystem>(effectData.ParticlesPrefab), transform, false);
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var particlesShape = particles.shape;
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var thrusterHardpoint = ThrusterHardpoints
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.FirstOrDefault(t => t.name == ship.Hardpoints[thruster.Item.Position.x, thruster.Item.Position.y].Transform);
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.FirstOrDefault(t => t.name == thruster.Item.Hardpoint.Transform);
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particlesShape.meshRenderer = thrusterHardpoint?.Emitter;
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// if (!string.IsNullOrEmpty(thruster.Item.Data.SoundEffectTrigger) && thrusterHardpoint != null)
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// {
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