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

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