Ship contact is a simulation rule: Zone steps Contacts, Unity physics writes no Entity
Contacts.Step exchanges normal velocity between touching hull discs (PostCollisionVelocity moved verbatim from ShieldManager) and publishes Zone.Contacted; ShieldManager presents it; HullCollider.OnCollisionEnter and ShieldManager's ship-on-ship branch are deleted. Not yet built or tested (verification follows). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Assets/Scripts/ServerShared/Contacts.cs
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Assets/Scripts/ServerShared/Contacts.cs
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System.Linq;
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using CultMath;
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using static CultMath.math;
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using float2 = CultMath.float2;
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// A hull touching a hull (aetheria-release cut sim-contact; ruling unity-presents-only-r3): the simulation owns
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// contact between entities. Each hull is a disc about its centre of mass that bounds every occupied cell, and
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// two discs that touch while closing along the line between their centres exchange their normal velocity.
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// Presentations read Zone.Contacted; no Unity collision callback writes an Entity.
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public readonly struct ContactEvent
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{
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public readonly Entity A;
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public readonly Entity B;
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public readonly float2 Point;
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// Unit vector from A to B.
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public readonly float2 Normal;
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public ContactEvent(Entity a, Entity b, float2 point, float2 normal)
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{
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A = a;
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B = b;
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Point = point;
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Normal = normal;
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}
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}
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public static class Contacts
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{
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// The farthest corner of any occupied hull cell from the centre of mass the schematic frame uses, in world
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// units: a true bound on how far the hull reaches from Position (the half-diagonal of the bounding box is not,
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// as FireControl.Detonate's comment records). A cell at (x, y) spans x +/- .5 and y +/- .5.
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public static float Radius(Entity e)
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{
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var shape = e.HullData.Shape;
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var com = shape.CenterOfMass;
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var far = 0f;
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foreach (var c in shape.Coordinates)
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foreach (var (dx, dy) in new[] { (-.5f, -.5f), (.5f, -.5f), (-.5f, .5f), (.5f, .5f) })
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far = max(far, length(float2(c.x + dx, c.y + dy) - com));
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return far * e.ItemManager.GameplaySettings.SchematicCellSize;
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}
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// The elastic exchange of one body's normal velocity: v1 and m1 the body's own, v2 and m2 the other's.
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private static float PostCollisionVelocity(float v1, float m1, float v2, float m2)
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{
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return (v1 * (m1 - m2) + m2 * v2) / (m1 + m2);
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}
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// For each unordered pair of the zone's entities, in list order: if their discs touch and are closing along
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// the normal, each one's normal velocity is replaced (both from the velocities the pair had on entering) and
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// its tangent component kept, and the contact is published. A docked entity (it has a Parent and takes its
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// parent's pose) and an inactive one are not hulls in the zone. No positional push-out.
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public static void Step(Zone zone)
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{
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var entities = zone.Entities.Where(e => e.Active && e.Parent == null).ToArray();
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var radii = entities.Select(Radius).ToArray();
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for (var i = 0; i < entities.Length; i++)
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for (var j = i + 1; j < entities.Length; j++)
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{
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var a = entities[i];
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var b = entities[j];
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var offset = b.Position.xz - a.Position.xz;
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var distance = length(offset);
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// Coincident centres have no normal.
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if (distance <= 0f || distance >= radii[i] + radii[j]) continue;
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var n = offset / distance;
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var va = dot(n, a.Velocity);
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var vb = dot(n, b.Velocity);
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if (vb - va >= 0f) continue;
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var tangent = float2(-n.y, n.x);
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var vaNew = PostCollisionVelocity(va, a.Mass, vb, b.Mass);
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var vbNew = PostCollisionVelocity(vb, b.Mass, va, a.Mass);
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a.Velocity = n * vaNew + tangent * dot(tangent, a.Velocity);
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b.Velocity = n * vbNew + tangent * dot(tangent, b.Velocity);
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zone.Contacted.OnNext(new ContactEvent(a, b, a.Position.xz + n * radii[i], n));
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}
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}
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}
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