Ship mounts: anchors only for visible hardpoints, every role rule in Validate
ShipAuthoringStore.Validate now alone decides which hardpoints carry anchors and which role each plays. A thruster, radiator, energy, ballistic or launcher hardpoint needs an anchor of its mount id with role thruster-emitter, radiator-mesh or the new weapon-mount; every other hardpoint is internal and no anchor may take its id. A mount-role anchor must be a hardpoint's mount, a muzzle must hang off a weapon mount, and each weapon needs a muzzle; these checks move out of ShipModPlan.Build, which now only maps a validated pair to slots and throws nothing itself. 'articulation' stays in the vocabulary for pivots and is never a mount. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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6 changed files with 171 additions and 123 deletions
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@ -24,8 +24,8 @@ public sealed class ShipAnchor
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{
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// Stable semantic identity. HullData.Hardpoints[].Transform names this ID for mounts.
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[Key(0)] public string Id;
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// One of: map-icon, hull-collider, shield, tractor, thruster-emitter,
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// weapon-muzzle, radiator-mesh, or articulation.
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// One of: map-icon, hull-collider, shield, tractor, thruster-emitter, weapon-mount,
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// weapon-muzzle, radiator-mesh, or articulation (a pivot, never a mount).
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[Key(1)] public string Role;
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// Stable node ID in the compiled model, never a Blender display name.
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[Key(2)] public string ModelNodeId;
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@ -53,9 +53,19 @@ public static class ShipAuthoringStore
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// ShipAnchor.Role's vocabulary.
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private static readonly HashSet<string> Roles = new HashSet<string>(StringComparer.Ordinal)
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{
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"map-icon", "hull-collider", "shield", "tractor", "thruster-emitter", "weapon-muzzle", "radiator-mesh", "articulation"
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"map-icon", "hull-collider", "shield", "tractor", "thruster-emitter", "weapon-mount", "weapon-muzzle", "radiator-mesh",
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"articulation"
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};
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// The anchor role a visible hardpoint's mount plays, or null for an internal hardpoint, which has no anchor.
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private static string MountRole(HardpointType type) =>
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type == HardpointType.Thruster ? "thruster-emitter" :
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type == HardpointType.Radiator ? "radiator-mesh" :
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IsWeapon(type) ? "weapon-mount" : null;
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public static bool IsWeapon(HardpointType type) =>
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type == HardpointType.Energy || type == HardpointType.Ballistic || type == HardpointType.Launcher;
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public static CultCache Open(string path, bool writable = false)
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{
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var cache = new CultCache();
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@ -193,13 +203,13 @@ public static class ShipAuthoringStore
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if (anchors.Count(anchor => anchor.Role == role) != 1)
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throw new InvalidOperationException($"{ship.Id}: exactly one {role} anchor is required.");
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var mounts = new HashSet<string>(StringComparer.Ordinal);
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var mounts = new Dictionary<string, HardpointData>(StringComparer.Ordinal);
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var occupiedHardpointCells = new HashSet<(int x, int y)>();
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foreach (var hardpoint in hull.Hardpoints ?? new List<HardpointData>())
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{
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if (hardpoint == null || string.IsNullOrWhiteSpace(hardpoint.Transform) ||
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!mounts.Add(hardpoint.Transform))
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if (hardpoint == null || string.IsNullOrWhiteSpace(hardpoint.Transform) || mounts.ContainsKey(hardpoint.Transform))
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throw new InvalidOperationException($"{ship.Id}: hardpoint IDs must be present and unique.");
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mounts.Add(hardpoint.Transform, hardpoint);
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if (!Enum.IsDefined(typeof(HardpointType), hardpoint.Type))
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throw new InvalidOperationException($"{ship.Id}: hardpoint {hardpoint.Transform} has an unknown type {(int)hardpoint.Type}.");
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if (!Enum.IsDefined(typeof(ItemRotation), hardpoint.Rotation))
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@ -219,19 +229,32 @@ public static class ShipAuthoringStore
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if (!occupiedHardpointCells.Add((x, y)))
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throw new InvalidOperationException($"{ship.Id}: hardpoint {hardpoint.Transform} overlaps another hardpoint.");
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}
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// Only a hardpoint that shows on the model has a mount anchor, and its type fixes the role that anchor plays.
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var mountAnchor = anchors.FirstOrDefault(anchor => anchor.Id == hardpoint.Transform);
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if (mountAnchor == null)
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throw new InvalidOperationException($"{ship.Id}: hardpoint {hardpoint.Transform} has no model anchor.");
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// A mount's anchor plays the mount, so its role is fixed by the hardpoint type; the structural roles (map-icon,
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// hull-collider, shield, tractor, weapon-muzzle) name other nodes and never double as a mount.
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var mountRole = hardpoint.Type == HardpointType.Thruster ? "thruster-emitter" :
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hardpoint.Type == HardpointType.Radiator ? "radiator-mesh" : "articulation";
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if (mountAnchor.Role != mountRole)
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var mountRole = MountRole(hardpoint.Type);
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if (mountRole == null && mountAnchor != null)
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throw new InvalidOperationException($"{ship.Id}: {hardpoint.Type} hardpoint {hardpoint.Transform} is internal, so no anchor may take its id.");
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if (mountRole != null && mountAnchor == null)
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throw new InvalidOperationException($"{ship.Id}: {hardpoint.Type} hardpoint {hardpoint.Transform} has no model anchor.");
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if (mountRole != null && mountAnchor.Role != mountRole)
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throw new InvalidOperationException($"{ship.Id}: {hardpoint.Type} hardpoint {hardpoint.Transform} needs a {mountRole} anchor of that id.");
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}
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foreach (var anchor in anchors.Where(anchor => !string.IsNullOrEmpty(anchor.ParentId)))
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if (!mounts.Contains(anchor.ParentId))
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foreach (var anchor in anchors)
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{
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if (!string.IsNullOrEmpty(anchor.ParentId) && !mounts.ContainsKey(anchor.ParentId))
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throw new InvalidOperationException($"{ship.Id}: anchor {anchor.Id} has unknown hardpoint parent {anchor.ParentId}.");
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// A mount-role anchor is the mount of a hardpoint of its type, never a loose node. The hardpoint loop above has
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// already refused one whose id names a hardpoint of another type, so here it only has to name a hardpoint.
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if ((anchor.Role == "thruster-emitter" || anchor.Role == "radiator-mesh" || anchor.Role == "weapon-mount") &&
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!mounts.ContainsKey(anchor.Id))
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throw new InvalidOperationException($"{ship.Id}: {anchor.Role} anchor {anchor.Id} must be the mount of a hardpoint of its type.");
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if (anchor.Role == "weapon-muzzle" &&
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(string.IsNullOrEmpty(anchor.ParentId) || !IsWeapon(mounts[anchor.ParentId].Type)))
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throw new InvalidOperationException($"{ship.Id}: muzzle {anchor.Id} must be parented to a weapon hardpoint's mount.");
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}
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foreach (var hardpoint in mounts.Values.Where(hardpoint => IsWeapon(hardpoint.Type)))
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if (!anchors.Any(anchor => anchor.Role == "weapon-muzzle" && anchor.ParentId == hardpoint.Transform))
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throw new InvalidOperationException($"{ship.Id}: weapon hardpoint {hardpoint.Transform} needs at least one muzzle anchor.");
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foreach (var line in ship.SchematicLines ?? new List<ShipPolyline>())
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{
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@ -13,37 +13,18 @@ public sealed class ShipModPlan
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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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// Each weapon mount (role weapon-mount) and its 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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// Maps a pair Validate accepts; every rule about which anchor may play which part is Validate's, so this refuses nothing.
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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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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.ContainsKey(anchor.Id))
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throw new InvalidOperationException($"{visual.Id}: {anchor.Role} anchor {anchor.Id} must be a {wanted} hardpoint's mount.");
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}
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string[] Mounts(HardpointType type) => hardpoints.Where(hardpoint => hardpoint.Type == type).Select(hardpoint => hardpoint.Transform).ToArray();
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var muzzles = visual.Anchors.Where(anchor => anchor.Role == "weapon-muzzle")
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.OrderBy(anchor => anchor.Order).ThenBy(anchor => anchor.Id, StringComparer.Ordinal).ToArray();
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foreach (var muzzle in muzzles)
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if (string.IsNullOrEmpty(muzzle.ParentId) || !IsWeapon(byMount[muzzle.ParentId].Type))
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throw new InvalidOperationException($"{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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@ -53,10 +34,9 @@ public sealed class ShipModPlan
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Tractor = Only("tractor"),
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Thrusters = Mounts(HardpointType.Thruster),
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Radiators = Mounts(HardpointType.Radiator),
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Weapons = weapons
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Weapons = hardpoints.Where(hardpoint => ShipAuthoringStore.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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};
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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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