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>
This commit is contained in:
Meta Vens 2026-10-03 14:39:08 +02:00
commit 976b711905
6 changed files with 171 additions and 123 deletions

View file

@ -13,37 +13,18 @@ public sealed class ShipModPlan
// Mount ids whose anchor (role thruster-emitter / radiator-mesh) is the emitter / mesh node itself.
public string[] Thrusters;
public string[] Radiators;
// A weapon mount's muzzle anchors, by Order then id.
// Each weapon mount (role weapon-mount) and its muzzle anchors, by Order then id.
public (string Mount, string[] Muzzles)[] Weapons;
// Anchors with role "articulation" become ordinary mount nodes: ArticulationPoint's limits are not authorable until
// pivots move onto HullData, so no ArticulationPoint is planned.
// Maps a pair Validate accepts; every rule about which anchor may play which part is Validate's, so this refuses nothing.
public static ShipModPlan Build(HullData hull, ShipAuthoring visual)
{
ShipAuthoringStore.Validate(hull, visual);
var hardpoints = hull.Hardpoints ?? new List<HardpointData>();
var byMount = hardpoints.ToDictionary(hardpoint => hardpoint.Transform, StringComparer.Ordinal);
string Only(string wanted) => visual.Anchors.Single(anchor => anchor.Role == wanted).Id;
foreach (var anchor in visual.Anchors.Where(anchor => anchor.Role == "thruster-emitter" || anchor.Role == "radiator-mesh"))
{
var wanted = anchor.Role == "thruster-emitter" ? HardpointType.Thruster : HardpointType.Radiator;
if (!byMount.ContainsKey(anchor.Id))
throw new InvalidOperationException($"{visual.Id}: {anchor.Role} anchor {anchor.Id} must be a {wanted} hardpoint's mount.");
}
string[] Mounts(HardpointType type) => hardpoints.Where(hardpoint => hardpoint.Type == type).Select(hardpoint => hardpoint.Transform).ToArray();
var muzzles = visual.Anchors.Where(anchor => anchor.Role == "weapon-muzzle")
.OrderBy(anchor => anchor.Order).ThenBy(anchor => anchor.Id, StringComparer.Ordinal).ToArray();
foreach (var muzzle in muzzles)
if (string.IsNullOrEmpty(muzzle.ParentId) || !IsWeapon(byMount[muzzle.ParentId].Type))
throw new InvalidOperationException($"{visual.Id}: muzzle {muzzle.Id} must be parented to a weapon hardpoint's mount.");
var weapons = hardpoints.Where(hardpoint => IsWeapon(hardpoint.Type)).Select(hardpoint => (
hardpoint.Transform,
muzzles.Where(muzzle => muzzle.ParentId == hardpoint.Transform).Select(muzzle => muzzle.Id).ToArray())).ToArray();
foreach (var (mount, ids) in weapons)
if (ids.Length == 0)
throw new InvalidOperationException($"{visual.Id}: weapon hardpoint {mount} needs at least one muzzle anchor.");
return new ShipModPlan
{
@ -53,10 +34,9 @@ public sealed class ShipModPlan
Tractor = Only("tractor"),
Thrusters = Mounts(HardpointType.Thruster),
Radiators = Mounts(HardpointType.Radiator),
Weapons = weapons
Weapons = hardpoints.Where(hardpoint => ShipAuthoringStore.IsWeapon(hardpoint.Type)).Select(hardpoint => (
hardpoint.Transform,
muzzles.Where(muzzle => muzzle.ParentId == hardpoint.Transform).Select(muzzle => muzzle.Id).ToArray())).ToArray()
};
}
private static bool IsWeapon(HardpointType type) =>
type == HardpointType.Energy || type == HardpointType.Ballistic || type == HardpointType.Launcher;
}