Mining 4: a direct rock hit publishes its absorb through the one Publish, at height 0 like a blast
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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1 changed files with 3 additions and 3 deletions
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@ -1257,8 +1257,8 @@ public static class FireControl
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}
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// Mining Cut 4b: a committed hit on a rock. A round without a fuse wears the rock by its Damage (the falloff was
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// read at Fire) and publishes one absorb on the zone's ChunkCapabilities, at the rock's surface facing the shot
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// and before the wear shrinks it. A contact or delayed round detonates at the rock's centre as it arrives (the
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// read at Fire) and publishes one absorb on the zone's ChunkCapabilities (through Publish, at height 0 like a blast's), at the
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// rock's surface facing the shot and before the wear shrinks it. A contact or delayed round detonates at the rock's centre as it arrives (the
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// arming rule kept), through Detonate, the one area owner.
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private static void ApplyRockHit(Zone zone, PendingShot shot, ChunkId rock)
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{
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@ -1269,7 +1269,7 @@ public static class FireControl
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{
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var direction = float3(shot.TravelDirection.x, 0, shot.TravelDirection.y);
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var surface = centre - shot.TravelDirection * zone.ChunkRadius(rock);
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zone.ChunkCapabilities.PublishAbsorb(new AbsorbEvent(float3(surface.x, shot.FireOrigin.y, surface.y), direction, shot.Damage, shot.DamageType, AbsorbLayer.Hull));
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Publish(zone.ChunkCapabilities, AbsorbLayer.Hull, float3(surface.x, 0f, surface.y), direction, shot.Damage, shot.DamageType);
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zone.Wear(rock, shot.Damage);
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return;
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}
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