Layers: one owner puts orbitals above the ship plane and floaters below; per-hull GridOffset is deleted

GameplaySettings carries ShipLayerHeight 3, OrbitalLayerHeight 15, FloaterLayerHeight 0 (authored in Settings.asset).
Entity.LayerHeight (Ship, OrbitalEntity) is the one offset RideHeight adds; DrawAhead.FloaterHeight is the floater
height ItemPickup and MineInstance draw at. HullData.GridOffset (Key 26) and the pickup/mine/prefab GridOffset fields
are gone with every reader. Fixtures (DrawnPose, FireControl*, ImpactFeedback) take heights from the layer owner;
LayerTests pin each kind's layer. FloatingItemsDrawnSmoke follows. ItemPickup/MineInstance.Bind take the settings from
ZoneRenderer. Builds as one commit with its tests; not compile-verified until the cut's head run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-16 02:35:07 +02:00
commit be7f2b0787
23 changed files with 205 additions and 51 deletions

View file

@ -90,6 +90,8 @@ public static class FloatingItemsDrawnSmoke
{
var settings = AssetDatabase.LoadAssetAtPath<GameSettings>("Assets/Resources/Settings.asset")?.GameplaySettings
?? throw new InvalidOperationException("No Settings.asset.");
// A floater rides its own layer: a nonzero one (never saved back to the asset), so a presenter that drops it fails.
settings.FloaterLayerHeight = -1.5f;
// The wiring: the scene's ZoneRenderer names an ItemPickup prefab in each of the four fields, and none of those
// prefabs keeps a script that no longer exists.
@ -159,7 +161,7 @@ public static class FloatingItemsDrawnSmoke
{
var lead = ActionGameManager.Clock.Lead;
var at = DrawAhead.Position(floating.Body, lead);
var want = new Vector3(at.x, DrawAhead.Height(zone, at, lead), at.y);
var want = new Vector3(at.x, DrawAhead.FloaterHeight(zone, settings, at, lead), at.y);
Require(Vector3.Distance(pickup.transform.position, want) < 1e-3f,
$"{what}: the pickup is at {pickup.transform.position}, the body at {want}.");
}

View file

@ -12,7 +12,6 @@ using Random = UnityEngine.Random;
public class ItemPickup : MonoBehaviour
{
public float RotationSpeed = 1f;
public float GridOffset;
public float LabelFadeDuration = .5f;
public float LabelPersistDuration = 3;
public float LabelDisplayAngle = 15;
@ -27,11 +26,13 @@ public class ItemPickup : MonoBehaviour
private float _displayTime;
private float _timeOffset;
private Zone _zone;
private GameplaySettings _settings;
private FloatingItem _floating;
public void Bind(Zone zone, FloatingItem floating)
public void Bind(Zone zone, FloatingItem floating, GameplaySettings settings)
{
_zone = zone;
_settings = settings;
_floating = floating;
Item = floating.Item;
_timeOffset = Random.value * 100;
@ -42,7 +43,7 @@ public class ItemPickup : MonoBehaviour
{
var lead = ActionGameManager.Clock.Lead;
var p = DrawAhead.Position(_floating.Body, lead);
transform.position = new Vector3(p.x, DrawAhead.Height(_zone, p, lead) + GridOffset, p.y);
transform.position = new Vector3(p.x, DrawAhead.FloaterHeight(_zone, _settings, p, lead), p.y);
}
private void Update()

View file

@ -17,21 +17,22 @@ public class MineInstance : MonoBehaviour
public float ActiveEmission = 100f;
public float ArmedEmission = 1000f;
public float RotationSpeed = 1f;
public float GridOffset;
// The blast's particles; the effect prefab destroys itself when its particle system stops.
public GameObject HitEffect;
public float HitEffectScale = 10f;
private Zone _zone;
private GameplaySettings _settings;
private Mine _mine;
private Material _material;
private float _timeOffset;
private float _pulse;
private float _emission;
public void Bind(Zone zone, Mine mine)
public void Bind(Zone zone, Mine mine, GameplaySettings settings)
{
_zone = zone;
_settings = settings;
_mine = mine;
_material = MeshRenderer.materials[EmissionSubmesh];
_timeOffset = Random.value * 100;
@ -57,7 +58,7 @@ public class MineInstance : MonoBehaviour
{
var lead = ActionGameManager.Clock.Lead;
var p = DrawAhead.Position(_mine.Body, lead);
transform.position = new Vector3(p.x, DrawAhead.Height(_zone, p, lead) + GridOffset, p.y);
transform.position = new Vector3(p.x, DrawAhead.FloaterHeight(_zone, _settings, p, lead), p.y);
}
// The mine left Zone.Mines, which only its blast does: show it where it was drawn last.

View file

@ -26,6 +26,9 @@ public static class DrawAhead
// The field's height at a point at the drawn time, its wells where their rails put them at T.
public static float Height(Zone zone, float2 planar, float lead) => zone.GetHeight(planar, Time(zone, lead));
// The drawn height of a floater (loot, mines): the field at the drawn time plus the floater layer.
public static float FloaterHeight(Zone zone, GameplaySettings settings, float2 planar, float lead) => Height(zone, planar, lead) + settings.FloaterLayerHeight;
// A ship in a wormhole animation has its pose scripted by the step, not integrated from Velocity and TurnRate,
// so it is drawn where the step put it: extrapolating a scripted pose draws a streak that resets every step.
// A child is drawn where its parent is drawn, as the step copies the parent's pose onto it.

View file

@ -1974,9 +1974,13 @@ public abstract class Entity
Manoeuvre.Observe(Acceleration, delta, ItemManager.GameplaySettings.SolutionWindow);
}
// Where an unparented entity sits on the field at a planar point: the zone's height there plus the hull's grid offset.
// The step rides at its own time and xz, the presenter at the drawn time and its drawn xz (DrawAhead).
public float RideHeight(float2 planar, double time) => Zone.GetHeight(planar, time) + (ItemManager.GetData(Hull) as HullData).GridOffset;
// The height above the field of the layer this kind of entity rides on (GameplaySettings): ships the ship plane,
// orbital entities the orbital layer above it.
public abstract float LayerHeight { get; }
// Where an unparented entity sits on the field at a planar point: the zone's height there plus the layer this kind of
// entity rides on. The step rides at its own time and xz, the presenter at the drawn time and its drawn xz (DrawAhead).
public float RideHeight(float2 planar, double time) => Zone.GetHeight(planar, time) + LayerHeight;
public float RideHeight(float2 planar) => RideHeight(planar, Zone.ExactTime);

View file

@ -519,8 +519,7 @@ public class HullData : EquippableItemData
[Inspectable, JsonProperty("hullType"), Key(25)]
public HullType HullType;
[Inspectable, JsonProperty("gridOffset"), Key(26)]
public float GridOffset;
// Key(26) retired 2026-10-16 (per-hull GridOffset; the layer is the kind's, GameplaySettings). Do not reuse.
[Inspectable, JsonProperty("armor"), Key(27)]
public float Armor;

View file

@ -23,6 +23,8 @@ public class OrbitalEntity : Entity
OrbitData = orbit;
}
public override float LayerHeight => ItemManager.GameplaySettings.OrbitalLayerHeight;
public override void Update(float delta)
{
if (OrbitData.IsSet())

View file

@ -278,6 +278,13 @@ public class GameplaySettings
// normal is this times the speed at which it closed. 0 is perfectly inelastic, 1 perfectly elastic.
public float ContactRestitution = .5f;
// Heights above the field of the ship plane, the orbital layer (stations, turrets: every OrbitalEntity) and the floater
// layer (loot, mines): orbitals above ships and floaters below them, so no ship ever touches either (ruling
// aetheria-gravity:orbitals-above-floaters-below).
public float ShipLayerHeight = 3f;
public float OrbitalLayerHeight = 15f;
public float FloaterLayerHeight = 0f;
// The floor an AI's own predicted hit probability (FireControl.HitProbability) must clear before it counts
// a firing solution worth taking (Combat.cs, TurretController.cs). Player fire is gated on arc alone
// (Weapon.ArcAllowsFire, Q2) -- this threshold is an AI fire-discipline heuristic, not part of the roll.

View file

@ -16,6 +16,8 @@ using quaternion = CultMath.quaternion;
[MessagePackObject]
public class Ship : Entity
{
public override float LayerHeight => ItemManager.GameplaySettings.ShipLayerHeight;
// [Key("bindings")] public Dictionary<KeyCode,Guid> Bindings = new Dictionary<KeyCode,Guid>();
//[IgnoreMember] public int HullHardpointCount;

View file

@ -282,7 +282,7 @@ public class ZoneRenderer : MonoBehaviour
private void LoadMine(Zone zone, Mine mine)
{
var instance = Instantiate(MinePrefab);
instance.Bind(zone, mine);
instance.Bind(zone, mine, ItemManager.GameplaySettings);
_mines.Add(mine, instance);
}
@ -297,7 +297,7 @@ public class ZoneRenderer : MonoBehaviour
_ => throw new NotImplementedException()
};
var pickup = Instantiate(prefab, ZoneRoot);
pickup.Bind(zone, floating);
pickup.Bind(zone, floating, ItemManager.GameplaySettings);
pickup.ScanLabel.text = ItemManager.Title(floating.Item);
if (floating.Item is CraftedItemInstance craftedItemInstance)
{