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>
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23 changed files with 205 additions and 51 deletions
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@ -26,6 +26,9 @@ public static class DrawAhead
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// The field's height at a point at the drawn time, its wells where their rails put them at T.
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public static float Height(Zone zone, float2 planar, float lead) => zone.GetHeight(planar, Time(zone, lead));
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// The drawn height of a floater (loot, mines): the field at the drawn time plus the floater layer.
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public static float FloaterHeight(Zone zone, GameplaySettings settings, float2 planar, float lead) => Height(zone, planar, lead) + settings.FloaterLayerHeight;
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// A ship in a wormhole animation has its pose scripted by the step, not integrated from Velocity and TurnRate,
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// so it is drawn where the step put it: extrapolating a scripted pose draws a streak that resets every step.
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// A child is drawn where its parent is drawn, as the step copies the parent's pose onto it.
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@ -1974,9 +1974,13 @@ public abstract class Entity
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Manoeuvre.Observe(Acceleration, delta, ItemManager.GameplaySettings.SolutionWindow);
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}
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// Where an unparented entity sits on the field at a planar point: the zone's height there plus the hull's grid offset.
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// The step rides at its own time and xz, the presenter at the drawn time and its drawn xz (DrawAhead).
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public float RideHeight(float2 planar, double time) => Zone.GetHeight(planar, time) + (ItemManager.GetData(Hull) as HullData).GridOffset;
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// The height above the field of the layer this kind of entity rides on (GameplaySettings): ships the ship plane,
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// orbital entities the orbital layer above it.
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public abstract float LayerHeight { get; }
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// Where an unparented entity sits on the field at a planar point: the zone's height there plus the layer this kind of
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// entity rides on. The step rides at its own time and xz, the presenter at the drawn time and its drawn xz (DrawAhead).
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public float RideHeight(float2 planar, double time) => Zone.GetHeight(planar, time) + LayerHeight;
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public float RideHeight(float2 planar) => RideHeight(planar, Zone.ExactTime);
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@ -519,8 +519,7 @@ public class HullData : EquippableItemData
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[Inspectable, JsonProperty("hullType"), Key(25)]
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public HullType HullType;
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[Inspectable, JsonProperty("gridOffset"), Key(26)]
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public float GridOffset;
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// Key(26) retired 2026-10-16 (per-hull GridOffset; the layer is the kind's, GameplaySettings). Do not reuse.
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[Inspectable, JsonProperty("armor"), Key(27)]
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public float Armor;
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@ -23,6 +23,8 @@ public class OrbitalEntity : Entity
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OrbitData = orbit;
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}
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public override float LayerHeight => ItemManager.GameplaySettings.OrbitalLayerHeight;
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public override void Update(float delta)
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{
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if (OrbitData.IsSet())
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@ -278,6 +278,13 @@ public class GameplaySettings
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// normal is this times the speed at which it closed. 0 is perfectly inelastic, 1 perfectly elastic.
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public float ContactRestitution = .5f;
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// Heights above the field of the ship plane, the orbital layer (stations, turrets: every OrbitalEntity) and the floater
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// layer (loot, mines): orbitals above ships and floaters below them, so no ship ever touches either (ruling
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// aetheria-gravity:orbitals-above-floaters-below).
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public float ShipLayerHeight = 3f;
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public float OrbitalLayerHeight = 15f;
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public float FloaterLayerHeight = 0f;
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// The floor an AI's own predicted hit probability (FireControl.HitProbability) must clear before it counts
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// a firing solution worth taking (Combat.cs, TurretController.cs). Player fire is gated on arc alone
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// (Weapon.ArcAllowsFire, Q2) -- this threshold is an AI fire-discipline heuristic, not part of the roll.
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@ -16,6 +16,8 @@ using quaternion = CultMath.quaternion;
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[MessagePackObject]
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public class Ship : Entity
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{
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public override float LayerHeight => ItemManager.GameplaySettings.ShipLayerHeight;
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// [Key("bindings")] public Dictionary<KeyCode,Guid> Bindings = new Dictionary<KeyCode,Guid>();
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//[IgnoreMember] public int HullHardpointCount;
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