Mining 4a: blasts wear the rocks their disc covers, through Detonate

Detonate's chunk pass shares the disc by area over rocks (lens over pi r^2), publishes one
AbsorbEvent per worn rock on Zone.ChunkCapabilities, then Zone.Wear. Publish takes a
CapabilityEvents so entities and rocks share it. One largest-rock bound (Zone.LargestChunkRadius)
serves the index and the blast query.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
Nibu 2026-11-12 21:28:43 +00:00
commit cbe33a0f1d
4 changed files with 324 additions and 15 deletions

View file

@ -1221,7 +1221,7 @@ public static class FireControl
if (shot.Outcome.Shielded)
{
Publish(shot.Target, AbsorbLayer.Shield, ImpactPoint(shot.Target, shot.Outcome.Cell),
Publish(shot.Target.Capabilities, AbsorbLayer.Shield, ImpactPoint(shot.Target, shot.Outcome.Cell),
float3(shot.TravelDirection.x, 0, shot.TravelDirection.y), shot.Damage, shot.DamageType);
shot.Target.Shield.TakeHit(shot.DamageType, shot.Damage);
return;
@ -1266,7 +1266,7 @@ public static class FireControl
for (var li = 0; li < laneCount; li++) ArrayPool<LaneCell>.Shared.Return(buffers[li]);
Publish(target, AbsorbLayer.Hull, ImpactPoint(target, shot.Outcome.Cell),
Publish(target.Capabilities, AbsorbLayer.Hull, ImpactPoint(target, shot.Outcome.Cell),
float3(shot.TravelDirection.x, 0, shot.TravelDirection.y), shot.Damage, shot.DamageType);
target.DamageHull(hullDamage);
}
@ -1278,17 +1278,18 @@ public static class FireControl
return float3(world.x, target.Position.y, world.y);
}
// The one publisher of an absorbed impact: once per receiver, on its Capabilities, before the damage it reports.
private static void Publish(Entity receiver, AbsorbLayer layer, float3 position, float3 direction, float magnitude, DamageType damageType) =>
receiver.Capabilities.PublishAbsorb(new AbsorbEvent(position, direction, magnitude, damageType, layer));
// The one publisher of an absorbed impact: once per receiver, on its CapabilityEvents (an entity's, or the zone's
// for a rock), before the damage it reports.
private static void Publish(CapabilityEvents receiver, AbsorbLayer layer, float3 position, float3 direction, float magnitude, DamageType damageType) =>
receiver.PublishAbsorb(new AbsorbEvent(position, direction, magnitude, damageType, layer));
// A blast's impact on one entity: at the blast point (on the entity's height), travelling from the blast out through
// the entity's centre, or zero when they coincide.
private static void PublishBlast(Entity entity, float2 blast, AbsorbLayer layer, float magnitude, DamageType damageType)
// A blast's impact on one receiver: at the blast point (at the receiver's height), travelling from the blast out
// through the receiver's planar centre, or zero when they coincide. An entity and a rock go through it alike.
private static void PublishBlast(CapabilityEvents receiver, float2 centre, float height, float2 blast, AbsorbLayer layer, float magnitude, DamageType damageType)
{
var away = entity.Position.xz - blast;
var away = centre - blast;
var direction = lengthsq(away) > 0f ? normalize(away) : float2.zero;
Publish(entity, layer, float3(blast.x, entity.Position.y, blast.y), float3(direction.x, 0, direction.y), magnitude, damageType);
Publish(receiver, layer, float3(blast.x, height, blast.y), float3(direction.x, 0, direction.y), magnitude, damageType);
}
// Cut 12.4(b) (docs/fire-control-cut.md, "Where P is"): a contact or delayed blast needs a committed hit --
@ -1607,7 +1608,13 @@ public static class FireControl
// Cut 12.4(b) (docs/fire-control-cut.md, "Area, per entity"): the one owner of blast damage -- a blast is
// an area, not a bundle of rays (Q12-7 dissolved the ray model's remainder question along with the rays
// themselves). Splash's signature with the point made planar (R7). Callers: Apply's three fuse branches. Nothing draws: every candidate entity in radius takes its share, unconditionally.
// themselves). Splash's signature with the point made planar (R7). Callers: Apply's three fuse branches and
// Zone's mine step. Nothing draws: every candidate entity in radius takes its share, unconditionally.
//
// Mining cut 4a (docs/mining-cut-refresh.md, Q10 = A): this is also the one owner of blast area over rocks.
// After the entity pass, every unbroken rock whose disc the blast disc overlaps takes its lens share of the
// damage -- damage * lens / (pi r^2), the cells' own normaliser -- through Zone.Wear, and publishes one absorb
// on Zone.ChunkCapabilities first. Overlapping bodies each take their own overlap; shares off every body are lost.
//
// For each candidate (an entity whose centre lies within radius plus half its own hull diagonal --
// CandidatesIncludeHullsWhoseCentreIsOutsideTheRadius, which Splash's centre-distance cull could not pass):
@ -1673,7 +1680,7 @@ public static class FireControl
{
if (shield.CanTakeHit(damageType, totalShare))
{
PublishBlast(entity, worldPlanar, AbsorbLayer.Shield, totalShare, damageType);
PublishBlast(entity.Capabilities, entity.Position.xz, entity.Position.y, worldPlanar, AbsorbLayer.Shield, totalShare, damageType);
shield.TakeHit(damageType, totalShare);
continue;
}
@ -1703,11 +1710,37 @@ public static class FireControl
for (var i = 0; i < amounts.Length; i++) hullTotal += amounts[i];
}
PublishBlast(entity, worldPlanar, AbsorbLayer.Hull, totalShare, damageType);
PublishBlast(entity.Capabilities, entity.Position.xz, entity.Position.y, worldPlanar, AbsorbLayer.Hull, totalShare, damageType);
entity.DamageHull(hullTotal);
}
if (!(radius > 0f) || zone.AsteroidBelts.Count == 0) return; // no area, or no rocks to cover
// Rocks, through the targeting index (no observer: entities stay out of it). Reach is exact on a rock's
// centre, so it is the blast radius plus the widest any rock can be. Walked in (field, index) order so the
// order of wear -- and any later dice on it -- is fixed.
var rocks = _rockScratch ??= new List<TargetCandidate>();
zone.Targets.Within(new TargetSearch(worldPlanar, radius + Zone.LargestChunkRadius(zone.Settings)), rocks);
rocks.RemoveAll(c => !c.Target.Chunk.HasValue);
rocks.Sort((a, b) =>
{
var byField = string.CompareOrdinal(a.Target.Chunk.Value.Field.Value, b.Target.Chunk.Value.Field.Value);
return byField != 0 ? byField : a.Target.Chunk.Value.Index.CompareTo(b.Target.Chunk.Value.Index);
});
var discArea = PI * radius * radius;
foreach (var rock in rocks)
{
var chunk = rock.Target.Chunk.Value;
if (!zone.ChunkExists(chunk)) continue;
var centre = zone.ChunkPose(chunk.Field, chunk.Index).xy;
var share = damage * CircleCircleOverlap(length(centre - worldPlanar), radius, zone.ChunkRadius(chunk)) / discArea;
if (!(share > 0f)) continue;
PublishBlast(zone.ChunkCapabilities, centre, 0f, worldPlanar, AbsorbLayer.Hull, share, damageType);
zone.Wear(chunk, share);
}
}
[ThreadStatic] private static List<TargetCandidate> _rockScratch;
// Whether the disc reaches any occupied hull cell of the entity: Detonate's own coverage test (the same
// ToSchematicPoint, SchematicCellSize and CircleSquareOverlap), so what triggers a mine and what its blast
// reaches are one geometry.
@ -1721,6 +1754,19 @@ public static class FireControl
return false;
}
// Mining cut 4a: the exact area shared by two discs at centre distance d -- the lens. Exactly zero when they are
// disjoint or tangent, and the smaller disc's whole area when one contains the other.
public static float CircleCircleOverlap(float d, float r1, float r2)
{
if (r1 <= 0f || r2 <= 0f || d >= r1 + r2) return 0f;
var small = min(r1, r2);
if (d <= abs(r1 - r2)) return PI * small * small;
var a = (d * d + r1 * r1 - r2 * r2) / (2f * d * r1);
var b = (d * d + r2 * r2 - r1 * r1) / (2f * d * r2);
var k = (-d + r1 + r2) * (d + r1 - r2) * (d - r1 + r2) * (d + r1 + r2);
return r1 * r1 * acos(clamp(a, -1f, 1f)) + r2 * r2 * acos(clamp(b, -1f, 1f)) - .5f * sqrt(max(0f, k));
}
// Cut 12.4(b) (docs/fire-control-cut.md, "Exact overlap, in float"): the exact area of a unit square,
// centred on `cell` (the unit square centred on its integer coordinate, the same convention every other
// frame rule uses), that lies inside a disc of radius `r` centred at `diskCentre` -- both in the same

View file

@ -48,8 +48,7 @@ public sealed class BeltTargets : ITargetProvider
_zone = zone;
_field = field;
_data = data;
var size = settings.AsteroidSize;
_largestRadius = size.Exponent > 0 ? max(abs(size.Minimum), abs(size.Maximum)) : float.PositiveInfinity;
_largestRadius = Zone.LargestChunkRadius(settings);
var count = data.Asteroids.Length;
_periods = new double[count];

View file

@ -62,6 +62,9 @@ public class Zone
// the entities, and one provider per belt. The reticle, cycling and any range query over rocks go through it;
// nothing else scans a belt.
public readonly TargetingIndex Targets = new TargetingIndex();
// Mining cut 4a: the receiver of every rock impact FireControl.Detonate publishes. Notification only: a presenter
// subscribes once per zone, and nothing in ServerShared reads it.
public readonly CapabilityEvents ChunkCapabilities = new CapabilityEvents();
private readonly List<Sun> _suns = new List<Sun>();
private HashSet<CultRecordKey> _updatedOrbits = new HashSet<CultRecordKey>();
@ -674,6 +677,14 @@ public class Zone
return belt.DamagedSize(chunk.Index, wear.Damage, Settings);
}
// No rock of any belt, whole or worn, is wider than this (AsteroidSize's bound over every argument, so over the
// Asteroid.Size range the generator writes). The index's visibility bound and a blast's query reach both use it.
public static float LargestChunkRadius(PlanetSettings settings)
{
var size = settings.AsteroidSize;
return size.Exponent > 0 ? max(abs(size.Minimum), abs(size.Maximum)) : float.PositiveInfinity;
}
// Cut 2: the only writer of chunk wear. Returns whether this hit broke the chunk. The break threshold is
// strictly greater-than, matching the deleted per-tick miner's own comparison against accumulated damage:
// damage exactly equal to hitpoints does not yet break the chunk, only damage that exceeds them does.

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@ -0,0 +1,253 @@
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections.Generic;
using System.Linq;
using CultMath;
using UniRx;
using Xunit;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
// Mining cut 4a (docs/mining-cut-refresh.md, Q10 = A): a blast's disc is shared by area over whatever it covers, hull
// cells or rocks, through FireControl.Detonate; each worn rock publishes one absorb on Zone.ChunkCapabilities. Reuses
// MiningCut3Tests' belt fixture (a partial of that class), so a filter on these tests names the methods below.
public sealed partial class MiningCut3Tests
{
// A one-rock belt: the rock at phase 0 sits on +x of the belt centre, `size` its authored size.
private (Scene scene, ChunkId rock) OneRock(float size = .5f, float distance = 200f)
{
var kind = Kind("Asteroid", 4f);
var s = BuildScene(new[] { kind }, Belt(kind, Rock(distance, 0f, size)));
return (s, new ChunkId(s.Belts[0], 0));
}
private static List<AbsorbEvent> Absorbs(Scene s, List<IDisposable> subs)
{
var list = new List<AbsorbEvent>();
subs.Add(s.Zone.ChunkCapabilities.Absorb.Subscribe(list.Add));
return list;
}
// The area of a disc at the origin of radius r1 and a disc at (d, 0) of radius r2, by midpoint integration of the
// chord overlap -- no formula of the code under test.
private static double NumericLens(double d, double r1, double r2)
{
var lo = Math.Max(-r1, d - r2);
var hi = Math.Min(r1, d + r2);
if (hi <= lo) return 0;
const int n = 400000;
var h = (hi - lo) / n;
var area = 0.0;
for (var i = 0; i < n; i++)
{
var x = lo + (i + .5) * h;
var a = Math.Sqrt(Math.Max(0, r1 * r1 - x * x));
var b = Math.Sqrt(Math.Max(0, r2 * r2 - (x - d) * (x - d)));
area += 2 * Math.Min(a, b) * h;
}
return area;
}
// The area of a disc centred (cx, cy) of radius r inside the axis-aligned rectangle, by the same integration.
private static double NumericDiscInRect(double cx, double cy, double r, double x0, double x1, double y0, double y1)
{
var lo = Math.Max(cx - r, x0);
var hi = Math.Min(cx + r, x1);
if (hi <= lo) return 0;
const int n = 400000;
var h = (hi - lo) / n;
var area = 0.0;
for (var i = 0; i < n; i++)
{
var x = lo + (i + .5) * h;
var half = Math.Sqrt(Math.Max(0, r * r - (x - cx) * (x - cx)));
area += Math.Max(0, Math.Min(cy + half, y1) - Math.Max(cy - half, y0)) * h;
}
return area;
}
[Theory]
[InlineData(5f, 3f, 4f)]
[InlineData(1f, 3f, 4f)]
[InlineData(6.5f, 3f, 4f)]
[InlineData(2.5f, 2f, 5f)]
[InlineData(3f, 3f, 3f)]
public void CircleCircleOverlapIsTheLens(float d, float r1, float r2)
{
var expected = NumericLens(d, r1, r2);
Assert.Equal(expected, FireControl.CircleCircleOverlap(d, r1, r2), 3);
Assert.Equal(expected, FireControl.CircleCircleOverlap(d, r2, r1), 3);
}
[Fact]
public void CircleCircleOverlapIsExactAtTheLimits()
{
Assert.Equal(0f, FireControl.CircleCircleOverlap(7f, 3f, 4f)); // tangent
Assert.Equal(0f, FireControl.CircleCircleOverlap(8f, 3f, 4f)); // disjoint
Assert.Equal(PI * 9f, FireControl.CircleCircleOverlap(1f, 3f, 4f), 3); // contained: the smaller disc
Assert.Equal(PI * 9f, FireControl.CircleCircleOverlap(0f, 4f, 3f), 3); // concentric
Assert.Equal(PI * 9f, FireControl.CircleCircleOverlap(1f, 3f, 4f), 3);
Assert.Equal(0f, FireControl.CircleCircleOverlap(0f, 0f, 3f));
}
[Fact]
public void ABlastBesideAnUntargetedRockWearsIt()
{
var (s, rock) = OneRock();
var at = At(s, rock);
var radius = 5f;
var offset = 3f;
var undamaged = s.Zone.ChunkRadius(rock);
FireControl.Detonate(s.Zone, at + float2(offset, 0), radius, 10f, DamageType.Kinetic);
var share = (float) (10.0 * NumericLens(offset, radius, undamaged) / (Math.PI * radius * radius));
Assert.True(share > 0f);
Assert.Equal(s.Zone.AsteroidBelts[rock.Field].DamagedSize(rock.Index, share, s.Zone.Settings), s.Zone.ChunkRadius(rock), 3);
}
[Fact]
public void ABlastSharesItsDiscOverCellsAndRocksByArea()
{
var (s, rock) = OneRock();
var rockAt = At(s, rock);
var rockRadius = s.Zone.ChunkRadius(rock);
var ship = SpawnShip(s, rockAt + float2(-12f, 0f));
var radius = 6f;
var blast = rockAt + float2(-5.5f, 0f);
var damage = 1f;
var subs = new List<IDisposable>();
var hullAbsorbs = new List<AbsorbEvent>();
subs.Add(ship.Capabilities.Absorb.Subscribe(hullAbsorbs.Add));
var rockAbsorbs = Absorbs(s, subs);
FireControl.Detonate(s.Zone, blast, radius, damage, DamageType.Kinetic);
foreach (var sub in subs) sub.Dispose();
// The hull is a 5 x 5 block of 2-unit cells about its position; the rock a disc; the two do not overlap.
var p = ship.Position.xz;
var area = Math.PI * radius * radius;
var hullArea = NumericDiscInRect(blast.x, blast.y, radius, p.x - 5, p.x + 5, p.y - 5, p.y + 5);
var rockArea = NumericLens(length(rockAt - blast), radius, rockRadius);
Assert.True(hullArea > 0 && rockArea > 0 && hullArea + rockArea < area, "fixture: both covered, some of the disc lost");
var hull = Assert.Single(hullAbsorbs);
var worn = Assert.Single(rockAbsorbs);
Assert.Equal(damage * hullArea / area, hull.Magnitude, 4);
Assert.Equal(damage * rockArea / area, worn.Magnitude, 4);
var lost = damage * (area - hullArea - rockArea) / area;
Assert.Equal(damage, hull.Magnitude + worn.Magnitude + lost, 4);
}
[Fact]
public void ARockWhoseCentreIsOutsideTheBlastIsStillWorn()
{
// The widest rock (size 1, radius 9) and a small blast: the blast radius 3 plus the rock's 9 exceeds the
// 8 between them, yet the centre is far outside the blast disc.
var (s, rock) = OneRock(size: 1f);
var at = At(s, rock);
var radius = 3f;
Assert.Equal(9f, s.Zone.ChunkRadius(rock), 3);
var subs = new List<IDisposable>();
var absorbs = Absorbs(s, subs);
FireControl.Detonate(s.Zone, at + float2(8f, 0f), radius, 10f, DamageType.Kinetic);
subs.ForEach(x => x.Dispose());
var worn = Assert.Single(absorbs);
Assert.Equal(10.0 * NumericLens(8, radius, 9) / (Math.PI * radius * radius), worn.Magnitude, 4);
Assert.True(s.Zone.ChunkRadius(rock) < 9f);
}
[Fact]
public void ATangentOrDistantBlastWearsNothing()
{
var (s, rock) = OneRock();
var at = At(s, rock);
var radius = s.Zone.ChunkRadius(rock);
var subs = new List<IDisposable>();
var absorbs = Absorbs(s, subs);
FireControl.Detonate(s.Zone, at + float2(2f * radius, 0f), radius, 10f, DamageType.Kinetic);
FireControl.Detonate(s.Zone, at + float2(60f, 0f), 5f, 10f, DamageType.Kinetic);
subs.ForEach(x => x.Dispose());
Assert.Empty(absorbs);
Assert.Equal(radius, s.Zone.ChunkRadius(rock));
}
[Fact]
public void ABrokenRockTakesNothingAndPublishesNothing()
{
var (s, rock) = OneRock();
var at = At(s, rock);
Assert.True(s.Zone.Wear(rock, 1e6f));
var subs = new List<IDisposable>();
var absorbs = Absorbs(s, subs);
FireControl.Detonate(s.Zone, at, 8f, 10f, DamageType.Kinetic);
subs.ForEach(x => x.Dispose());
Assert.Empty(absorbs);
Assert.False(s.Zone.ChunkExists(rock));
Assert.Equal(0f, s.Zone.ChunkRadius(rock));
}
[Fact]
public void EachWornRockPublishesOneAbsorb()
{
var kind = Kind("Asteroid", 4f);
// Two rocks side by side and a third out of reach, listed out of order of their distance.
var s = BuildScene(new[] { kind }, Belt(kind, Rock(200f, 0f, .5f), Rock(300f, 0f, .5f), Rock(205f, 0f, .5f)));
var a = new ChunkId(s.Belts[0], 0);
var b = new ChunkId(s.Belts[0], 2);
var far = new ChunkId(s.Belts[0], 1);
var blast = (At(s, a) + At(s, b)) / 2f;
var radius = 8f;
var damage = 10f;
var seen = new List<(AbsorbEvent e, float aRadius, float bRadius)>();
using var sub = s.Zone.ChunkCapabilities.Absorb.Subscribe(e => seen.Add((e, s.Zone.ChunkRadius(a), s.Zone.ChunkRadius(b))));
var undamagedA = s.Zone.ChunkRadius(a);
var undamagedB = s.Zone.ChunkRadius(b);
FireControl.Detonate(s.Zone, blast, radius, damage, DamageType.Kinetic);
Assert.Equal(2, seen.Count);
Assert.All(seen, x => Assert.Equal(AbsorbLayer.Hull, x.e.Layer));
Assert.All(seen, x => Assert.Equal(0f, x.e.Position.y));
// Walked in index order; each absorb lands before its own rock's wear, and the first rock's wear is already
// done when the second is published.
Assert.Equal(undamagedA, seen[0].aRadius);
Assert.Equal(undamagedB, seen[0].bRadius);
Assert.True(seen[1].aRadius < undamagedA);
Assert.Equal(undamagedB, seen[1].bRadius);
Assert.Equal(damage * NumericLens(length(At(s, a) - blast), radius, undamagedA) / (Math.PI * radius * radius), seen[0].e.Magnitude, 4);
Assert.Equal(damage * NumericLens(length(At(s, b) - blast), radius, undamagedB) / (Math.PI * radius * radius), seen[1].e.Magnitude, 4);
// The direction runs from the blast out through the rock.
var away = normalize(At(s, a) - blast);
Assert.Equal(away.x, seen[0].e.Direction.x, 4);
Assert.Equal(away.y, seen[0].e.Direction.z, 4);
Assert.Equal(s.Zone.AsteroidBelts[far.Field].UndamagedSize(far.Index, s.Zone.Settings), s.Zone.ChunkRadius(far));
}
[Fact]
public void AMineBlastWearsRocks()
{
var (s, rock) = OneRock();
var at = At(s, rock);
var undamaged = s.Zone.ChunkRadius(rock);
var absorbs = new List<AbsorbEvent>();
using var sub = s.Zone.ChunkCapabilities.Absorb.Subscribe(absorbs.Add);
s.Zone.Lay(new Mine
{
Id = s.Zone.NextBodyId(), Body = new KinematicBody { Position = at + float2(2f, 0f), Velocity = float2.zero },
ArmingDelay = 0f, FuseDelay = 100f, Lifetime = 0f, BlastRadius = 6f, Damage = 10f,
DamageType = DamageType.Kinetic, Layer = null, LayerFaction = null
});
s.Zone.Update(.001f);
Assert.Empty(s.Zone.Mines);
Assert.Single(absorbs);
Assert.True(s.Zone.ChunkRadius(rock) < undamaged);
}
}