Fire on solutions: FireControl.Solution is each gun's one solution; the trigger fires on it without the aim
Bears is extracted from PFire; ArcPermitsFire passes on a fused gun, a solution, or a free aim in arc. Solve flies along Solution's direction. ArticulationPoint loses its yaw clamp and follows a per-group aim point placed from the group's solution. Arcs gets its new brief; Broadside is new. Unverified: first commit of the cut, not yet built. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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13 changed files with 370 additions and 50 deletions
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@ -67,24 +67,18 @@ public static class FireControl
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return blastRadius > 0f ? data.Fuse : null;
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}
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// The one arc gate on the trigger. A fused weapon fires whatever the arc says: a target it cannot bear on is
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// no reason to keep it silent, the round flies along the arc-clamped aim and bursts at the target's range
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// (Fire; operator ruling 2026-09-30, "the user is hoping that the arc gets the weapon close enough to still
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// splash some damage"). A weapon that only hits what it fires at still refuses. Fire reads InArc itself to
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// choose that flight, so the two share the one bearing test and differ only in this exemption.
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// Mining Cut 3: a chunk target bears through its own position, on the plane the bearing test reads.
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// The one gate on the trigger (operator rulings fire-on-solutions, controls-solution-trigger, 2026-10-06). A gun
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// fires on its solution without the aim, else free along the aim if the aim is inside its arc, else it holds.
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// A fused weapon fires whatever the arc says: a target it cannot bear on is no reason to keep it silent, the
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// round flies along the arc-clamped aim and bursts at the target's range (Fire; operator ruling 2026-09-30,
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// "the user is hoping that the arc gets the weapon close enough to still splash some damage"). A mine layer
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// lays a body, not a round, and is never arc-gated. The price of a free shot at a target that does not bear is
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// HitProbability's: zero.
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public static bool ArcPermitsFire(Weapon weapon, Entity shooter)
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{
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var target = shooter.Target.Value;
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if (target.IsNone) return true;
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float3 toTarget;
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if (target.Chunk is ChunkId chunk)
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{
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var at = shooter.Zone.ChunkPose(chunk.Field, chunk.Index).xy;
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toTarget = float3(at.x, 0, at.y) - shooter.Position;
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}
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else toTarget = target.Entity.Position - shooter.Position;
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return FuseOf(weapon.Item, out _) != null || IsMineLayer(weapon) || InArc(weapon.Item, toTarget);
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if (FuseOf(weapon.Item, out _) != null || IsMineLayer(weapon)) return true;
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var solution = Solution(weapon, shooter, shooter.Target.Value);
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return solution.Bears || solution.Free;
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}
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// Whether the shooter's next round from this weapon is refused: the weapons ask before they spend anything, so
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@ -131,6 +125,33 @@ public static class FireControl
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return float2(mount.x * cos(turn) - mount.y * sin(turn), mount.x * sin(turn) + mount.y * cos(turn));
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}
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// The one owner of a gun's solution against its subject (the designated target; ruling controls-solution-subject).
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// Bears: the gun can engage the subject, so the player fires on it without the aim. Free: the aim is inside the
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// arc, so the gun can fire along it. Direction: where a round from this gun travels and where its barrel points --
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// the subject's intercept when it bears, else the arc-clamped aim. A chunk subject bears through its pose and
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// flies the aim, as an untargeted round (Subject is null for it). Derived on every read and never stored: turrets
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// traverse instantly in the simulation. Traverse speed belongs to the link (ruling arc-and-traverse-on-the-link),
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// which will make this stateful behind the same signature. It never prices; HitProbability is the one price.
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public static GunSolution Solution(Weapon weapon, Entity shooter, TargetRef subject)
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{
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var bears = false;
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if (subject.Entity != null) bears = Bears(weapon, shooter, subject.Entity, out _);
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else if (subject.Chunk is ChunkId chunk)
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{
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var at = shooter.Zone.ChunkPose(chunk.Field, chunk.Index).xy;
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bears = InArc(weapon.Item, float3(at.x, 0, at.y) - shooter.Position);
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}
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return new GunSolution
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{
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Subject = subject.Entity,
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Bears = bears,
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Free = InArc(weapon.Item, shooter.Aim),
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Direction = bears && subject.Entity != null
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? TravelDirection(weapon, shooter, subject.Entity)
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: AimDirection(weapon.Item, shooter)
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};
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}
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// Cut 2, R5: whether `observer` has resolved `item` (which must belong to some entity in the zone) well
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// enough to aim at it. Derived fresh from EntityInfoGathered on every call -- nothing caches a reveal
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// result, so decay drops it the moment info falls back below tier, with no clearing loop anywhere.
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@ -276,21 +297,26 @@ public static class FireControl
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!(weapon is LockWeapon lockWeapon && !lockWeapon.IsLocked);
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}
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// `designated` is the answer above. `inArc` is the bearing test, asked only once a target is designated.
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// Whether this gun can engage this target: designated and inside the arc. The one test of it; PFire prices a shot
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// at zero unless it holds, and Solution reads it to decide whether the gun fires on the target. `designated` is
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// the answer above, kept apart for Solve's burst flight: a designated target out of arc still sets the burst range.
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public static bool Bears(Weapon weapon, Entity source, Entity target, out float range) =>
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Bears(weapon, source, target, out range, out _);
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private static bool Bears(Weapon weapon, Entity source, Entity target, out float range, out bool designated)
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{
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designated = Designated(weapon, source, target, out range);
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return designated && InArc(weapon.Item, target.Position - source.Position);
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}
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// `designated` is the answer above. `inArc` is Bears, asked only once a target is designated.
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// PFire prices a shot at zero unless both hold. Fire reads them to decide what a fused round flies at
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// (operator rulings 2026-09-30): without valid data it has no target and bursts at max range; with data but
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// out of arc it bursts at the target's range, along the aim. The HUD reads Designated and the
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// arc from Solve and Inspect and decides nothing.
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private static float PFire(Weapon weapon, Entity source, Entity target, out float range, out bool designated, out bool inArc)
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{
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range = 0f;
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designated = false;
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inArc = false;
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if (target == null) return 0f;
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designated = Designated(weapon, source, target, out range);
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if (!designated) return 0f;
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inArc = InArc(weapon.Item, target.Position - source.Position);
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inArc = Bears(weapon, source, target, out range, out designated);
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if (!inArc) return 0f;
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var settings = source.ItemManager.GameplaySettings;
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@ -615,7 +641,7 @@ public static class FireControl
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// burst's later rounds and a power-starved Range included).
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var engaged = fuse != null && !(designated && inArc) ? null : target;
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var origin = source.Position;
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var travelDirection = engaged != null ? TravelDirection(weapon, source, engaged) : AimDirection(item, source);
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var travelDirection = Solution(weapon, source, target).Direction;
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var arming = fuse != null ? blastRadius : 0f;
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var burstPosition = engaged != null ? engaged.Position : origin;
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@ -1989,6 +2015,16 @@ public enum FireOutcome
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Refused
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}
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// A gun's solution against its subject (FireControl.Solution): whether the gun bears on the subject, whether the
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// aim is free (inside the arc), and the direction a round from it travels.
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public struct GunSolution
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{
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public Entity Subject;
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public bool Bears;
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public bool Free;
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public float2 Direction;
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}
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// Solve's answer. Outcome and BurstReach (planar distance from the shooter to the burst point, read for Burst
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// only) are what the HUD shows; the rest is what Fire freezes into the PendingShot.
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public struct FireSolution
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