Merge cut sim-contact (Soul verdict cut-sim-contact.s2)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-12 20:29:56 +02:00
commit f85a0b0e17
7 changed files with 561 additions and 26 deletions

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@ -1,17 +1,12 @@
using UnityEngine;
using CultMath.UnityBridge;
// Cut 4 (docs/fire-control-cut.md): Hit, Splash, SendHit and SendSplash are deleted -- their last callers
// (ConstantLaser, ConstantLightning, ConstantParticleWeapon, HitscanEffect) are gone too (see those
// files and FireControl.Detonate, 12.4(b)'s renamed Splash). Nothing decides or applies damage through a Unity
// collider any more (R8):
// this component is now purely a physics surface for ship-on-ship collision impulse, not hit detection.
// collider any more (R8), and no collision callback writes an Entity (cut sim-contact): ship contact is
// Zone's, through Contacts.Step. This component holds the hull's collider for authoring, smokes and click
// picking, and writes nothing.
public class HullCollider : MonoBehaviour
{
public Entity Entity { get; set; }
private void OnCollisionEnter(Collision other)
{
Entity.Velocity += other.impulse.ToCultMath().xz / Time.deltaTime;
}
}

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@ -5,6 +5,7 @@ using System.Linq;
using CultMath;
using CultMath.UnityBridge;
using static CultMath.math;
using UniRx;
using UnityEngine;
public class ShieldManager : MonoBehaviour
@ -12,7 +13,29 @@ public class ShieldManager : MonoBehaviour
public Prototype ShieldPrototype;
public float CollisionHitDuration = 3;
public Entity Entity { get; set; }
private Entity _entity;
private IDisposable _contacts;
// Ship-on-ship contact is Zone's (Contacts.Step); this shield only presents it.
public Entity Entity
{
get => _entity;
set
{
_contacts?.Dispose();
_entity = value;
_contacts = value?.Zone.Contacted.Subscribe(Present);
}
}
private void OnDestroy() => _contacts?.Dispose();
private void Present(ContactEvent contact)
{
if (contact.A != Entity && contact.B != Entity) return;
if (Entity.Shield != null && Entity.Shield.Item.Active.Value)
ShowHit(new Vector3(contact.Point.x, Entity.Position.y, contact.Point.y), CollisionHitDuration);
}
private ShieldEnvelope _envelope;
private bool _loggedMissingEnvelope;
@ -60,24 +83,7 @@ public class ShieldManager : MonoBehaviour
}
else
Debug.Log("Shield collision occurred, but other collider isn't a shield or a grid object!");
return;
}
var contact = other.GetContact(0);
var normal = normalize(float2(contact.normal.x, contact.normal.z));
var tangent = normal.Rotate(ItemRotation.CounterClockwise);
var v1n = dot(normal, Entity.Velocity);
var v1t = dot(tangent, Entity.Velocity);
var v2n = dot(normal, otherShield.Entity.Velocity);
//var v2t = dot(tangent, otherShield.Entity.Velocity);
var v1np = PostCollisionVelocity(v1n, Entity.Mass, v2n, otherShield.Entity.Mass);
Entity.Velocity = tangent * v1t + normal * v1np;
if(Entity.Shield != null && Entity.Shield.Item.Active.Value) ShowHit(contact.point, CollisionHitDuration);
}
private float PostCollisionVelocity(float v1, float m1, float v2, float m2)
{
return (v1 * (m1 - m2) + m2 * v2) / (m1 + m2);
}
public void ShowHit(Vector3 point, float duration)

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@ -0,0 +1,79 @@
/* 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.Linq;
using CultMath;
using static CultMath.math;
using float2 = CultMath.float2;
// A hull touching a hull (aetheria-release cut sim-contact; ruling unity-presents-only-r3): the simulation owns
// contact between entities. Each hull is a disc about its centre of mass that bounds every occupied cell, and
// two discs that touch while closing along the line between their centres take the normal impulse
// j = -(1 + e)(v_rel . n) / (1/m1 + 1/m2) (ruling ship-bounce-restitution-setting): momentum is conserved, the
// result is frame-independent, and a pair that has separated is not bounced again. e is
// GameplaySettings.ContactRestitution.
// Presentations read Zone.Contacted; no Unity collision callback writes an Entity.
public readonly struct ContactEvent
{
public readonly Entity A;
public readonly Entity B;
public readonly float2 Point;
// Unit vector from A to B.
public readonly float2 Normal;
public ContactEvent(Entity a, Entity b, float2 point, float2 normal)
{
A = a;
B = b;
Point = point;
Normal = normal;
}
}
public static class Contacts
{
// The farthest corner of any occupied hull cell from the centre of mass the schematic frame uses, in world
// units: a true bound on how far the hull reaches from Position (the half-diagonal of the bounding box is not,
// as FireControl.Detonate's comment records). A cell at (x, y) spans x +/- .5 and y +/- .5.
public static float Radius(Entity e)
{
var shape = e.HullData.Shape;
var com = shape.CenterOfMass;
var far = 0f;
foreach (var c in shape.Coordinates)
foreach (var (dx, dy) in new[] { (-.5f, -.5f), (.5f, -.5f), (-.5f, .5f), (.5f, .5f) })
far = max(far, length(float2(c.x + dx, c.y + dy) - com));
return far * e.ItemManager.GameplaySettings.SchematicCellSize;
}
// For each unordered pair of the zone's entities, in list order: if their discs touch and are closing along
// the normal, the impulse moves each one's velocity along the normal only (the tangent components are
// untouched), and the contact is published. Pairs resolve one after another in list order, each from the
// velocities the earlier pairs left, so a body touching two others in one tick depends on that order; the
// total momentum does not. A docked entity (it has a Parent and takes its parent's pose) and an inactive one
// are not hulls in the zone. No positional push-out.
public static void Step(Zone zone)
{
var entities = zone.Entities.Where(e => e.Active && e.Parent == null).ToArray();
var radii = entities.Select(Radius).ToArray();
for (var i = 0; i < entities.Length; i++)
for (var j = i + 1; j < entities.Length; j++)
{
var a = entities[i];
var b = entities[j];
var offset = b.Position.xz - a.Position.xz;
var distance = length(offset);
// Coincident centres have no normal.
if (distance <= 0f || distance >= radii[i] + radii[j]) continue;
var n = offset / distance;
var closing = dot(n, b.Velocity - a.Velocity);
if (closing >= 0f) continue;
var impulse = -(1f + a.ItemManager.GameplaySettings.ContactRestitution) * closing / (1f / a.Mass + 1f / b.Mass);
a.Velocity -= n * (impulse / a.Mass);
b.Velocity += n * (impulse / b.Mass);
zone.Contacted.OnNext(new ContactEvent(a, b, a.Position.xz + n * radii[i], n));
}
}
}

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@ -0,0 +1,11 @@
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@ -268,6 +268,10 @@ public class GameplaySettings
// (pSpread) to turn a hull's cell footprint into a real-world silhouette size at range.
public float SchematicCellSize = 2f;
// Restitution of a hull striking a hull (Contacts.Step): the speed at which a pair separates along the contact
// normal is this times the speed at which it closed. 0 is perfectly inelastic, 1 perfectly elastic.
public float ContactRestitution = .5f;
// 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.

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@ -54,6 +54,8 @@ public class Zone
public List<PendingShot> PendingShots = new List<PendingShot>();
public Subject<ShotOutcome> ShotCommitted = new Subject<ShotOutcome>();
public Subject<ShotOutcome> ShotResolved = new Subject<ShotOutcome>();
// Contacts.Step publishes each hull-on-hull contact it resolves; presentations are the only readers.
public Subject<ContactEvent> Contacted = new Subject<ContactEvent>();
private int _nextShotId;
public int NextShotId() => ++_nextShotId;
@ -241,6 +243,10 @@ public class Zone
StepMines(deltaTime);
StepClouds(deltaTime);
// Hull contact (cut sim-contact): after every entity has moved and the mines and clouds have taken
// their toll, so only hulls still in the zone touch, and before shots resolve against the result.
Contacts.Step(this);
// Cut 3: after every entity has had its chance to fire this tick, age and resolve the shots that
// firing queued. A shot fired this tick with a flight time shorter than CommitHorizon commits and
// resolves in this same call.