After its fade a round kept integrating Velocity through the BindingLifetime wait, then a Hit (which carries
no burst point) played HitEffect at the drifted position. The wait now holds still; a hit without a point
plays the effect at the round's target position, and is skipped when the round never knew one. OnEnable resets
BindingLifetime so a pooled split child, which is never bound, does not inherit the last round's.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A burst whose every round is refused fires nothing and leaves no cooldown: the cooldown moves from
Trigger to the first round Execute does not refuse, and CanFire holds a triggered burst that has not
yet fired. ChargedWeapon.Activate asks FireControl before it starts charging, so a refused weapon pays
no charge heat or audio. InReach is deleted: Designated carries the one range test and the lock gate,
and Combat reads it. GuidedProjectile answers Resolve while alive and keeps its binding through the
shot's flight time, so a faded round still shows the simulation's detonation.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The overshoot branch of GuidedProjectile.Update (out of range, or flown past
its target) instantiated HitEffect whatever the simulation had decided. A round
the simulation never detonated could therefore explode on screen. The branch now
fades the round out; Resolve stays the one place a HitEffect is shown for a
detonation.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Unity-only, compile-checked by reading.
* F5: GuidedProjectile.Binding is one owner: a new binding disposes the one it
replaces, Kill disposes it, and OnDestroy does too, so a projectile torn down
with its scene cannot leave an observer on the zone's subjects to touch a
destroyed transform.
* F6: Resolve takes whether the simulation detonated. A miss (a contact or
delayed round that missed, a target that left) fades out with no explosion.
* F7: BurstAt resets the previous target position and target velocity, so the
retarget jump does not feed the guidance a bogus target velocity.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- GuidedProjectileManager passed target.transform to OnFireGuided for a
no-target fused round: a NullReferenceException inside InstantWeapon.Execute
after the shot was queued, which skipped audio, wear, heat and visibility
and unwound Zone.Update. The tuple's transform is null-safe now, and the
trackmissile console command falls back to the missile.
- Presentation follows the commit rather than predicting it. The manager binds
each guided round to Zone.ShotCommitted (retarget to the burst point the
commit names, so a Contact round bursts at its hull and a Range-clamped
burst is not overshot) and ShotResolved (burst there, then). The binding is
disposed when the projectile dies, so a pooled round does not accumulate them.
- Beams and barrel-fired projectiles stay with F5.
Unity-only; compile-checked by reading.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Cut 3 landed 39 compile errors in GuidedProjectile: it uses ToCultMath
throughout and lost the using directive. Caught by batchmode on merge, not
by the pass that wrote it.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Deletes the Unity physics hit path (HullCollider.Hit/Splash, and the
raycast/shield/SendHit blocks in Projectile, GuidedProjectile, Laser and
Lightning) and replaces it with a single owner in the same cut: FireControl
now decides whether a shot hits, Zone owns the pending-shot lifecycle, and
Entity.DamageSchematic/ApplyHit (moved verbatim from EntityInstance) apply the
result. Presentation subscribes to Zone.ShotCommitted/ShotResolved and applies
nothing.
FireControl.HitProbability is the pure targeting solution (Accuracy * pSensor
* pSpread, gated by detection/range/lock/arc). FireControl.Fire freezes the
weapon's payload and the shooter's resolved targeting stats at the instant the
trigger is pulled (Q6), computes the predicted intercept through the one
shared PredictedIntercept function (CombatState now calls the same function
instead of duplicating first_order_intercept), and queues a PendingShot.
FireControl.Step commits each shot's outcome at ArrivalTime - CommitHorizon --
deviation from the predicted intercept, measured once, live, at that instant
-- and applies it at ArrivalTime. A shot whose flight is shorter than the
horizon commits and resolves in the same tick it fires. Rolls draw from the
shooter's own ItemManager.Random (Q5, seeded and reproducible); an out-of-arc
or otherwise gated shot draws nothing.
Player fire is arc-gated through the same predicate AI and turret fire use
(Weapon.ArcAllowsFire, checked in InstantWeapon.Trigger -- the one point every
shooter's trigger passes through), closing Q2.
Adds GameplaySettings.CommitHorizon, SchematicCellSize and
AgentMinHitProbability (first guesses; the headless suite is the tuning
harness, operator play smoke is the arbiter).
FORK reported, not worked around silently: HullCollider.SendHit/SendSplash
cannot be deleted yet without breaking ConstantLaser.cs, ConstantLightning.cs,
ConstantParticleWeapon.cs, HitscanEffect.cs and Mine.cs, which still call them
from their own live Physics queries -- that's Cut 4's migration. They fire
into the void today: nothing subscribes to Hit/Splash any more for the four
weapon kinds this cut owns.
tests/Aetheria.Shared.Tests/FireAuthorityTests.cs pins the roll's seeding, the
gate-consumes-no-draw rule, resolve-on-arrival, the commit horizon and its
evasion window, short-flight degradation, the frozen-payload snapshot, aimed
hits, the item-then-hull damage order, the planar penetration march and the
shield-absorbs branch. FireControlTests.cs and InputCapacitorTests.cs are
updated for the new AI gate and OnFire(int) signature.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
F4: a hit that breaks the shield usually also cooks it (TakeHit's own
AddHeat), which can knock the item thermally offline in the same tick. The
reserve's recharge and its Broken-clearing check lived inside Execute, which
Entity.Update only runs while Item.Active is true -- so a shield broken by a
hit that also shuts it down could never come back, no matter how long
RestoreDuration allows for. That logic now lives in Shield.Update
(IAlwaysUpdatedBehavior), which Entity.Update calls every tick unconditionally
(Cooldown.cs already relies on the same interface for the same reason).
F5: CanTakeHit broke the shield and drained the reserve as a side effect of
the query itself, on the premise that every caller queries it exactly once
per hit. That premise was false: RaycastAll/SphereCastAll/OverlapSphere hand
every caller under Assets/Scripts/Gameplay/Weapons both the shield collider
and the hull collider for one shot, so the same shield's CanTakeHit was
queried twice per hit. CanTakeHit is now a pure read (Broken + the reserve's
own CanSpend); the mutation moved to a new Shield.Break(), idempotent, called
by each weapon file exactly where it already decided to route a hit past the
shield instead of absorbing it.
Pinned in tests/Aetheria.Shared.Tests/ShieldReserveTests.cs:
RestorationProceedsWhileTheItemIsInactive (F4),
CanTakeHitNeverMutatesRegardlessOfHowManyTimesItIsCalled and
BreakIsIdempotentAcrossRepeatedCalls (F5). Updated every existing test that
relied on CanTakeHit's old mutating side effect to call Break() explicitly,
matching the new caller pattern.
Cannot compile-verify Assets/Scripts/Gameplay/Weapons/*.cs here (UnityEngine,
Unity batchmode unavailable in this environment) -- reviewed by hand for
brace/control-flow correctness; Self or a Unity batchmode pass should confirm.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
AetheriaMath predates the CultMath swap and re-implemented helpers CultMath
now owns. Callers use CultMath directly: decay (Ship, AetherDrive, Entity),
damp (VelocityConversion, FieldTester, FieldDriver), first_order_intercept
(TurretController, Combat, GuidedProjectile), quadratic_bezier (FieldDriver)
and smootherstep (Ship). Parameter order matches in every case, and those
formulas have the same float evaluation order, so behaviour is unchanged.
Galaxy's commented-out segment check names distance_to_segment.
The other overloads had no callers and are dropped without a CultMath
counterpart being needed: the double Damp overloads, FindDistanceToSegment,
GetCatmullRomPosition, GetCubicSplinePosition, Smoothstep(x), and the
Deg2Rad/Rad2Deg constants.
AetherDb census, factions and hardpoint-fit are byte-identical to the
pre-cut captures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
CultMath has no implicit conversions to or from Vector*, Quaternion or
Color, so Assembly-CSharp converts explicitly with ToCultMath/ToUnity at
each engine boundary: FieldDriver, GuidedProjectile(Manager),
EntityInstance, ActionGameManager, HullCollider, GridObject, ShipInstance,
ShieldManager, ItemPickup, FieldTester, PlaceUIElementWorldspace,
MapMenuInput, MapRenderer, SectorRenderer and ZoneRenderer. CultMath math
calls that were handed Unity vectors now take converted values;
Vector3.Scale in FieldDriver becomes a float3 product, and ItemPickup's
Vector3.Dot on float3s becomes dot. packages-lock.json records the
cultmath git package at f0605367 and demotes com.unity.mathematics to a
transitive dependency.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Every Unity.Mathematics using, alias and qualified name under Assets\Scripts
and tools now names CultMath. The nine `using static ...noise;` lines are
gone: snoise lives on CultMath's math. UnityExtensions loses float4.ToColor
and Color.ToFloat4, which duplicate the bridge's ToColor and ToCultMath; the
float3 colour pair stays because the bridge has none.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Changed title font to Montserrat
Added trailer-specific camera transitions
Added key to hide UI
Fixed input listening while console is open
Added animated zone reveal effect in galaxy map
Added Ping action for sensors
Added debug console commands (e.g. give command to get any item in legendary+ quality)
Temporarily disabled wwise
Fixed infinite loop in weapon penetration code
Guided missiles now predict target position
Fixed hitscan weapons
Fixed invisible enemies bug
Fixed various loadout generator issues (can now generate turrets!)
Fixed wormhole crash when enemy is targeted
Saving/loading current zone time when exiting game (planets keep their positions)
Created slime simulation in test scene - WIP
Added ping feature to sensors, pulsing a wave of revealing light into the level
Added IEventBehavior interface, used by sensors and weapons, for behaviors containing event subscriptions which need to be reset when EntityInstance is disposed
Implemented sensor impact for locked weapons (lock speed varies with sensor acquisition)
Added ping cooldown bar to HUD
Added spline curve implementations to AetheriaMath, applied better mapping to wormhole transition animation
Tweaked loadout generator to prefer larger items to a controllable degree (e.g. very important for cargo bays, less for shop inventory), shop inventory bans non-ship hulls and manages internal space more effectively
Items will switch themselves off below a customizable threshold to avoid damage
Player can toggle thermal override to disable safety shutdown
Selecting an item allows player to select whether the item will override
Clicking on the background of an inventory panel will display general ship settings (including thermal shutdown threshold)
Performance Stat evaluation has been moved to EquippedItem, slight performance improvement
Item online and active status are now reactive properties
Created player settings file to store e.g. shutdown threshold
Fixed crash when entering wormhole while enemies are visible
Shield behavior now provides protection from damage at the expense of heat and energy usage
Weapon scripts check for the presence of a shield when detecting collisions (TODO: TEST ALL WEAPON TYPES)
Shields can be toggled on/off (G key)
Database cache now included in repo (saves some confusion)
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
New damage system, much easier to understand
Splash damage support
Hardpoint armor consolidated with hull armor
Minimap shows view cone
New industry standard palette for temperature display
Temperature range display contains palette
Restoring loadouts now ignores temperature and armor
Items can ignore thermal mass when adding heat
Burst weapons can consume single ammo (mainly shotguns)
New missile type that follows crosshairs
New airburst projectile type that deals splash damage
Auto Shotgun and Charged Shotgun
Weapons are now monolithic behaviors
Various new weapon behavior types implemented
All weapons have optional magazine and reload mechanic
Visibility now decays globally
2021-01-25 05:53:36 +00:00
Renamed from Assets/Scripts/GuidedProjectile.cs (Browse further)