Commit graph Aetheria/Assets/Scripts/ServerShared/Contacts.cs
Author SHA1 Message Date
Meta Vens
949fa005d6 Merge cut orbital-layering (closing verdicts cut-orbital-layering.s1, cut-orbital-layering.s2)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 05:08:26 +02:00
Meta Vens
089c3ecad1 Turret placement: stations at L4/L5 in turns, turrets flank by hull reach
CreateLagrangeOrbit adds one sixth of a turn (was PI / 3 on a turns field).
PlaceTurret spaces turrets by k * (stationReach + 2 * turretReach) arcs,
k = -1, +1, -2, +2 (was t / 2 integer division putting two turrets on the
station, and radians-per-arc arithmetic on turns). Contacts.Radius moves to
HullData.Reach. Not yet verified on Yggdrasil.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 02:29:57 +02:00
Meta Vens
624d5420e9 Contacts: hull contact is between ships only; orbitals take no part
Step pairs OfType<Ship>; stations and turrets sit on the orbital layer above the ship plane
(ruling aetheria-gravity:orbitals-above-floaters-below). Tests: a ship flies through a station and a turret;
two ships still bounce beside an orbital. Not yet compile-verified (verified once at the cut's head).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 02:27:58 +02:00
Meta Vens
806641ae62 Ship contact is a restitution impulse along the normal while closing; e is GameplaySettings.ContactRestitution (.5)
Ruling ship-bounce-restitution-setting: j = -(1+e)(v_rel.n)/(1/m1+1/m2), applied only while closing. The old
exchange formula (PostCollisionVelocity) is deleted. ContactTests now pin momentum, frame shift, restitution,
no impulse while separating, slow closing, tangent of both bodies, inactive hulls, the contact point radius
and the three-body pile. Not yet built or run; verification follows.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 18:28:29 +02:00
Meta Vens
7392bc8fe1 Ship contact is a simulation rule: Zone steps Contacts, Unity physics writes no Entity
Contacts.Step exchanges normal velocity between touching hull discs (PostCollisionVelocity moved verbatim
from ShieldManager) and publishes Zone.Contacted; ShieldManager presents it; HullCollider.OnCollisionEnter
and ShieldManager's ship-on-ship branch are deleted. Not yet built or tested (verification follows).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 05:46:32 +02:00