using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using CultMath; using static CultMath.math; using Random = UnityEngine.Random; using static CultMath.math; public class Lightning : MonoBehaviour { public LightningCompute LightningCompute; public float HitRadius; public float Damage { get; set; } public float Penetration { get; set; } public float Spread { get; set; } public DamageType DamageType { get; set; } public EntityInstance Source { get; set; } public float Range { get; set; } public EntityInstance Target { get; set; } public Transform Barrel { get; set; } private bool _colliderHit; private Vector3 _colliderLocalPosition; private Transform _colliderTransform; private Vector3 _endpoint; public void Fire() { _colliderHit = false; LightningCompute.OnLeaderComplete = null; LightningCompute.FixedEndpoint = false; var hits = Physics.SphereCastAll(Barrel.position, HitRadius, Barrel.forward, Range, 1 | (1 << 17)); foreach (var hit in hits) { var shield = hit.collider.GetComponent(); if (shield) { var shieldBehavior = shield.Entity.Shield; var shieldActive = shieldBehavior != null && shieldBehavior.Item.Active.Value; var shieldAbsorbs = shieldActive && shieldBehavior.CanTakeHit(DamageType, Damage); // F5 (docs/stats-and-power-cut.md, Soul pass 2026-09-19): CanTakeHit is a pure query now -- read // once into shieldAbsorbs, and break the shield exactly once, right here, at the point this hit // is actually decided to route past it (to the hull collider SphereCastAll returns as a // separate entry further down this same loop) instead of being absorbed. The hull branch below // re-queries CanTakeHit safely -- it is side-effect-free -- and will see Broken already true. if (shieldActive && !shieldAbsorbs) shieldBehavior.Break(); if (shieldAbsorbs) { if (shield.Entity == Source.Entity) continue; LightningCompute.OnLeaderComplete = () => { shieldBehavior.TakeHit(DamageType, Damage); shield.ShowHit(hit.point, sqrt(Damage)); }; } } var hull = hit.collider.GetComponent(); if (hull && !(hull.Entity.Shield != null && hull.Entity.Shield.Item.Active.Value && hull.Entity.Shield.CanTakeHit(DamageType, Damage))) { if (hull.Entity == Source.Entity) continue; LightningCompute.OnLeaderComplete = () => hull.SendHit(Damage, Penetration, Spread, DamageType, Source.Entity, hit.textureCoord, Barrel.forward); } _colliderHit = true; _colliderLocalPosition = hit.collider.transform.InverseTransformPoint(hit.point); _colliderTransform = hit.collider.transform; LightningCompute.FixedEndpoint = true; break; } LightningCompute.OnPulseComplete = () => GetComponent().ReturnToPool(); LightningCompute.StartAnimation(); _endpoint = Barrel.position + Barrel.forward * Range; } private void Update() { if (Barrel == null) return; if (_colliderHit) { if (_colliderTransform) _endpoint = _colliderTransform.TransformPoint(_colliderLocalPosition); } LightningCompute.EndPosition = _endpoint; LightningCompute.StartPosition = Barrel.position; } }