/* 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 CultMath; using static CultMath.math; // Cut 1 (docs/fire-control-cut.md): geometry only. Whether a weapon bears on a point is decided here and // nowhere else -- no prefab, transform, ArticulationPoint or renderer may influence it (R6, R7). Mount // direction and arc are both derived per read from catalog data and the item's authored rotation; neither // is ever stored on the entity. public static class FireControl { // The planar unit vector a hardpoint's weapon points along, derived solely from the item's authored // rotation (R6, the same convention reaction thrusters already use) -- never from a live Unity // transform. This is the item-rotation path Behavior.Direction now uses unconditionally, after the // HardpointTransforms readback branch is deleted. public static float3 MountDirection(EquippedItem item) { var itemDirection = item.Entity.Direction.Rotate(item.EquippableItem.Rotation); return normalize(float3(itemDirection.x, 0, itemDirection.y)); } // Full arc width in degrees: the per-hardpoint override when authored (nonzero), else // GameplaySettings.FiringArc. Zero on the hardpoint means "use the default," not "no arc." public static float ArcFor(EquippedItem item) { var hardpoint = item.Entity.Hardpoints[item.Position.x, item.Position.y]; var arc = hardpoint?.FiringArc ?? 0f; return arc > 0 ? arc : item.ItemManager.GameplaySettings.FiringArc; } // Planar bearing test (R7: the simulation is 2D, the 3D is set dressing -- target height never enters // this). An arc of 360 degrees or more passes unconditionally, which is how a turret hardpoint // (authored FiringArc: 360, Q1) tracks all the way around without a second type. public static bool InArc(EquippedItem weapon, float3 toTarget) { var arc = ArcFor(weapon); if (arc >= 360f) return true; var planarTarget = normalize(float3(toTarget.x, 0, toTarget.z)); return dot(MountDirection(weapon), planarTarget) >= cos(radians(arc / 2f)); } }