/* 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; using System.Buffers; using System.Collections.Generic; using System.Linq; using CultMath; using static CultMath.math; using float2 = CultMath.float2; using float3 = CultMath.float3; using int2 = CultMath.int2; using Random = CultMath.Random; // Cut 1 (docs/fire-control-cut.md): geometry -- 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. // Cut 2 adds the reveal rule (R5) and the resolved targeting-system stats an entity fires with, both // likewise derived on every read and never cached. 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. // Cut 5, 5.4 (Soul finding 11): a planar bearing shorter than 1e-6 -- point-blank range, target and firer // co-located -- returns true rather than falling through to normalize's NaN. This used to live as a // separate special case in Weapon.ArcAllowsFire; one bearing test now owns it, so a target at a weapon's // own exact position can never fail to bear regardless of caller. public static bool InArc(EquippedItem weapon, float3 toTarget) { var arc = ArcFor(weapon); if (arc >= 360f) return true; var planarToTarget = float3(toTarget.x, 0, toTarget.z); if (lengthsq(planarToTarget) < 1e-6f) return true; var planarTarget = normalize(planarToTarget); return dot(MountDirection(weapon), planarTarget) >= cos(radians(arc / 2f)); } // Cut 2, R5: whether `observer` has resolved `item` (which must belong to some entity in the zone) well // enough to aim at it. Derived fresh from EntityInfoGathered on every call -- nothing caches a reveal // result, so decay drops it the moment info falls back below tier, with no clearing loop anywhere. // // Ranking: the target's own non-hull equipment, hardpoint-mounted gear first (the big obvious things), // then by size descending, ties broken by equipment order (OrderByDescending is a stable sort, so this // needs no explicit tie-break key). Item i of N reveals once info crosses // lerp(TargetArmorInfoThreshold, TargetGearInfoThreshold, i / max(1, N - 1)) -- the first item to reveal // does so at the armor tier, the last at the gear tier. public static bool IsRevealed(Entity observer, EquippedItem item) { var target = item.Entity; // Cut 5, 5.5 (Soul finding 10): a destroyed item drops out of the ranking entirely rather than merely // failing its own tier -- ranked.IndexOf(item) then returns -1 for it (the same "no longer on this // target" path below), and the survivors' tiers close up over the gap instead of leaving one. var ranked = target.Equipment .Where(e => e.Data.HardpointType != HardpointType.Hull && e.EquippableItem.Durability >= .01f) .OrderByDescending(e => e.Data.HardpointType != HardpointType.Tool) .ThenByDescending(e => e.Data.Shape.Coordinates.Length) .ToList(); var index = ranked.IndexOf(item); if (index < 0) return false; // the hull itself, or an item that is no longer on this target var settings = observer.ItemManager.GameplaySettings; var info = observer.EntityInfoGathered.TryGetValue(target, out var gathered) ? gathered : 0f; var tier = lerp(settings.TargetArmorInfoThreshold, settings.TargetGearInfoThreshold, (float) index / max(1, ranked.Count - 1)); return info >= tier; } // Cut 2, Q4: the stats an entity actually fires with. A working targeting system (equipped, online -- // not destroyed, not shut down) supplies its own resolved stats; anything else falls back to the // authored unaided figures, which make aiming without one a last resort rather than an alternative. // Cut 3's roll is the only planned reader. public static float Accuracy(Entity entity) { var system = entity.GetBehavior(); return system != null && system.Item.Active.Value ? system.Accuracy : entity.ItemManager.GameplaySettings.UnaidedAccuracy; } public static float Resolution(Entity entity) { var system = entity.GetBehavior(); return system != null && system.Item.Active.Value ? system.Resolution : 1f; } // Cut 6d (docs/fire-control-cut.md): falls back to GameplaySettings.UnaidedPrecision, the same shape // Accuracy/Tracking already fall back to their own Unaided* floors. The old coin-flip rule could get away // with a bare 0 here (0 meant "never draw the aimed-item branch," a legitimate value under that rule); the // dart-throw kernel reads Precision as a grouping tightness, and 0 would ask Sigma for an infinite, division- // guarded group -- not the authored "spraying at the silhouette" floor the spec asks for. public static float Precision(Entity entity) { var system = entity.GetBehavior(); return system != null && system.Item.Active.Value ? system.Precision : entity.ItemManager.GameplaySettings.UnaidedPrecision; } // Cut 5, 5.1 (Soul finding 3): falls back to GameplaySettings.UnaidedTracking, exactly the shape Accuracy // falls back to UnaidedAccuracy. Tracking is now always positive -- Commit no longer carries a zero case. public static float Tracking(Entity entity) { var system = entity.GetBehavior(); return system != null && system.Item.Active.Value ? system.Tracking : entity.ItemManager.GameplaySettings.UnaidedTracking; } // Cut 3, the risk this map names explicitly: Combat.cs used to run its own first_order_intercept call to // aim, while the roll measured deviation against a separately-computed prediction -- two functions // claiming to answer the same question will eventually disagree, and an AI would then aim at one point and // be judged against another. This is the one function; CombatState (and FireControl.Fire below) both call // it instead of touching CultMath.first_order_intercept directly. Planar: source velocity is never fed in // (no shooter here leads its own motion into the shot), matching every existing call site this replaces. public static float3 PredictedIntercept(Weapon weapon, Entity source, Entity target) { var targetVelocity = float3(target.Velocity.x, 0, target.Velocity.y); return weapon.Velocity > .01f ? first_order_intercept(source.Position, float3.zero, weapon.Velocity, target.Position, targetVelocity) : target.Position; } // Cut 3, R1/R3: the targeting solution (0b table) -- pure, no draw, recomputed fresh on every call. AI // reads this to decide whether a shot is worth taking; the HUD reads it to draw a number; Fire below reads // it once, at the instant the trigger is pulled, and freezes the result into the shot (R10, Q6). Two reads // a tick apart may differ; nothing here or anywhere else caches one. // Cut 10 (docs/fire-control-cut.md): the hot path. Every AI and turret calls this per weapon per tick, // and the common case is a target out of range or out of arc -- so the cheap gates run first and bail, // exactly as they did before the diagnostics refactor. The factors are computed only for a shot that is // actually possible, and they come from the same functions Inspect uses: one fire-control model, shared // at the level of its factors rather than by routing the hot path through a diagnostic struct. // HitProbabilityMatchesInspect pins that the two can never disagree. // Cut 12.2 (docs/fire-control-cut.md): the shooter-side share of the probability -- everything Fire // freezes (R10), gated exactly as HitProbability gates. Nothing about the target's facing or silhouette // enters here; that is Silhouette's and PSpread's job, priced fresh by HitProbability below and again, // live, by Commit at the commit tick. 0 the moment any gate closes. private static float PFire(Weapon weapon, Entity source, Entity target) => PFire(weapon, source, target, out _); // The `out range` overload is HitProbability's own gate call -- one computation of `target.Position - // source.Position`, not two. HitProbability used to recompute its own copy for PSpread, which is exactly // the kind of split authority Cut 3 named as the risk (two places computing the same vector, free to // drift or to have their subtraction order flipped in only one of them). private static float PFire(Weapon weapon, Entity source, Entity target, out float range) { range = 0f; if (target == null) return 0f; // F8 correction (Soul's fix batch, 2026-09-24): range is computed for any non-null target, before any // gate -- Fire reads it through this same overload for flightTime, and flightTime must reflect the // real distance even when a gate (not visible, out of arc) already prices the shot at PFire 0. The // gates below still short-circuit the rest of the shooter-side probability in the same order as before. var toTarget = target.Position - source.Position; range = length(toTarget); if (!source.VisibleEntities.Contains(target)) return 0f; if (range < weapon.MinRange || range > weapon.Range) return 0f; if (weapon is LockWeapon lockWeapon && !lockWeapon.IsLocked) return 0f; if (!InArc(weapon.Item, toTarget)) return 0f; var settings = source.ItemManager.GameplaySettings; var info = source.EntityInfoGathered.TryGetValue(target, out var gathered) ? gathered : 0f; return Accuracy(source) * PSensor(settings, Resolution(source), info); } // Cut 12.2 fix batch (F6, Soul, 2026-09-24): the one place a bearing, a silhouette and PSpread are // assembled into a live forecast -- HitProbability and Inspect both call this instead of each carrying // its own copy. They used to each build their own bearing from TravelDirection and the target's facing; // a mutant that read the SHOOTER's facing instead of the target's survived in HitProbability's own copy // (M11) while the identical mistake in Inspect's copy was caught (M22), because two functions computing // the same thing are two places for the same bug to hide and only be found once. // Cost fix batch (Self, 2026-09-24): Forecast reads only sil.POnHull and sil.Span, never sil.Intervals, so // it rents the Silhouette's own scratch array from ArrayPool.Shared and returns it before // returning -- Silhouette itself (given this pooled buffer) allocates nothing, measured directly. // Commit's own path (CommitProbability -> Silhouette, uncalled from here) still needs sil.Intervals alive // for the lateral draw that follows it, so it keeps its own owned array; only the forecast pools. // S3 fix batch (Hands, 2026-09-25) correction: "the forecast path no longer allocates on a gated-in call" // overclaimed -- a gated-in HitProbability/Inspect call still allocates roughly 120/280 bytes respectively // (measured, Release), from Accuracy/Resolution's own GetBehavior walking Entity.Equipment and each // item's Behaviors (both ReactiveCollection, whose enumerator is heap-allocated per foreach), not from // anything Silhouette or this pooling touches. That cost predates Cut 12.2 and belongs to Entity's own // collection choice; it is out of this cut's scope. Cut 10's own guard is what actually matters // operationally: HitProbability and CommitProbability both bail before Forecast is ever called for the // common gated-out case (GatedOutHitProbabilityAllocatesNothing pins that at exactly 0). private static (Silhouette Silhouette, float PSpread) Forecast(Weapon weapon, Entity source, Entity target, HullData targetHull, float precision, float range) { var bearing = Bearing(target, TravelDirection(weapon, source, target)); var buffer = ArrayPool.Shared.Rent(targetHull.Shape.Coordinates.Length); float pSpread; Silhouette sil; try { sil = Silhouette(target, targetHull, source.ResolvedTargetItem, bearing, precision, buffer); var settings = source.ItemManager.GameplaySettings; pSpread = PSpread(weapon.Spread, sil.Span, range, settings.SchematicCellSize); } finally { ArrayPool.Shared.Return(buffer); } // sil.Intervals is the returned buffer -- cleared here so nothing outside this function can read it // after it goes back to the pool and another caller starts overwriting it. sil.Intervals = null; return (sil, pSpread); } public static float HitProbability(Weapon weapon, Entity source, Entity target) { var pFire = PFire(weapon, source, target, out var range); if (pFire <= 0f) return 0f; var targetHull = source.ItemManager.GetData(target.Hull) as HullData; var (sil, pSpread) = Forecast(weapon, source, target, targetHull, Precision(source), range); return pFire * pSpread * sil.POnHull; } // Presentation only: the debug HUD's view of exactly the factors HitProbability multiplies. It computes // every factor unconditionally, gates included, because a HUD wants to see why a shot is impossible -- // which is precisely why the hot path must not be routed through it. Both read the same factor // functions below, and PBase is HitProbability's own answer, so the gates and the product have one // owner and the HUD cannot grow a second, subtly different model. public static FireControlDiagnostic Inspect(Weapon weapon, Entity source, Entity target) { var settings = source.ItemManager.GameplaySettings; var diagnostic = new FireControlDiagnostic { HasTarget = target != null, Accuracy = Accuracy(source), Resolution = Resolution(source), Precision = Precision(source), Tracking = Tracking(source), MinRange = weapon.MinRange, MaxRange = weapon.Range }; if (target == null) return diagnostic; var toTarget = target.Position - source.Position; diagnostic.Range = length(toTarget); diagnostic.Visible = source.VisibleEntities.Contains(target); diagnostic.InRange = diagnostic.Range >= weapon.MinRange && diagnostic.Range <= weapon.Range; diagnostic.Locked = !(weapon is LockWeapon lockWeapon) || lockWeapon.IsLocked; diagnostic.InArc = InArc(weapon.Item, toTarget); var targetHull = source.ItemManager.GetData(target.Hull) as HullData; diagnostic.Info = source.EntityInfoGathered.TryGetValue(target, out var gathered) ? gathered : 0f; diagnostic.InfoDemandCeiling = InfoDemandCeiling(settings, diagnostic.Resolution); diagnostic.PSensor = PSensor(settings, diagnostic.Resolution, diagnostic.Info); diagnostic.PFire = diagnostic.Accuracy * diagnostic.PSensor; var (sil, pSpread) = Forecast(weapon, source, target, targetHull, diagnostic.Precision, diagnostic.Range); diagnostic.PSpread = pSpread; diagnostic.POnHull = sil.POnHull; diagnostic.PBase = HitProbability(weapon, source, target); return diagnostic; } // Cut 6c, 6c.1 (operator ruling 2026-09-19): Resolution stays a benefit -- higher is better -- so the // formula takes its reciprocal to derive the actual info ceiling instead of reading Resolution as that // ceiling directly. Resolution 1 (the unaided fallback) yields a ceiling of 1: needs complete // information, the floor by construction. The max guards a zero or negative authored Resolution; no // authored value should ever reach it. private static float InfoDemandCeiling(GameplaySettings settings, float resolution) => settings.TargetDetectionInfoThreshold + (1f - settings.TargetDetectionInfoThreshold) / max(resolution, 1e-3f); private static float PSensor(GameplaySettings settings, float resolution, float info) => saturate(unlerp(settings.TargetDetectionInfoThreshold, InfoDemandCeiling(settings, resolution), info)); // Whether the weapon's own barrel-dispersion cone reaches the target's actual silhouette at this range: // weapon hardware, range-dependent, aim-point-blind. 1 for any zero-spread weapon. Cut 12.2: span comes // from the same Silhouette pOnHull reads, so the two factors can never disagree about the target's size // (the old bounding half-extent, max(Width, Height), is gone). private static float PSpread(float spread, float span, float range, float cellSize) { if (spread <= 0) return 1f; var halfExtent = .5f * span * cellSize; var angularRadius = degrees(atan(halfExtent / range)); return saturate(angularRadius / (spread / 2f)); } // Cut 12.2 (docs/fire-control-cut.md, "the rules every sub-cut reads"): the shot's world-planar travel // direction -- PredictedIntercept minus the source's own position, planar (R7). Frozen into PendingShot // at Fire (R10); HitProbability and Inspect recompute it fresh, at the current source/target positions, // for their forecast. Below a length of 1e-6 (point-blank, source and intercept coincide) it falls back // to world +z, the same fallback Apply used before this cut (`:463`). public static float2 TravelDirection(Weapon weapon, Entity source, Entity target) { var toIntercept = (PredictedIntercept(weapon, source, target) - source.Position).xz; return lengthsq(toIntercept) < 1e-6f ? float2(0, 1) : normalize(toIntercept); } // Cut 12.2: the only place a world direction meets a target's facing. One function, so nothing else may // compute a bearing (the authority map's forbidden-writer rule) -- Commit and the live forecast both read // this, never a second copy of the formula. private static float2 Bearing(Entity target, float2 travelDirection) => normalize(target.ToSchematic(travelDirection)); // Cut 12.2: the lateral axis a bearing implies, fixed once here. Silhouette and Lane both read it instead // of each carrying their own copy of the sign. private static float2 Lateral(float2 bearing) => float2(-bearing.y, bearing.x); // Cut 12.2 fix batch (S1, Soul's second pass): the one function that projects a unit cell onto an axis -- // the exact support of the axis-aligned unit square centred on c along `axis`, half-width // h = (|axis.x| + |axis.y|) / 2. Silhouette's shadow (axis = ell) and Lane's own admission test (axis = // ell) now read this SAME arithmetic instead of Lane re-deriving its own copy of centre/h -- the two used // to differ only in that Lane's copy was a plain re-derivation, not a second formula, but "not a second // formula" is exactly why they never drifted apart in exact arithmetic and exactly why the real defect was // never here: it was the second, independent SlabAlongB gate below, deleted with this fix. private static Interval Extent(float2 c, float2 axis) { var h = (abs(axis.x) + abs(axis.y)) / 2f; var centre = dot(c, axis); return new Interval { Lo = centre - h, Hi = centre + h }; } public static float DeviationProbability(PendingShot shot, float now, out float deviation) { var elapsed = now - shot.FireTime; var predicted = shot.FireTargetPosition + shot.FireTargetVelocity * elapsed; deviation = shot.Target == null ? 0f : length((shot.Target.Position - predicted).xz); return shot.Target == null ? 1f : saturate(1f - deviation / shot.Tracking); } // Cut 3, R1: called once per burst step from InstantWeapon.Execute. Computes flight time, freezes the // payload snapshot (R10, Q6 -- the gun that fired it, not a re-read later), and queues a PendingShot for // Zone.Step to age and eventually resolve. Returns the ShotId so the caller's OnFire event can carry it to // presentation. Cut 5, 5.7 (Soul finding 12): does not store a predicted intercept -- Commit judges // deviation against a straight-line projection from FireTargetPosition/FireTargetVelocity, never the // intercept, so a stored copy decided nothing and PendingShot no longer carries one. // Cut 4 (docs/fire-control-cut.md): damageOverride lets a continuous weapon fire a shot for less than its // full Damage -- ConstantWeapon.Execute rolls one of these per GameplaySettings.BeamResolveInterval, for // Damage * interval, through this exact same freeze-and-queue path (a flight time of zero, since a beam's // authored Velocity is 0, commits and resolves in the tick it fires -- R4's short-flight degradation, // unchanged). Every other caller keeps reading the frozen weapon.Damage it always did. public static int Fire(Weapon weapon, EquippedItem item, Entity source, float? damageOverride = null) { var zone = source.Zone; var target = source.Target.Value; var now = zone.Time; // R1's engage gate and the shooter-side probability, evaluated now and frozen: nothing at commit time // re-reads a stat, an info level or a range. Cut 12.2: PFire no longer carries the spread/hull share -- // those are priced live at Commit, against the target's facing then, not now (Bearing timing, R10). // F8 (Soul's fix batch, 2026-09-24): the `out range` overload is the one range HitProbability now // reads too -- Fire used to recompute its own second copy of `target.Position - source.Position` for // fireRange, right beside the copy PFire's gate already computed. var pFire = PFire(weapon, source, target, out var fireRange); var travelDirection = target != null ? TravelDirection(weapon, source, target) : float2(0, 1); var targetVelocity = float3.zero; var targetPosition = source.Position; var flightTime = 0f; if (target != null) { targetVelocity = float3(target.Velocity.x, 0, target.Velocity.y); targetPosition = target.Position; flightTime = weapon.Velocity > .01f ? fireRange / weapon.Velocity : 0f; } var commitHorizon = source.ItemManager.GameplaySettings.CommitHorizon; // Cut 6b, 6.2 (Soul finding 5): airburst is a property of the weapon, resolved and frozen here like // every other payload field -- never decided later by a Unity projectile. A weapon without the // Airburst flag freezes a zero radius, which Step below reads as "resolve this shot with Apply." var weaponItemData = item.Data as WeaponItemData; var isAirburst = weaponItemData != null && weaponItemData.WeaponModifiers.HasFlag(WeaponModifiers.Airburst); var burstPosition = isAirburst && target != null ? PredictedIntercept(weapon, source, target) : targetPosition; var burstRadius = isAirburst ? weaponItemData.AirburstRange ?? 0f : 0f; var shot = new PendingShot { ShotId = zone.NextShotId(), Source = source, Target = target, Weapon = item, Aimed = source.ResolvedTargetItem, Damage = damageOverride ?? weapon.Damage, Penetration = weapon.Penetration, DamageSpread = weapon.DamageSpread, DamageType = weapon.WeaponData.DamageType, PFire = pFire, Tracking = Tracking(source), Precision = Precision(source), TravelDirection = travelDirection, Spread = weapon.Spread, FireRange = fireRange, FireTime = now, FireTargetPosition = targetPosition, FireTargetVelocity = targetVelocity, ArrivalTime = now + flightTime, CommitTime = now + max(0f, flightTime - commitHorizon), BurstPosition = burstPosition, BurstRadius = burstRadius, Committed = false }; zone.PendingShots.Add(shot); return shot.ShotId; } // Cut 3, R4: ages every shot in the zone, commits the ones that have reached their horizon and resolves // the ones that have arrived. Called from Zone.Update after the entity loop. A shot whose source or target // has left the zone resolves as a miss and is removed outright (0b table), whichever stage it is at. public static void Step(Zone zone, float dt) { var shots = zone.PendingShots; if (shots.Count == 0) return; var now = zone.Time; for (var i = shots.Count - 1; i >= 0; i--) { var shot = shots[i]; var sourceGone = !zone.Entities.Contains(shot.Source); var targetGone = shot.Target != null && !zone.Entities.Contains(shot.Target); if (sourceGone || targetGone) { // Cut 11 (Soul C4): a shot whose source or target has left the zone resolves as a miss whichever // stage it is at (0b table). The resolution is published as a fresh miss rather than by // rewriting shot.Outcome: a committed outcome is immutable (R4) and stays a true record of what // the commit decided, while ShotResolved reports what actually happened -- nothing, because the // target is gone. Republishing the committed outcome here used to put a hit marker on a corpse. var miss = MakeOutcome(shot, false, false, false, int2.zero, float2.zero, 0f, now); if (!shot.Committed) zone.ShotCommitted.OnNext(miss); zone.ShotResolved.OnNext(miss); shots.RemoveAt(i); continue; } if (!shot.Committed && now >= shot.CommitTime) { shot.Outcome = Commit(zone, shot, now); shot.Committed = true; zone.ShotCommitted.OnNext(shot.Outcome); shots[i] = shot; } if (shot.Committed && now >= shot.ArrivalTime) { // Cut 6b, 6.2: an airburst shot (frozen BurstRadius > 0) resolves as an area effect instead of // a discrete hit -- Splash instead of Apply, never both, which is exactly the double- // application Soul was told to hunt for. if (shot.BurstRadius > 0f) Splash(zone, shot.BurstPosition, shot.BurstRadius, shot.Damage, shot.DamageType); else Apply(shot); zone.ShotResolved.OnNext(shot.Outcome); shots.RemoveAt(i); } } } // R3/R4: the one roll. p_base was frozen at fire; the only thing measured live is how far the target has // actually strayed, by now, from where a straight-line projection of its fire-time velocity said it would // be -- forgiven by the targeting system's Tracking, likewise frozen at fire. // // Cut 7: the short-circuit below (`p > 0f &&`) is a guard, NOT an invariant. It used to be one -- a shot // gated to zero at fire had to draw nothing so the shared stream advanced exactly as if it had never // queued -- but Cut 6b gave every shot its own generator, seeded from (zone, shot id) and discarded here, // so whether a gated shot draws is unobservable from anywhere. The claim this comment used to make is // gone with the stream it was about, and the test that asserted it became vacuous the same moment; what // replaced it pins the live rule instead (combat touches no shared stream, on any path). // 9.1 (docs/fire-control-cut.md): fmix32, MurmurHash3's 32-bit finalizer -- xor-shift, multiply, // xor-shift, multiply, xor-shift. Diffuses a structured seed (here, a zone seed XORed with a small, // low-bits-only ShotId) across every bit before the first xorshift draw reads it, so two seeds that // differ only in ShotId's low bits still land on uncorrelated first outputs. Caller-side mixing only // -- CultMath.Random itself is unchanged (see Commit's own note on why that follow-up is a separate // CultLib cut). private static uint MixSeed(uint seed) { seed ^= seed >> 16; seed *= 0x85ebca6bu; seed ^= seed >> 13; seed *= 0xc2b2ae35u; seed ^= seed >> 16; return seed; } // Cut 12.2 (docs/fire-control-cut.md, "Bearing timing"): steps 1-5. Everything the shooter decided is // frozen in `shot` (R10); everything the target is doing -- position (deviation) and now also facing // (bearing) -- is read live, here, at the commit tick. The Cut 7 guard extends to cover the new factors: // when PFire x pDeviation is already 0, no Silhouette is built. Shared by Commit's own roll and by the // debug HUD's forecast (TheHudEstimateIsTheCommitPrice) -- one function, one commit-time price. public static float CommitProbability(PendingShot shot, float now, out Silhouette sil) { sil = default; if (shot.Target == null) return 0f; var pDeviation = DeviationProbability(shot, now, out _); var p = shot.PFire * pDeviation; if (p <= 0f) return 0f; var bearing = Bearing(shot.Target, shot.TravelDirection); var hullData = shot.Source.ItemManager.GetData(shot.Target.Hull) as HullData; sil = Silhouette(shot.Target, hullData, shot.Aimed, bearing, shot.Precision); var settings = shot.Source.ItemManager.GameplaySettings; return p * PSpread(shot.Spread, sil.Span, shot.FireRange, settings.SchematicCellSize) * sil.POnHull; } private static ShotOutcome Commit(Zone zone, PendingShot shot, float now) { // Cut 6b, 6.1 (Soul finding 6): a shot's dice belong to the shot, not to whatever else happened to // draw from the engine-wide shared generator first. A pure function of (zone identity, shot id) -- // the `| 1u` guards // the degenerate zero seed -- so two runs of the same fight from the same galaxy seed roll identically // no matter what the UI drew from the shared stream in between. This generator is local and dies with // the call: nothing outside Commit may seed or advance a combat draw, and Commit may not read or write // a shared stream. // 9.1 (docs/fire-control-cut.md): the per-shot seed is unchanged -- a pure function of // (zone identity, shot id), Cut 6b's own rule -- but CultMath.Random draws only one xorshift // round for NextFloat's first call, and one round does not diffuse a seed that differs from its // neighbours only in ShotId's low bits. Unmixed, every zone's first draw was a near-constant // function of ShotId (measured span ~0.125), making a shot a step function of p fixed at zone // creation, not a roll (Soul C1). MixSeed is a standard fmix32 finalizer (MurmurHash3): this is // a caller's obligation, not a CultMath defect -- seeding xorshift with a structured value and // drawing once is the documented way to get a correlated first output, and a follow-up to give // CultMath.Random a mixed-seed entry point of its own is recorded for a separate CultLib cut. var random = new Random(MixSeed((zone.CombatSeed * 2654435761u) ^ (uint) shot.ShotId | 1u)); var p = CommitProbability(shot, now, out var sil); var hit = p > 0f && random.NextFloat() < p; var cell = int2.zero; var bearing = float2.zero; var lateral = 0f; var shielded = false; var shieldBroken = false; if (hit) { // Cut 12.2: the same silhouette pOnHull drew its mass from -- same bearing (live, at this commit // tick), same sigma (the frozen Precision). A shot that passed the roll always lands on metal (R3: // one roll decides damage; the off-hull share was already priced into that roll, not resolved here // as a second stage). The lateral draw picks where along the shadow the shot lands; Lane converts // that (bearing, lateral) pair into the actual cell -- only the first element (the impact cell, // nearest the shooter's side) is used here; the rest of the lane is 12.3's armour march. bearing = Bearing(shot.Target, shot.TravelDirection); lateral = LateralDraw(sil, random.NextFloat()); var hullData = shot.Source.ItemManager.GetData(shot.Target.Hull) as HullData; var buffer = ArrayPool.Shared.Rent(hullData.Shape.Coordinates.Length); try { var count = Lane(hullData, bearing, lateral, buffer); // R3: a hit that passed its roll always lands on metal. With LateralDraw's half-open clamp, // the drawn `lateral` always falls strictly inside the interval sil.POnHull priced, so Lane // must find at least one occupied cell -- an empty lane here is not a miss to fall back on // silently (that would put a hit marker on (0,0), which may not even be occupied); it is proof // the draw and the lane have drifted apart. if (count == 0) throw new InvalidOperationException( $"shot {shot.ShotId}: Lane found no occupied cell at bearing {bearing} lateral {lateral} " + "after a hit passed its roll -- LateralDraw and Lane have drifted apart (R3)."); cell = buffer[0].Cell; } finally { ArrayPool.Shared.Return(buffer); } var shield = shot.Target.Shield; var shieldActive = shield != null && shield.Item.Active.Value; if (shieldActive && shield.CanTakeHit(shot.DamageType, shot.Damage)) shielded = true; else if (shieldActive) shieldBroken = true; } return MakeOutcome(shot, hit, shielded, shieldBroken, cell, bearing, lateral, now); } // R4: the commit is authoritative and immutable from here on -- this only performs what Commit already // decided. The one owner of the shield-absorbs-or-hull-takes-it branch (it used to exist seven times, // once per Unity effect). private static void Apply(PendingShot shot) { if (!shot.Outcome.Hit) return; // Cut 5, 5.2 (Soul finding 4): the frozen decision, not a re-check -- a shield that recharges during // the flight does not retroactively survive a hit that broke it at commit time. if (shot.Outcome.ShieldBroken) shot.Target.Shield.Break(); if (shot.Outcome.Shielded) { shot.Target.Shield.TakeHit(shot.DamageType, shot.Damage); return; } // Cut 12.2 (R4): the committed geometry, frozen. Apply reads no position or facing of its own -- // shot.Outcome.Bearing is already the schematic-frame bearing Commit computed at the commit tick, so // turning the target after commit changes nothing here (TurningAfterCommitChangesNothing). shot.Target.ApplyHit(shot.Source, shot.Outcome.Cell, shot.DamageSpread, shot.Penetration, shot.Damage, shot.Outcome.Bearing); } private static ShotOutcome MakeOutcome(PendingShot shot, bool hit, bool shielded, bool shieldBroken, int2 cell, float2 bearing, float lateral, float now) { return new ShotOutcome { ShotId = shot.ShotId, Source = shot.Source, Target = shot.Target, Weapon = shot.Weapon, Hit = hit, Shielded = shielded, ShieldBroken = shieldBroken, Cell = cell, Bearing = bearing, Lateral = lateral, ArrivalIn = max(0f, shot.ArrivalTime - now), DamageType = shot.DamageType }; } // Cut 4 (docs/fire-control-cut.md): the one splash rule -- an unconditional area effect, not a rolled // shot. Nothing here draws: a mine or an airburst round always damages everything it catches, the same // as the Physics.OverlapSphere queries this replaces always did. Applies the shield-absorb-or-hull-takes- // it branch (F5, docs/stats-and-power-cut.md) per target, then -- for a target the shield didn't fully // absorb -- DamageSchematic over the directional half of that target's own hull that faces the blast, the // rule moved verbatim from the Splash subscription EntityInstance.cs carried before Cut 3 deleted it // (git show b7743789^:Assets/Scripts/Gameplay/EntityInstance.cs), made planar (R7): the blast-to-target // direction is measured in the zone's (x,z) plane and rotated into each target's own facing by its // Direction, the same rotation Entity.ApplyHit's penetration march uses, in place of a Unity // InverseTransformDirection. public static void Splash(Zone zone, float3 position, float radius, float damage, DamageType damageType) { foreach (var target in zone.Entities) { var toTarget = (target.Position - position).xz; if (length(toTarget) > radius) continue; var shield = target.Shield; var shieldActive = shield != null && shield.Item.Active.Value; var shieldAbsorbs = shieldActive && shield.CanTakeHit(damageType, damage); if (shieldActive && !shieldAbsorbs) shield.Break(); if (shieldAbsorbs) { shield.TakeHit(damageType, damage); continue; } var hullData = target.ItemManager.GetData(target.Hull) as HullData; var localDirection = lengthsq(toTarget) > 1e-6f ? normalize(target.ToSchematic(toTarget)) : float2(0, 1); var hitShape = new Shape(hullData.Shape.Width, hullData.Shape.Height); foreach (var v in hullData.Shape.Coordinates) if (dot(normalize((float2) v - hullData.Shape.CenterOfMass), localDirection) < 0) hitShape[v] = true; target.DamageSchematic(damage, hitShape); } } // Cut 12.2 (docs/fire-control-cut.md): Sigma keeps its Cut 6d/9.2 rule unchanged -- the frozen Precision's // reciprocal, in hull-schematic cell units, floored at half a cell. The 9.2 floor's old rationale ("the // discrete sum undershoots the continuous integral") is retired: Silhouette below integrates the Gaussian // exactly over the shadow's intervals, so an exact 1D integral does not undershoot. The floor survives as // a design minimum on group tightness (F12-3, TheSigmaFloorHoldsAtHalfACell) -- a targeting system is never // authored tighter than half a schematic cell's width of spread, regardless of what the exact integral // would otherwise allow. private const float SigmaFloor = 0.5f; private static float Sigma(float precision) => max(1f / max(precision, 1e-3f), SigmaFloor); // The aim point a silhouette is centred on (R10/Q6: the same frozen Aimed both HitProbability and Fire // read) -- the aimed item's own cell centroid when it currently occupies cells on the target, else the // hull's own centre of mass. One path; the uniform-random branch Cut 6d replaced stays deleted. private static float2 ResolveAimPoint(Entity target, HullData hullData, EquippedItem aimed) { var aimedCells = aimed != null ? CellsOf(target, aimed) : null; if (aimedCells != null && aimedCells.Length > 0) return aimedCells.Aggregate(float2.zero, (total, c) => total + (float2) c) / aimedCells.Length; return hullData.Shape.CenterOfMass; } // Cut 12.2 (docs/fire-control-cut.md, "the rules every sub-cut reads"): the merged lateral shadow the // hull casts across the bearing, and the exact 1D Gaussian mass it carries -- the one function HitProbability's // forecast, Inspect's HUD factors and Commit's roll and placement all read. Nowhere else may compute a // sigma, a projection or a bearing. Allocates one interval array of length N (occupied-cell count, <=128 on // shipped hulls) plus a sort -- only on this, the gated-in, path (Cut 10's own gated-out guard is // unaffected: HitProbability and CommitProbability both bail on a zero shooter/deviation factor before // this is ever called). // Cost fix batch (Self, 2026-09-24): `buffer`, when supplied, replaces the `new Interval[coords.Length]` // allocation -- the caller owns renting and returning it (ArrayPool.Shared, sized to at least // coords.Length). Only HitProbability's and Inspect's forecast reads POnHull/Span and is done with the // array before returning, so only they pool it; Commit keeps its own array alive across the LateralDraw // call that follows, so it still passes null and gets an owned allocation. A caller-supplied buffer may be // larger than coords.Length (ArrayPool rents "at least"), so every loop below is bounded by coords.Length, // never buffer.Length. public static Silhouette Silhouette(Entity target, HullData hull, EquippedItem aimed, float2 bearing, float precision, Interval[] buffer = null) { var ell = Lateral(bearing); var coords = hull.Shape.Coordinates; var intervals = buffer ?? new Interval[coords.Length]; for (var i = 0; i < coords.Length; i++) intervals[i] = Extent((float2) coords[i], ell); Array.Sort(intervals, 0, coords.Length); // Merge in place: sorted ascending by Lo, so an interval overlaps (or exactly abuts) the last kept // interval whenever its own Lo does not exceed that interval's Hi. var count = 0; for (var i = 0; i < coords.Length; i++) { if (count > 0 && intervals[i].Lo <= intervals[count - 1].Hi) intervals[count - 1].Hi = max(intervals[count - 1].Hi, intervals[i].Hi); else intervals[count++] = intervals[i]; } var sigma = Sigma(precision); var aimPoint = ResolveAimPoint(target, hull, aimed); var a = dot(aimPoint, ell); var pOnHull = 0f; for (var i = 0; i < count; i++) pOnHull += Phi((intervals[i].Hi - a) / sigma) - Phi((intervals[i].Lo - a) / sigma); var span = count > 0 ? intervals[count - 1].Hi - intervals[0].Lo : 0f; return new Silhouette { Intervals = intervals, Count = count, AimPoint = aimPoint, A = a, Sigma = sigma, Span = span, POnHull = saturate(pOnHull) }; } // Phi(z) = 1/2 (1 + erf(z / sqrt(2))): the standard normal CDF, CultMath's erf the one function underneath // every Gaussian-mass sum this cut computes. private static float Phi(float z) => .5f * (1f + erf(z * (1f / SQRT2))); private const float SQRT2 = 1.4142135f; // Cut 12.2: the lateral draw. One NextFloat u, taken after the hit roll -- walks the cumulative interval // mass to u * POnHull to select interval k, then inverts the Gaussian CDF inside it. `p` here is the // absolute CDF value at the drawn point (Phi(lo_k) plus the leftover target mass within interval k), not // a value renormalised to [0,1] -- inverting that gives s directly in the same units A and Sigma are in. // Clamped into [lo_k, hi_k) at the end to absorb rounding (a guard, not an invariant); erfinv's own // handling of the domain edges (+-infinity at p = 0 or 1) means the clamp is what actually keeps s finite // for an interval with negligible mass. private static float LateralDraw(Silhouette sil, float u) { var target = u * sil.POnHull; var cumulative = 0f; for (var k = 0; k < sil.Count; k++) { var interval = sil.Intervals[k]; var loValue = Phi((interval.Lo - sil.A) / sil.Sigma); var hiValue = Phi((interval.Hi - sil.A) / sil.Sigma); var mass = hiValue - loValue; if (target <= cumulative + mass || k == sil.Count - 1) { var p = clamp(loValue + (target - cumulative), loValue, hiValue); var s = sil.A + sil.Sigma * SQRT2 * erfinv(2f * p - 1f); // Half-open [lo_k, hi_k), matching the shadow interval itself ("Each occupied cell c projects // to [dot(c,ell)-h, dot(c,ell)+h)"). A draw that rounds to exactly Hi is a real, reachable // float value (Soul found 3 of them enumerating all 2^24 NextFloat outputs on the // TurningArmour geometry) -- clamping to the closed [Lo, Hi] let s == Hi through, which Lane's // own half-open filter (`s >= centre + h` continues) then rejects for every cell, returning an // empty lane for a shot that already passed its roll (R3 violation). The epsilon matches // Lane's own contiguity tolerance; every merged interval is at least one cell's shadow width // wide (>= 2h), far above it. var hiExclusive = max(interval.Lo, interval.Hi - 1e-4f); return clamp(s, interval.Lo, hiExclusive); } cumulative += mass; } return sil.A; // sil.Count == 0: no metal in the shadow at all -- unreachable while POnHull > 0 gated Commit's roll } // Cut 12.2 (docs/fire-control-cut.md, "the rules every sub-cut reads"): exact slab traversal along the // bearing at a fixed lateral offset s, replacing the old 0.5-step sampling march. Collects the occupied // cells whose shadow interval contains s, each with its own entry/exit parameter along b, ordered by // entry (ties broken by dot(cell, b), then cell index for full determinism), then walks forward while // consecutive cells are contiguous (`next.entry <= current.exit + 1e-4`) -- the first gap ends the walk, // the same rule Entity.cs's old march kept. A direct hit starts outside the hull (t -> -infinity), so the // walk's first element is the impact cell. Only that first element is read in 12.2; the rest is 12.3's // armour-first absorption march. Writes into the caller-supplied pooled buffer and returns the walked // count; never allocates on its own. // Cut 12.2 fix batch (S1, Soul's second pass): admission is now decided ONCE, by the exact same shadow // interval Silhouette sums over (Extent(c, ell), the shared function above) -- not by a re-derivation and // not by a second, independent geometric test. The old code ran two tests: this shadow prefilter (a // "re-derivation" of Silhouette's own centre/h, inline) AND SlabAlongB, an independent 2-axis ray-box // intersection that could reject a cell the shadow test had just admitted, purely on float rounding at an // interval edge -- an empty lane for a shot that had already passed its roll (R3 violation, the crash Soul // reproduced through Zone.Update). Deleting the second gate removes the split authority: a cell the shadow // sum counted metal for can no longer be un-counted here. public static int Lane(HullData hull, float2 b, float s, LaneCell[] buffer) { var ell = Lateral(b); var coords = hull.Shape.Coordinates; var n = 0; for (var i = 0; i < coords.Length; i++) { var c = (float2) coords[i]; var lateral = Extent(c, ell); if (s < lateral.Lo || s >= lateral.Hi) continue; // half-open, the same admission Silhouette sums over // F9 (Soul's fix batch, 2026-09-24): Projection (dot(cell, b)) is precomputed here, into the // struct, so the sort below needs no closure over `b`. S3 fix batch: the sort itself now uses // LaneCell's own IComparable, not a per-call Comparer.Create allocation the "never // allocates" comment used to contradict. Projection is also the "along-bearing projection" the cut // doc orders entry by. AlongBearing(c, b, ell, s, out var entry, out var exit); buffer[n++] = new LaneCell { Cell = coords[i], Entry = entry, Exit = exit, Projection = dot(c, b) }; } Array.Sort(buffer, 0, n); var walked = n > 0 ? 1 : 0; for (var i = 1; i < n; i++) { if (buffer[i].Entry > buffer[i - 1].Exit + 1e-4f) break; walked++; } return walked; } // Cut 12.2 fix batch (S1): the along-bearing entry/exit parameters for a cell the shadow test above has // ALREADY admitted -- unconditional, never a gate. The doc's own proof ("s lies in the shadow is exactly // the same event as this lane has metal") makes the intersection this computes a certainty, not a // hypothesis to re-test: for a convex shape, a value inside its projection onto ell is achieved by a // nonempty segment of the line ell=s, so the box-slab solve below cannot come back empty in exact // arithmetic. It only ever disagreed with the shadow test by float rounding at the interval's own edge, // which is exactly where SlabAlongB used to throw the metal away; here that same rounding is absorbed by // clamping entry <= exit instead of rejecting. private static void AlongBearing(float2 c, float2 b, float2 ell, float s, out float entry, out float exit) { entry = float.NegativeInfinity; exit = float.PositiveInfinity; SlabAxis(b.x, c.x - .5f, c.x + .5f, s * ell.x, ref entry, ref exit); SlabAxis(b.y, c.y - .5f, c.y + .5f, s * ell.y, ref entry, ref exit); if (entry > exit) exit = entry; // rounding only -- the shadow test already proved a real intersection } // The slab (ray-box) bound of point(t) = t*b + s*ell against the unit square centred on cell c, one axis at // a time: solving bAxis*t + val in [lo, hi], then folding the result into the running (entry, exit) bound. // A near-zero bAxis component means the ray does not move along that axis at all, so it adds no constraint // on t (the shadow test above already established this axis's bound holds). private static void SlabAxis(float bAxis, float lo, float hi, float val, ref float entry, ref float exit) { if (abs(bAxis) < 1e-9f) return; // no motion along this axis: already covered by the shadow admission test var t1 = (lo - val) / bAxis; var t2 = (hi - val) / bAxis; entry = max(entry, min(t1, t2)); exit = min(exit, max(t1, t2)); } // The cells of the target's hull schematic actually occupied by `item` -- GearOccupancy is the one source // of truth for where an equipped item's footprint lands, the same table Entity.DamageSchematic reads. private static int2[] CellsOf(Entity target, EquippedItem item) { var hullData = target.ItemManager.GetData(target.Hull) as HullData; var cells = new List(); foreach (var v in hullData.Shape.Coordinates) if (target.GearOccupancy[v.x, v.y] == item) cells.Add(v); return cells.ToArray(); } } // Cut 3 (docs/fire-control-cut.md, 0b table): a shot in flight. Born in FireControl.Fire, aged by // FireControl.Step (called from Zone.Update after the entity loop), never serialised -- a zone saved mid- // flight loses its shots, which is correct, a save is a scene boundary. Zone owns the collection and the // ShotId; FireControl owns every transition. Nothing else may add, remove or mutate one. public struct PendingShot { public int ShotId; public Entity Source; public Entity Target; public EquippedItem Weapon; public EquippedItem Aimed; // The frozen payload (R10, Q6): the gun's own stats at the instant the trigger was pulled. Nothing // downstream re-evaluates any of these. public float Damage; public float Penetration; public float DamageSpread; public DamageType DamageType; // Cut 12.2 (docs/fire-control-cut.md): renamed from PBase -- its meaning changes from "the whole shot's // frozen roll price" to "the shooter's own share of it," behind the same gates (Accuracy x PSensor). The // spread and hull factors are no longer frozen here; they are priced live at Commit, against the target's // facing then (Bearing timing). public float PFire; public float Tracking; public float Precision; // Cut 12.2: frozen at Fire alongside the rest of the shooter's own decision (R10) -- the shot's // world-planar travel direction (FireControl.TravelDirection), and the weapon stats PSpread reads at // Commit against the target's live silhouette. public float2 TravelDirection; public float Spread; public float FireRange; // Cut 6b, 6.2: the airburst payload, frozen at fire alongside everything else above. BurstRadius is zero // for a weapon without the Airburst flag (WeaponModifiers, Enums.cs) -- Step reads that zero as "resolve // with Apply," not a separate bool. public float3 BurstPosition; public float BurstRadius; public float3 FireTargetPosition; public float3 FireTargetVelocity; public float FireTime; public float CommitTime; public float ArrivalTime; public bool Committed; public ShotOutcome Outcome; } public struct FireControlDiagnostic { public bool HasTarget; public bool Visible; public bool InRange; public bool Locked; public bool InArc; public float Range; public float MinRange; public float MaxRange; public float Info; public float InfoDemandCeiling; public float Accuracy; public float Resolution; public float Precision; public float Tracking; public float PSensor; // Cut 12.2 (optional, presentation): the shooter-side factor alone, Accuracy x PSensor -- the same value // Fire freezes into PendingShot.PFire. public float PFire; public float PSpread; public float POnHull; public float PBase; } // Cut 12.2 (docs/fire-control-cut.md): a merged interval of a hull's lateral shadow, in the schematic frame's // lateral (ell) coordinate. // S3 fix batch (Hands, 2026-09-25): IComparable (sorted by Lo) instead of a separate IComparer -- // Array.Sort(T[], int, int, IComparer) boxes/wraps the comparer into a fresh delegate on CoreCLR every call // even when the comparer instance itself is a cached singleton; Array.Sort(T[], int, int) resolves T's own // IComparable at JIT time and allocates nothing per call. Same order as the deleted IntervalByLoComparer. public struct Interval : IComparable { public float Lo; public float Hi; public int CompareTo(Interval other) => Lo.CompareTo(other.Lo); } // Cut 12.2: the hull's lateral shadow at one bearing, and the exact Gaussian mass it carries. Intervals holds // the merged, sorted shadow (only the first Count entries are valid -- the array is sized to the hull's own // occupied-cell count, not trimmed, to avoid a second allocation). A, Sigma and POnHull are read together by // the lateral draw; Span is read by PSpread so the two factors can never disagree about the target's size. public struct Silhouette { public Interval[] Intervals; public int Count; public float2 AimPoint; public float A; public float Sigma; public float Span; public float POnHull; } // Cut 12.2: one occupied cell FireControl.Lane crossed at a fixed lateral offset, with its own slab entry/exit // parameter along the bearing. Entry ascending is nearest-to-farthest along the shot's own travel direction. // S3 fix batch (Hands, 2026-09-25): IComparable replaces the separate LaneCellComparer, for the same // reason Interval's own comparer was deleted -- the (T[], int, int, IComparer) sort overload allocates a // wrapper delegate per call even for a cached singleton comparer; (T[], int, int) does not. Same order as the // deleted comparer: entry ascending, ties by projection along b, then cell index for full determinism. public struct LaneCell : IComparable { public int2 Cell; public float Entry; public float Exit; // F9 (Soul's fix batch, 2026-09-24): dot(Cell, b), precomputed once per candidate so Lane's sort tie-break // needs no closure over the bearing. public float Projection; public int CompareTo(LaneCell other) { var byEntry = Entry.CompareTo(other.Entry); if (byEntry != 0) return byEntry; var byProjection = Projection.CompareTo(other.Projection); if (byProjection != 0) return byProjection; var byX = Cell.x.CompareTo(other.Cell.x); return byX != 0 ? byX : Cell.y.CompareTo(other.Cell.y); } } // Cut 3 (docs/fire-control-cut.md, 0b table): a commit. Created once, at ArrivalTime - CommitHorizon (or at // fire time when the flight is shorter than the horizon), immutable from then on, published once on // Zone.ShotCommitted and again (unchanged) on Zone.ShotResolved at arrival. Presentations are the only // readers, and nothing outside presentation may read one to change state. public sealed class ShotOutcome { public int ShotId; public Entity Source; public Entity Target; public EquippedItem Weapon; public bool Hit; public bool Shielded; // Cut 5, 5.2 (Soul finding 4): frozen alongside the rest of the outcome (R4) -- a shield present, active, // and unable to CanTakeHit this shot is decided broken right here, so Apply performs Break() rather than // deciding it, and a shield that recharges mid-flight cannot retroactively dodge it. public bool ShieldBroken; public int2 Cell; // Cut 12.2 (R4): the committed geometry, frozen alongside the rest of the outcome -- the schematic-frame // bearing and the lateral offset the roll's placement drew. Apply reads these, not a live position or // facing (TurningAfterCommitChangesNothing). public float2 Bearing; public float Lateral; public float ArrivalIn; public DamageType DamageType; }