Aetheria/Assets/Scripts/ServerShared/Behaviors/Thruster.cs
Meta Vens 67cbf34b25 Switch engine asset references from Resources paths to Addressables GUIDs
Cut 2 of docs/addressables-cut.md. The asset move (git mv
Resources/{Prefabs,Schematics,Sprites/Icons} -> Content/...) and the
UnityHelpers.cs deletion already landed in 1fdf8151, picked up by a
concurrent session sharing this working tree; this commit is the rest
of Cut 2 landing on top of that shared state, atomically:

- Bump CultLib to cultlib-unity-v1.0.60 / caching-unity-v1.4.0 (both
  45c2f40) in Packages/manifest.json, packages-lock.json and
  Directory.Build.props, together with the 8 ServerShared
  [CultInspectorAssetPath] usages becoming [CultInspectorAssetGuid] -
  the .NET and Unity sides move together or nothing compiles.
- Assets/Scripts/EngineAssets.cs replaces UnityHelpers: loads an
  Addressables key (bare GUID or guid[subAsset]) synchronously,
  loading the GameObject and taking the component for the four sites
  that load a component. ActionBarSlot, EntityInstance, ShipInstance
  and ZoneRenderer call it instead of Resources.Load/UnityHelpers; the
  inline "Assets/Resources/" prefix strips are gone with them.
  CultCacheDrawers' schematic preview goes through
  AssetDatabase.GUIDToAssetPath first.
- Assets/Scripts/Editor/EngineAssetCheck.cs validates every stored
  [CultInspectorAssetGuid] value: 32 lowercase hex, resolves to a file,
  is addressable, and satisfies its member's consumer-type contract
  (Texture2D for icons/logos/schematics, a GameObject with the right
  component for prefabs) - table-driven, so an attributed member with
  no row fails loudly instead of being skipped.
- GameData/Aetheria.cc: the scratch migration (Aetheria.Shared + the
  pinned CultLib revision, a throwaway console app, never landed)
  walked all 138 attributed field slots across 180 documents,
  rewriting the 30 non-empty Resources paths to their .meta GUIDs -
  108 stayed empty, 0 unresolved, matching the map's census exactly.

Verification: dotnet test tests/Aetheria.Shared.Tests 61/61 green
against CultLib 45c2f40; Unity 6000.3.24f1 batchmode compiles clean;
EngineAssetCheck.Run passes all 30 stored references; the map's
negative greps are clean; tests/mutation_tests.py's 5 mutations (wrong
type, non-addressable, random guid, an old path, and an untabled
attributed member) are all caught and named, the control case and the
post-revert recompile stay clean, and the catalog/source are restored
byte-identical afterward.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 05:04:50 +02:00

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C#

/* 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 GameCult.Caching;
using MessagePack;
using Newtonsoft.Json;
using CultMath;
using static CultMath.math;
[Inspectable, MessagePackObject, JsonObject(MemberSerialization.OptIn), EntityTypeRestriction(HullType.Ship), RuntimeInspectable]
public class ThrusterData : BehaviorData
{
[Inspectable, JsonProperty("thrust"), Key(1), RuntimeInspectable]
public PerformanceStat Thrust = new PerformanceStat();
[Inspectable, JsonProperty("visibility"), Key(2), RuntimeInspectable]
public PerformanceStat Visibility = new PerformanceStat();
[Inspectable, JsonProperty("heat"), Key(3), RuntimeInspectable]
public PerformanceStat Heat = new PerformanceStat();
[Inspectable, JsonProperty("energy"), Key(4), RuntimeInspectable]
public PerformanceStat EnergyUsage = new PerformanceStat();
[Inspectable, CultInspectorAssetGuid, JsonProperty("Particles"), Key(5)]
public string ParticlesPrefab;
public override Behavior CreateInstance(EquippedItem item)
{
return new Thruster(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new Thruster(this, item);
}
}
public class Thruster : Behavior, IAnalogBehavior
{
public float Thrust { get; private set; }
public float Torque { get; }
public float Axis
{
get => _input;
set => _input = saturate(value);
}
private ThrusterData _data;
private float _input;
public Thruster(ThrusterData data, EquippedItem item) : base(data, item)
{
_data = data;
var hullData = ItemManager.GetData(Entity.Hull) as HullData;
var hullCenter = hullData.Shape.CenterOfMass;
var itemData = ItemManager.GetData(item.EquippableItem);
var itemCenter = hullData.Shape.Inset(itemData.Shape, item.Position, item.EquippableItem.Rotation).CenterOfMass;
var toCenter = hullCenter - itemCenter;
Torque = -dot(normalize(toCenter), float2(1, 0).Rotate(item.EquippableItem.Rotation));
Thrust = Evaluate(_data.Thrust);
}
public Thruster(ThrusterData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
Torque = 0;
Thrust = Evaluate(_data.Thrust);
}
public override bool Execute(float dt)
{
Item.SetAudioParameter(SpecialAudioParameter.Intensity, _input);
if(_input > .01f && Entity.TryConsumeEnergy(_input * Evaluate(_data.EnergyUsage)))
{
Thrust = Evaluate(_data.Thrust);
Entity.Velocity -= Direction.xz * _input * Thrust / Entity.Mass * dt;
Entity.Direction = mul(Entity.Direction,
CultMath.float2x2.Rotate(_input * Torque * Thrust * ItemManager.GameplaySettings.TorqueMultiplier / Entity.Mass * dt));
AddHeat(_input * Evaluate(_data.Heat) * dt);
var vis = _input * Evaluate(_data.Visibility);
if (!Entity.VisibilitySources.ContainsKey(this) || vis > Entity.VisibilitySources[this])
Entity.VisibilitySources[this] = vis;
return true;
}
return false;
}
}