The placement rule (HardpointAt) already finds the one hardpoint an item lies in at equip; TryEquip threw that answer away and eighteen readers recomputed it from the item's origin cell, which need not lie in the hardpoint (Soul's scenarios batch-4 P30). EquippedItem.Hardpoint now carries the answer, null for Tool gear and the hull, and every origin-cell lookup reads it instead: FireControl.ArcFor, the eleven weapon managers, EntityInstance, ShipInstance and ActionGameManager's articulation grouping. Entity.Hardpoints[,] stays the per-cell map for armour and display. TryFindSpace's hardpoint search tries every origin the fit rule can accept, including ones up and left of the hardpoint, so a design whose shape lacks its origin cell is found wherever ItemFits would place it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
32 lines
1 KiB
C#
32 lines
1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class ConstantParticleWeaponManager : ConstantWeaponEffectManager
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{
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public Prototype WeaponPrototype;
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private Dictionary<EquippedItem, ConstantParticleWeapon> _weapons = new Dictionary<EquippedItem, ConstantParticleWeapon>();
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public override void StartFiring(WeaponData data, EquippedItem item, EntityInstance source, EntityInstance target)
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{
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var p = WeaponPrototype.Instantiate<ConstantParticleWeapon>();
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p.Source = source;
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p.Target = target;
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var hp = item.Hardpoint;
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var barrel = source.GetBarrel(hp);
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var t = p.transform;
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t.SetParent(barrel);
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t.forward = barrel.forward;
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t.position = barrel.position;
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// Cut 4 (docs/fire-control-cut.md): FireControl already rolls this weapon's damage.
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_weapons.Add(item, p);
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p.Initialize();
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}
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public override void StopFiring(EquippedItem item)
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{
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_weapons[item].Stop();
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_weapons.Remove(item);
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}
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}
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