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>
31 lines
1.1 KiB
C#
31 lines
1.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Serialization;
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public class ConstantLightningManager : ConstantWeaponEffectManager
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{
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public Prototype LightningPrototype;
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private Dictionary<EquippedItem, ConstantLightning> _bolts = new Dictionary<EquippedItem, ConstantLightning>();
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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 = LightningPrototype.Instantiate<ConstantLightning>();
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p.Source = source;
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var hp = item.Hardpoint;
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var barrel = source.GetBarrel(hp);
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p.Barrel = barrel;
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p.Range = item.Evaluate(data.Range);
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// Cut 4 (docs/fire-control-cut.md): FireControl already rolls this weapon's damage; the presentation
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// only needs to know where to draw the bolt.
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p.TargetTransform = target != null ? target.transform : null;
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_bolts.Add(item, p);
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}
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public override void StopFiring(EquippedItem item)
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{
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_bolts[item].Stop();
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_bolts.Remove(item);
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}
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}
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