GrabEvent carries a FloatingBodyId; Zone gains TryHold/SetHeldProgress/Free and places a held item instead of integrating it; Entity.TractorPower is derived from Pickup.Power and TractorCommand is the pilot's input (ActionGameManager writes it undamped, the Time.deltaTime ramp is deleted). Binder and FieldTester change the delegate type only. PickupTests and a save round-trip pin for the player's zone index. Group A builds; no beam is on any generated ship until group B. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
59 lines
2.4 KiB
C#
59 lines
2.4 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using CultMath;
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using static CultMath.math;
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using float2 = CultMath.float2;
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// A free-floating body in a zone: a floating item or a mine. Zone-scoped and never reused within a zone;
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// runtime state only, never saved.
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public readonly struct FloatingBodyId : IEquatable<FloatingBodyId>
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{
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public readonly uint Value;
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public FloatingBodyId(uint value) => Value = value;
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public bool Equals(FloatingBodyId other) => Value == other.Value;
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public override bool Equals(object obj) => obj is FloatingBodyId other && Equals(other);
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public override int GetHashCode() => (int) Value;
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public override string ToString() => Value.ToString();
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}
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// The one drift integrator of every free body in a zone. A launch velocity decays on its own drag; the zone's
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// force accumulates into a separate drift velocity that has its own drag, so a body settles to
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// force * gravity / drag. Engine-free: the caller supplies dt and the zone force at the body's position.
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public struct KinematicBody
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{
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public float2 Position;
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// The launch velocity, decaying.
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public float2 Velocity;
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public float2 Drift;
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// What a presenter draws ahead with.
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public float2 TotalVelocity => Velocity + Drift;
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public void Step(float dt, float2 force, GameplaySettings s)
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{
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Velocity *= exp(-s.FloatingBodyLaunchDrag * dt);
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Drift += force * s.FloatingBodyGravity * dt;
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Drift *= exp(-s.FloatingBodyDrag * dt);
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Position += (Velocity + Drift) * dt;
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}
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}
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// An item adrift in a zone: a death drop or jettisoned cargo. Zone.Release is its only adder; Zone's floating-item
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// step (expiry) and TryPickUp are its only removers. Zone.TryHold and Free are the only writers of Holder, the
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// entity grabbing it with a tractor beam; a held item is placed by Zone, not drifted. Runtime state, never saved.
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public sealed class FloatingItem
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{
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public FloatingBodyId Id;
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public ItemInstance Item;
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public KinematicBody Body;
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public double ReleasedAt;
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public float Lifetime;
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// The entity holding it, or null when it floats free; HeldFrom is where it was claimed and HeldProgress how far
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// along its pull to the holder (0..1).
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public Entity Holder;
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public float2 HeldFrom;
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public float HeldProgress;
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}
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