Aetheria/Assets/Scripts/ServerShared/ShipAuthoring.cs
2026-10-22 23:35:14 +02:00

536 lines
34 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using GameCult.Caching;
using GameCult.Caching.MessagePack;
using MessagePack;
// A mod ship's visual package: model, anchors, schematic lines. The hull semantics (cells, hardpoints, stats) live in
// the ship's own HullData record beside this one, and HullData.Visual is the only binding between the two.
[CultDocument("aetheria.ship_authoring", "1"), MessagePackObject]
public sealed class ShipAuthoring
{
[CultName, Key(0)] public string Id;
// Key 1 held the embedded HullData until S1; it is retired and never reused.
[Key(2)] public string ModelAsset;
[Key(3)] public List<ShipAnchor> Anchors = new List<ShipAnchor>();
[Key(4)] public List<ShipPolyline> SchematicLines = new List<ShipPolyline>();
// The moving parts of the rig, presentation only (ruling rig-is-presentation): no joint value feeds the simulation.
[Key(5)] public List<ShipJoint> Joints = new List<ShipJoint>();
}
// A rig joint: a bone of the model's armature. Axes are three floats per degree of freedom, a unit vector in Ship Root
// space at rest (glTF axes, +Y up); Min and Max are that degree of freedom's limits in degrees.
[MessagePackObject]
public sealed class ShipJoint
{
// The bone's aetheria.id, which is also its GLB node id.
[Key(0)] public string Id;
// The nearest joint above this one in the model, or null for a root joint.
[Key(1)] public string Parent;
[Key(2)] public float[] Axes;
[Key(3)] public float[] Min;
[Key(4)] public float[] Max;
}
[MessagePackObject]
public sealed class ShipAnchor
{
// Stable semantic identity. HullData.Hardpoints[].Transform names this ID for mounts.
[Key(0)] public string Id;
// One of: map-icon, hull-collider, shield, tractor, thruster-emitter, weapon-mount,
// weapon-muzzle, or radiator-mesh.
[Key(1)] public string Role;
// Stable node ID in the compiled model, never a Blender display name.
[Key(2)] public string ModelNodeId;
// Only child roles use ParentId; e.g. a muzzle names its weapon hardpoint.
[Key(3)] public string ParentId;
[Key(4)] public int Order;
// On a weapon-mount anchor: the id of the nearest joint above its node in the model; null or empty is a fixed mount.
[Key(5)] public string Joint;
}
// Evaluated or baked Grease Pencil stroke coordinates in Blender's right-handed Z-up
// space. The runtime renderer owns its coordinate conversion and camera projection.
[MessagePackObject]
public sealed class ShipPolyline
{
[Key(0)] public string Layer;
[Key(1)] public string Material;
[Key(2)] public float[] Points;
[Key(3)] public float[] Radii;
[Key(4)] public float[] Opacities;
[Key(5)] public bool Cyclic;
[Key(6)] public float[] Color;
}
public static class ShipAuthoringStore
{
// ShipAnchor.Role's vocabulary.
private static readonly HashSet<string> Roles = new HashSet<string>(StringComparer.Ordinal)
{
"map-icon", "hull-collider", "shield", "tractor", "thruster-emitter", "weapon-mount", "weapon-muzzle", "radiator-mesh"
};
// The anchor role a visible hardpoint's mount plays, or null for an internal hardpoint, which has no anchor.
private static string MountRole(HardpointType type) =>
type == HardpointType.Thruster ? "thruster-emitter" :
type == HardpointType.Radiator ? "radiator-mesh" :
IsWeapon(type) ? "weapon-mount" : null;
public static bool IsWeapon(HardpointType type) =>
type == HardpointType.Energy || type == HardpointType.Ballistic || type == HardpointType.Launcher;
public static CultCache Open(string path, bool writable = false)
{
var cache = new CultCache();
try
{
cache.AddBackingStore(new SingleFileMessagePackBackingStore(path, !writable), new[] { typeof(HullData), typeof(ShipAuthoring), typeof(FactionProductData) });
return cache;
}
catch
{
cache.Dispose();
throw;
}
}
// Writes one ship's two records under their deterministic keys, the shape Load expects.
public static void Write(CultCache cache, HullData hull, ShipAuthoring visual)
{
cache.UpsertAsync(typeof(HullData), hull, ShipModCatalog.HullKey(visual.Id)).GetAwaiter().GetResult();
cache.UpsertAsync(typeof(ShipAuthoring), visual, ShipModCatalog.AuthoringKey(visual.Id)).GetAwaiter().GetResult();
}
// A package's product by one maker. These two are the only product writers; the key is the ship and the maker, so a
// maker has at most one product of the hull and writing again replaces it.
public static void WriteProduct(CultCache cache, string shipId, FactionProductData product) =>
cache.UpsertAsync(typeof(FactionProductData), product, ShipModCatalog.ProductKey(shipId, product.Manufacturer.Key)).GetAwaiter().GetResult();
public static bool DeleteProduct(CultCache cache, string shipId, CultRecordKey maker) =>
cache.Remove(ShipModCatalog.ProductKey(shipId, maker));
// A new mod hull that flies like a shipped one. Every member of the reference is copied through the type's own
// MessagePack round trip, so a member added to HullData later is copied too; then the six that are the shipped ship's
// own body and layout are reset: Name, Shape (one occupied cell, so the record loads), Hardpoints, Prefab, Schematic,
// and Visual, which names this mod's visual record.
public static HullData HullLike(HullData reference, string name, string shipId)
{
var options = CultDocumentMessagePackSerialization.OptionsFor(typeof(HullData).Assembly);
var hull = MessagePackSerializer.Deserialize<HullData>(MessagePackSerializer.Serialize(reference, options), options);
hull.Name = name;
hull.Shape = new Shape();
hull.Hardpoints = new List<HardpointData>();
hull.Prefab = null;
hull.Schematic = null;
hull.Visual = new CultRecordRef<ShipAuthoring>(ShipModCatalog.AuthoringKey(shipId));
return hull;
}
// The structure of a ship file, without judging its content (drafts load): exactly one hull and one visual, each at
// its deterministic key, the hull naming that visual by its typed ref, and the hull's products, each at its maker's key.
public static (HullData Hull, ShipAuthoring Visual, FactionProductData[] Products) Load(string path)
{
RefuseLegacyEmbeddedHull(path);
try { return LoadRecords(path); }
catch (Exception error) when (error is InvalidDataException or MessagePackSerializationException)
{
throw new InvalidOperationException($"{path}: a record does not decode as its schema: {error.Message}", error);
}
catch (NotSupportedException error)
{
throw new InvalidOperationException($"{path}: not a readable ship file: {error.Message}", error);
}
}
// Key 1 of ShipAuthoring held the whole hull before S1. The type no longer has that member, so a deserialized record
// shows nothing of it, and a file that still carries one would load as a ship silently ignoring its old hull. The
// raw payload is the only place the old shape is visible.
private static void RefuseLegacyEmbeddedHull(string path)
{
if (!File.Exists(path)) return;
var bytes = File.ReadAllBytes(path);
if (bytes.Length == 0) return;
CultPersistedStoreSnapshot snapshot;
try { snapshot = CultDocumentMessagePackSerialization.DeserializeSnapshot(bytes); }
catch (Exception error) when (error is MessagePackSerializationException or NotSupportedException)
{
throw new InvalidOperationException($"{path}: not a readable ship file: {error.Message}", error);
}
var schema = typeof(ShipAuthoring).GetCustomAttribute<CultDocumentAttribute>().SchemaName;
foreach (var record in snapshot.Records)
{
if (snapshot.SchemaCatalog.FirstOrDefault(entry => entry.SchemaId == record.SchemaId)?.SchemaName != schema) continue;
var reader = new MessagePackReader(record.Payload);
if (reader.NextMessagePackType != MessagePackType.Array) continue;
var slots = reader.ReadArrayHeader();
for (var slot = 0; slot < slots; slot++)
{
if (slot == RetiredHullKey && !reader.TryReadNil())
throw new InvalidOperationException($"{path}: {record.Key}: legacy embedded hull at retired key {RetiredHullKey} of the ship authoring record. " +
$"Migrate it: write the hull as its own hull record at mod-hull:<id> naming the visual, and rewrite the ship authoring record without key {RetiredHullKey}.");
if (slot != RetiredHullKey) reader.Skip();
}
}
}
private const int RetiredHullKey = 1;
private static (HullData Hull, ShipAuthoring Visual, FactionProductData[] Products) LoadRecords(string path)
{
using var cache = Open(path);
var hulls = cache.GetAll<HullData>().ToArray();
var visuals = cache.GetAll<ShipAuthoring>().ToArray();
if (visuals.Length != 1)
throw new InvalidOperationException($"{path} must hold exactly one ship authoring record, found {visuals.Length}.");
if (hulls.Length != 1)
throw new InvalidOperationException($"{path} must hold exactly one hull record, found {hulls.Length}.");
var (hull, visual) = (hulls[0], visuals[0]);
if (!cache.TryGetHandle(hull).Value.Key.Equals(ShipModCatalog.HullKey(visual.Id)) ||
!cache.TryGetHandle(visual).Value.Key.Equals(ShipModCatalog.AuthoringKey(visual.Id)))
throw new InvalidOperationException($"{path}: {visual.Id}: records must be stored under {ShipModCatalog.HullKey(visual.Id).Value} and {ShipModCatalog.AuthoringKey(visual.Id).Value}.");
var products = cache.GetAll<FactionProductData>().ToArray();
foreach (var product in products)
{
if (!product.Manufacturer.IsSet() || ShipModCatalog.IsModKey(product.Manufacturer.Key))
throw new InvalidOperationException($"{path}: {visual.Id}: a product needs a manufacturer that is a shipped faction.");
var productKey = ShipModCatalog.ProductKey(visual.Id, product.Manufacturer.Key);
if (!cache.TryGetHandle(product).Value.Key.Equals(productKey))
throw new InvalidOperationException($"{path}: {visual.Id}: a product must be stored at {productKey.Value}.");
if (!product.Design.IsSet() || !product.Design.Key.Equals(ShipModCatalog.HullKey(visual.Id)))
throw new InvalidOperationException($"{path}: {visual.Id}: a product must name the package hull {ShipModCatalog.HullKey(visual.Id).Value} as its design.");
}
return (hull, visual, products);
}
public static (HullData Hull, ShipAuthoring Visual, FactionProductData[] Products) Read(string path)
{
var (hull, visual, products) = Load(path);
ValidateLoaded(hull, visual, products);
return (hull, visual, products);
}
// Every judgement a loaded package's records face, in one place: Read, and validate on a draft with no model yet, call it.
public static void ValidateLoaded(HullData hull, ShipAuthoring visual, FactionProductData[] products)
{
Validate(hull, visual);
ValidateProducts(hull, visual, products);
}
// What a package may sell: every product named, no name twice, and a price above 0, because generation skips price 0.
private static void ValidateProducts(HullData hull, ShipAuthoring visual, FactionProductData[] products)
{
if (products.Length == 0) return;
if (products.Any(product => string.IsNullOrWhiteSpace(product.Name)))
throw new InvalidOperationException($"{visual.Id}: every product needs a name.");
if (products.Select(product => product.Name).Distinct(StringComparer.Ordinal).Count() != products.Length)
throw new InvalidOperationException($"{visual.Id}: product names must be unique within the package.");
if (hull.Price <= 0)
throw new InvalidOperationException($"{visual.Id}: a hull with products needs a price above 0 (generation skips price 0).");
}
// A hull names one body: a Unity prefab (shipped hulls) or a ShipAuthoring record (mod ships), never both, so no
// consumer needs a precedence rule. A whitespace-only Prefab is unset. Every path that validates or composes hulls
// calls this.
public static void RequireOneBody(HullData hull, string label)
{
if (!string.IsNullOrWhiteSpace(hull.Prefab) && hull.Visual.IsSet())
throw new InvalidOperationException($"{label}: a hull names one body, but this one names both a Unity prefab and a visual record.");
}
// The one ship-ID rule, shared by Validate and ship-authoring create. The ID becomes a folder name on every platform, so
// Windows device names (alone or before a dot) and a trailing dot are refused too. The messages name the rule, never the value.
public static void RequireShipId(string id)
{
if (string.IsNullOrWhiteSpace(id)) throw new InvalidOperationException("Ship ID is required.");
if (!(id[0] >= 'a' && id[0] <= 'z' || id[0] >= '0' && id[0] <= '9') || id.Any(c =>
!(c >= 'a' && c <= 'z' || c >= '0' && c <= '9' || c == '.' || c == '_' || c == '-')))
throw new InvalidOperationException("Ship ID must use lower-case ASCII letters, digits, dots, underscores, or hyphens.");
if (id[id.Length - 1] == '.') throw new InvalidOperationException("Ship ID must not end with a dot.");
var stem = id.Split('.')[0];
if (stem is "con" or "prn" or "aux" or "nul"
|| stem.Length == 4 && (stem.StartsWith("com") || stem.StartsWith("lpt")) && stem[3] >= '1' && stem[3] <= '9')
throw new InvalidOperationException("Ship ID must not be a Windows device name.");
}
// The one semantic check every path shares: the hull and its visual, judged together.
public static void Validate(HullData hull, ShipAuthoring ship)
{
if (ship == null) throw new InvalidOperationException("Ship authoring record is null.");
RequireShipId(ship.Id);
if (hull == null) throw new InvalidOperationException($"{ship.Id}: hull data is required.");
if (string.IsNullOrWhiteSpace(hull.Name)) throw new InvalidOperationException($"{ship.Id}: hull name is required.");
if (hull.Shape?.Cells == null || !hull.Shape.Cells.Cast<bool>().Any(occupied => occupied))
throw new InvalidOperationException($"{ship.Id}: schematic must contain at least one cell.");
RequireOneBody(hull, ship.Id);
if (hull.HullType == HullType.Ship && !(hull.Behaviors ?? new List<BehaviorData>()).Any(behavior => behavior is VelocityLimitData))
throw new InvalidOperationException($"{ship.Id}: a ship hull needs a top speed (VelocityLimit).");
if (!hull.Visual.Key.Equals(ShipModCatalog.AuthoringKey(ship.Id)))
throw new InvalidOperationException($"{ship.Id}: the hull must name its visual record {ShipModCatalog.AuthoringKey(ship.Id).Value}.");
if (string.IsNullOrWhiteSpace(ship.ModelAsset) || Path.IsPathRooted(ship.ModelAsset) ||
ship.ModelAsset.Replace('\\', '/').Split('/').Any(part => part == ".."))
throw new InvalidOperationException($"{ship.Id}: model asset must be a relative package path.");
var anchors = ship.Anchors ?? throw new InvalidOperationException($"{ship.Id}: anchors are required.");
var ids = new HashSet<string>(StringComparer.Ordinal);
var nodeIds = new HashSet<string>(StringComparer.Ordinal);
foreach (var anchor in anchors)
{
if (anchor == null || string.IsNullOrWhiteSpace(anchor.Id) || !ids.Add(anchor.Id))
throw new InvalidOperationException($"{ship.Id}: anchor IDs must be present and unique.");
if (string.IsNullOrWhiteSpace(anchor.ModelNodeId))
throw new InvalidOperationException($"{ship.Id}: anchor {anchor.Id} needs a model node ID.");
if (!nodeIds.Add(anchor.ModelNodeId))
throw new InvalidOperationException($"{ship.Id}: model node {anchor.ModelNodeId} is claimed by more than one anchor.");
}
foreach (var anchor in anchors)
if (!Roles.Contains(anchor.Role))
throw new InvalidOperationException($"{ship.Id}: anchor {anchor.Id} has unknown role '{anchor.Role}'.");
foreach (var role in new[] { "map-icon", "hull-collider", "shield", "tractor" })
if (anchors.Count(anchor => anchor.Role == role) != 1)
throw new InvalidOperationException($"{ship.Id}: exactly one {role} anchor is required.");
var mounts = new Dictionary<string, HardpointData>(StringComparer.Ordinal);
var occupiedHardpointCells = new HashSet<(int x, int y)>();
foreach (var hardpoint in hull.Hardpoints ?? new List<HardpointData>())
{
if (hardpoint == null || string.IsNullOrWhiteSpace(hardpoint.Transform) || mounts.ContainsKey(hardpoint.Transform))
throw new InvalidOperationException($"{ship.Id}: hardpoint IDs must be present and unique.");
mounts.Add(hardpoint.Transform, hardpoint);
if (!Enum.IsDefined(typeof(HardpointType), hardpoint.Type))
throw new InvalidOperationException($"{ship.Id}: hardpoint {hardpoint.Transform} has an unknown type {(int)hardpoint.Type}.");
if (!Enum.IsDefined(typeof(ItemRotation), hardpoint.Rotation))
throw new InvalidOperationException($"{ship.Id}: hardpoint {hardpoint.Transform} has an unknown rotation {(int)hardpoint.Rotation}.");
if (!float.IsFinite(hardpoint.Armor) || hardpoint.Armor < 0 || !float.IsFinite(hardpoint.FiringArc) || hardpoint.FiringArc < 0)
throw new InvalidOperationException($"{ship.Id}: hardpoint {hardpoint.Transform} armor and firing arc must be finite and not negative.");
// A thruster's gimbal range is the judge's alone, a row of one included: no thruster swings further than a turn.
if (hardpoint.Type == HardpointType.Thruster && hardpoint.FiringArc > 360f)
throw new InvalidOperationException($"{ship.Id}: thruster hardpoint {hardpoint.Transform} firing arc may be at most 360 degrees.");
if (!string.IsNullOrEmpty(hardpoint.Row) && hardpoint.Type != HardpointType.Thruster)
throw new InvalidOperationException($"{ship.Id}: hardpoint {hardpoint.Transform} is a {hardpoint.Type} hardpoint, and only a Thruster hardpoint may state a row.");
if (hardpoint.Shape?.Cells == null || !hardpoint.Shape.Cells.Cast<bool>().Any(occupied => occupied))
throw new InvalidOperationException($"{ship.Id}: hardpoint {hardpoint.Transform} has no cells.");
for (var cellX = 0; cellX < hardpoint.Shape.Width; cellX++)
for (var cellY = 0; cellY < hardpoint.Shape.Height; cellY++)
{
if (!hardpoint.Shape.Cells[cellX, cellY]) continue;
var x = hardpoint.Position.x + cellX;
var y = hardpoint.Position.y + cellY;
if (x < 0 || y < 0 || x >= hull.Shape.Width || y >= hull.Shape.Height || !hull.Shape.Cells[x, y])
throw new InvalidOperationException($"{ship.Id}: hardpoint {hardpoint.Transform} lies outside the hull schematic.");
if (!occupiedHardpointCells.Add((x, y)))
throw new InvalidOperationException($"{ship.Id}: hardpoint {hardpoint.Transform} overlaps another hardpoint.");
}
// Only a hardpoint that shows on the model has a mount anchor, and its type fixes the role that anchor plays.
var mountAnchor = anchors.FirstOrDefault(anchor => anchor.Id == hardpoint.Transform);
var mountRole = MountRole(hardpoint.Type);
if (mountRole == null && mountAnchor != null)
throw new InvalidOperationException($"{ship.Id}: {hardpoint.Type} hardpoint {hardpoint.Transform} is internal, so no anchor may take its id.");
if (mountRole != null && mountAnchor == null)
throw new InvalidOperationException($"{ship.Id}: {hardpoint.Type} hardpoint {hardpoint.Transform} has no model anchor.");
if (mountRole != null && mountAnchor.Role != mountRole)
throw new InvalidOperationException($"{ship.Id}: {hardpoint.Type} hardpoint {hardpoint.Transform} needs a {mountRole} anchor of that id.");
}
foreach (var row in mounts.Values.Where(hardpoint => hardpoint.Type == HardpointType.Thruster && !string.IsNullOrEmpty(hardpoint.Row))
.GroupBy(hardpoint => hardpoint.Row, StringComparer.Ordinal))
{
var lead = row.First();
foreach (var hardpoint in row)
if (hardpoint.Rotation != lead.Rotation || hardpoint.FiringArc != lead.FiringArc)
throw new InvalidOperationException($"{ship.Id}: thruster hardpoints {lead.Transform} and {hardpoint.Transform} are in row {row.Key} and must share Rotation and FiringArc.");
if (!(lead.FiringArc > 0f))
throw new InvalidOperationException($"{ship.Id}: thruster row {row.Key} must state a gimbal FiringArc above 0.");
}
foreach (var anchor in anchors)
{
if (!string.IsNullOrEmpty(anchor.ParentId) && !mounts.ContainsKey(anchor.ParentId))
throw new InvalidOperationException($"{ship.Id}: anchor {anchor.Id} has unknown hardpoint parent {anchor.ParentId}.");
// A mount-role anchor is the mount of a hardpoint of its type, never a loose node. The hardpoint loop above has
// already refused one whose id names a hardpoint of another type, so here it only has to name a hardpoint.
if ((RigChains.Actuates(anchor.Role) || anchor.Role == "radiator-mesh") && !mounts.ContainsKey(anchor.Id))
throw new InvalidOperationException($"{ship.Id}: {anchor.Role} anchor {anchor.Id} must be the mount of a hardpoint of its type.");
if (anchor.Role == "weapon-muzzle" &&
(string.IsNullOrEmpty(anchor.ParentId) || !IsWeapon(mounts[anchor.ParentId].Type)))
throw new InvalidOperationException($"{ship.Id}: muzzle {anchor.Id} must be parented to a weapon hardpoint's mount.");
}
foreach (var hardpoint in mounts.Values.Where(hardpoint => IsWeapon(hardpoint.Type)))
if (!anchors.Any(anchor => anchor.Role == "weapon-muzzle" && anchor.ParentId == hardpoint.Transform))
throw new InvalidOperationException($"{ship.Id}: weapon hardpoint {hardpoint.Transform} needs at least one muzzle anchor.");
ValidateRig(ship, anchors, mounts, nodeIds);
foreach (var line in ship.SchematicLines ?? new List<ShipPolyline>())
{
var points = line?.Points;
if (points == null || points.Length < 6 || points.Length % 3 != 0 ||
points.Any(value => float.IsNaN(value) || float.IsInfinity(value)))
throw new InvalidOperationException($"{ship.Id}: schematic line needs finite XYZ points.");
var count = points.Length / 3;
if (line.Radii != null && line.Radii.Length != count ||
line.Opacities != null && line.Opacities.Length != count)
throw new InvalidOperationException($"{ship.Id}: schematic line point attributes have the wrong length.");
if (line.Radii != null && line.Radii.Any(value => float.IsNaN(value) || float.IsInfinity(value) || value < 0) ||
line.Opacities != null && line.Opacities.Any(value => float.IsNaN(value) || value < 0 || value > 1))
throw new InvalidOperationException($"{ship.Id}: schematic line radius and opacity must be finite and in range.");
if (line.Color != null && (line.Color.Length != 4 ||
line.Color.Any(value => float.IsNaN(value) || float.IsInfinity(value))))
throw new InvalidOperationException($"{ship.Id}: schematic line color must be finite RGBA.");
}
}
// A degree of freedom counts as yaw when its axis lies within 5 degrees of Ship Root up (glTF +Y).
private static readonly float YawAxisCos = MathF.Cos(5f * MathF.PI / 180f);
// The joints, which anchors ride them, and whether each driven joint's chain can sweep the arc its guns state. The
// joints are presentation, so this judges only that the rig could point the gun where the hardpoint says it may fire.
private static void ValidateRig(ShipAuthoring ship, List<ShipAnchor> anchors, Dictionary<string, HardpointData> mounts, HashSet<string> nodeIds)
{
var joints = ship.Joints ?? new List<ShipJoint>();
var byId = new Dictionary<string, ShipJoint>(StringComparer.Ordinal);
foreach (var joint in joints)
{
if (joint == null || string.IsNullOrWhiteSpace(joint.Id) || byId.ContainsKey(joint.Id))
throw new InvalidOperationException($"{ship.Id}: joint IDs must be present and unique.");
if (nodeIds.Contains(joint.Id))
throw new InvalidOperationException($"{ship.Id}: joint {joint.Id} is also an anchor's model node.");
byId.Add(joint.Id, joint);
}
foreach (var joint in joints)
{
var dofs = joint.Min?.Length ?? 0;
if (dofs < 1 || joint.Max?.Length != dofs || joint.Axes?.Length != 3 * dofs)
throw new InvalidOperationException($"{ship.Id}: joint {joint.Id} needs one or more degrees of freedom: Axes holds three values each, Min and Max one each.");
for (var dof = 0; dof < dofs; dof++)
{
var (x, y, z) = (joint.Axes[3 * dof], joint.Axes[3 * dof + 1], joint.Axes[3 * dof + 2]);
var (min, max) = (joint.Min[dof], joint.Max[dof]);
if (!float.IsFinite(x) || !float.IsFinite(y) || !float.IsFinite(z) || !float.IsFinite(min) || !float.IsFinite(max))
throw new InvalidOperationException($"{ship.Id}: joint {joint.Id} axes and limits must be finite.");
if (MathF.Abs(MathF.Sqrt(x * x + y * y + z * z) - 1f) > 1e-3f)
throw new InvalidOperationException($"{ship.Id}: joint {joint.Id} axis {dof} must be a unit vector.");
if (min < -180f || max > 180f || min > max)
throw new InvalidOperationException($"{ship.Id}: joint {joint.Id} limits {dof} must satisfy -180 <= Min <= Max <= 180.");
}
if (!string.IsNullOrEmpty(joint.Parent) && !byId.ContainsKey(joint.Parent))
throw new InvalidOperationException($"{ship.Id}: joint {joint.Id} has an unknown parent joint.");
}
foreach (var joint in joints)
{
var step = joint;
for (var depth = 0; !string.IsNullOrEmpty(step.Parent); depth++)
{
if (depth >= joints.Count)
throw new InvalidOperationException($"{ship.Id}: joint {joint.Id} is on a parent cycle.");
step = byId[step.Parent];
}
}
foreach (var anchor in anchors.Where(anchor => !string.IsNullOrEmpty(anchor.Joint)))
{
if (anchor.Role == "radiator-mesh")
throw new InvalidOperationException($"{ship.Id}: {anchor.Role} anchor {anchor.Id} may not ride a joint.");
if (!RigChains.Actuates(anchor.Role))
throw new InvalidOperationException($"{ship.Id}: {anchor.Role} anchor {anchor.Id} may not name a joint; only a weapon mount or a thruster emitter rides one.");
if (!byId.ContainsKey(anchor.Joint))
throw new InvalidOperationException($"{ship.Id}: {anchor.Role} anchor {anchor.Id} names an unknown joint.");
}
// A joint has one actuator (ruling one-joint-one-actuator), and RigChains.Drives is the only place that says what drives a
// joint: a joint carrying two actuators, or whose reach passes through a joint another actuator drives, is refused here,
// whatever the two actuators are.
var drives = RigChains.Drives(ship).Select(drive => (drive.Joint, Hardpoint: mounts[drive.Anchor.Id])).ToArray();
foreach (var onJoint in drives.GroupBy(drive => drive.Joint, StringComparer.Ordinal))
{
var lead = onJoint.First().Hardpoint;
var other = onJoint.Select(drive => drive.Hardpoint).FirstOrDefault(hardpoint => RigChains.Actuator(hardpoint) != RigChains.Actuator(lead));
if (other != null)
throw new InvalidOperationException($"{ship.Id}: joint {onJoint.Key} carries more than one actuator ({lead.Transform} and {other.Transform}); a joint has one actuator.");
}
var driven = RigChains.Driven(ship);
foreach (var joint in driven)
{
var through = RigChains.Chain(ship, joint).SkipLast(1).FirstOrDefault(driven.Contains);
if (through != null)
throw new InvalidOperationException($"{ship.Id}: joint {joint} reaches through joint {through}, which another actuator drives; a joint has one actuator.");
}
var ridden = drives.Where(drive => IsWeapon(drive.Hardpoint.Type)).ToArray();
foreach (var (_, hardpoint) in ridden)
if (!(hardpoint.FiringArc > 0f))
throw new InvalidOperationException($"{ship.Id}: weapon hardpoint {hardpoint.Transform} rides a joint, so it must state its firing arc above 0.");
foreach (var group in ridden.GroupBy(mount => mount.Joint, StringComparer.Ordinal))
{
var lead = group.First().Hardpoint;
foreach (var (_, hardpoint) in group)
if (hardpoint.Rotation != lead.Rotation || hardpoint.FiringArc != lead.FiringArc)
throw new InvalidOperationException($"{ship.Id}: weapon hardpoints {lead.Transform} and {hardpoint.Transform} ride joint {group.Key} and must share Rotation and FiringArc.");
var reach = YawReach(ship, group.Key);
if (reach < lead.FiringArc)
throw new InvalidOperationException($"{ship.Id}: joint {group.Key} chain reaches {reach} degrees of yaw, short of the {lead.FiringArc} degree firing arc of {lead.Transform}.");
}
// A thruster row is a gimbal: its hardpoints' stated FiringArc is how far the row swings, so a row on a joint rides it
// whole, and the joint's chain must be able to sweep that arc. A hardpoint with no Row is a row of one.
var thrusters = mounts.Values.Where(hardpoint => hardpoint.Type == HardpointType.Thruster).ToArray();
var tilted = drives.Where(drive => drive.Hardpoint.Type == HardpointType.Thruster).ToArray();
foreach (var (_, hardpoint) in tilted)
if (!(hardpoint.FiringArc > 0f))
throw new InvalidOperationException($"{ship.Id}: thruster hardpoint {hardpoint.Transform} rides a joint, so it must state its firing arc above 0; a fixed thruster may not ride a joint.");
foreach (var onJoint in tilted.GroupBy(drive => drive.Joint, StringComparer.Ordinal))
{
var lead = onJoint.First().Hardpoint;
var members = string.IsNullOrEmpty(lead.Row) ? new[] { lead } : thrusters.Where(hardpoint => hardpoint.Row == lead.Row).ToArray();
foreach (var member in members)
if (!tilted.Any(drive => drive.Hardpoint == member && drive.Joint == onJoint.Key))
throw new InvalidOperationException($"{ship.Id}: thruster hardpoint {member.Transform} is in the row of {lead.Transform} on joint {onJoint.Key} and must ride it too; a row rides one joint whole.");
var reach = YawReach(ship, onJoint.Key);
if (reach < lead.FiringArc)
throw new InvalidOperationException($"{ship.Id}: joint {onJoint.Key} chain reaches {reach} degrees of yaw, short of the {lead.FiringArc} degree gimbal arc of {lead.Transform}.");
}
}
// The yaw a driven joint's chain can sweep: the summed range of every degree of freedom whose axis is yaw, capped at a turn.
private static float YawReach(ShipAuthoring ship, string jointId)
{
var joints = ship.Joints.ToDictionary(joint => joint.Id, StringComparer.Ordinal);
var reach = 0f;
foreach (var joint in RigChains.Chain(ship, jointId).Select(id => joints[id]))
for (var dof = 0; dof < joint.Min.Length; dof++)
if (MathF.Abs(joint.Axes[3 * dof + 1]) >= YawAxisCos)
reach += joint.Max[dof] - joint.Min[dof];
return MathF.Min(reach, 360f);
}
}
// A rig's actuators and the joints they drive. An actuator is a weapon mount or a thruster emitter that names a joint; a gun
// group (every gun on a joint) or a thruster row is one actuator, and a joint has at most one (ruling one-joint-one-actuator).
// This is the only place that says which anchors are actuators, so the judge, the binder and the plan all follow it.
public static class RigChains
{
public static bool Actuates(string role) => role == "weapon-mount" || role == "thruster-emitter";
// Every actuator anchor that names a joint, with the joint it drives.
public static IEnumerable<(string Joint, ShipAnchor Anchor)> Drives(ShipAuthoring ship) =>
ship.Anchors.Where(anchor => Actuates(anchor.Role) && !string.IsNullOrEmpty(anchor.Joint)).Select(anchor => (anchor.Joint, anchor));
public static HashSet<string> Driven(ShipAuthoring ship) =>
new HashSet<string>(Drives(ship).Select(drive => drive.Joint), StringComparer.Ordinal);
// The actuator a mount belongs to: all guns on a joint are one, a thruster is its row, and a thruster of no row is its own.
public static string Actuator(HardpointData hardpoint) =>
ShipAuthoringStore.IsWeapon(hardpoint.Type) ? "weapon" : string.IsNullOrEmpty(hardpoint.Row) ? "thruster:" + hardpoint.Transform : "row:" + hardpoint.Row;
// The joint and its ancestors, root-first. The judge refuses a driven joint whose ancestors another actuator drives,
// so for an accepted ship this is the whole chain the actuator's reach is summed over.
public static string[] Chain(ShipAuthoring ship, string jointId)
{
var joints = ship.Joints.ToDictionary(joint => joint.Id, StringComparer.Ordinal);
var chain = new List<string> { jointId };
for (var parent = joints[jointId].Parent; !string.IsNullOrEmpty(parent); parent = joints[parent].Parent)
chain.Add(parent);
chain.Reverse();
return chain.ToArray();
}
}