RigChains.Actuates/Drives/Actuator are the one definition of actuator kinds; ValidateRig, BindRig and ShipModPlan consume it, and the hand-derived gun-versus-row check and the chain stop are deleted. A nested actuator is now refused, as ruling one-joint-one-actuator says. Findings nested-actuators-accepted and actuator-kinds-spelled-in-four-places. Builds; the tests of the previous batch that pinned nesting are red until the next commit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
54 lines
3.3 KiB
C#
54 lines
3.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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// Which anchor fills which slot of a ship's component arrays. Pure over (hull, visual) so the Unity assembler only
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// follows it: the hull's hardpoint type decides what a mount is, the anchor's role decides which node plays the part.
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public sealed class ShipModPlan
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{
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public string MapIcon;
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public string HullCollider;
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public string Shield;
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public string Tractor;
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// Mount ids whose anchor (role thruster-emitter / radiator-mesh) is the emitter / mesh node itself.
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public string[] Thrusters;
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public string[] Radiators;
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// Each weapon mount (role weapon-mount) and its muzzle anchors, by Order then id.
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public (string Mount, string[] Muzzles)[] Weapons;
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// One entry per driven joint (one a weapon mount names), by its first weapon in hull order: the joint, its chain
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// root-first (RigChains), and the lead mount (the joint's first weapon in hull order) with that mount's first muzzle.
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// Presentation only: the assembler rigs these and nothing here reaches the simulation.
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public (string Joint, string[] Chain, string LeadMount, string LeadMuzzle)[] Rigs;
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// Maps a pair Validate accepts; every rule about which anchor may play which part is Validate's, so this refuses nothing.
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public static ShipModPlan Build(HullData hull, ShipAuthoring visual)
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{
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ShipAuthoringStore.Validate(hull, visual);
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var hardpoints = hull.Hardpoints ?? new List<HardpointData>();
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string Only(string wanted) => visual.Anchors.Single(anchor => anchor.Role == wanted).Id;
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string[] Mounts(HardpointType type) => hardpoints.Where(hardpoint => hardpoint.Type == type).Select(hardpoint => hardpoint.Transform).ToArray();
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var muzzles = visual.Anchors.Where(anchor => anchor.Role == "weapon-muzzle")
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.OrderBy(anchor => anchor.Order).ThenBy(anchor => anchor.Id, StringComparer.Ordinal).ToArray();
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var weapons = hardpoints.Where(hardpoint => ShipAuthoringStore.IsWeapon(hardpoint.Type)).Select(hardpoint => hardpoint.Transform).ToHashSet(StringComparer.Ordinal);
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var jointOf = RigChains.Drives(visual).Where(drive => weapons.Contains(drive.Anchor.Id))
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.ToDictionary(drive => drive.Anchor.Id, drive => drive.Joint, StringComparer.Ordinal);
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var leads = hardpoints.Where(hardpoint => jointOf.ContainsKey(hardpoint.Transform)).GroupBy(hardpoint => jointOf[hardpoint.Transform], StringComparer.Ordinal)
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.Select(group => (Joint: group.Key, Lead: group.First().Transform));
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return new ShipModPlan
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{
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MapIcon = Only("map-icon"),
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HullCollider = Only("hull-collider"),
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Shield = Only("shield"),
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Tractor = Only("tractor"),
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Thrusters = Mounts(HardpointType.Thruster),
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Radiators = Mounts(HardpointType.Radiator),
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Weapons = hardpoints.Where(hardpoint => ShipAuthoringStore.IsWeapon(hardpoint.Type)).Select(hardpoint => (
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hardpoint.Transform,
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muzzles.Where(muzzle => muzzle.ParentId == hardpoint.Transform).Select(muzzle => muzzle.Id).ToArray())).ToArray(),
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Rigs = leads.Select(rig => (rig.Joint, RigChains.Chain(visual, rig.Joint), rig.Lead,
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muzzles.First(muzzle => muzzle.ParentId == rig.Lead).Id)).ToArray()
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};
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}
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}
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