Aetheria/Assets/Scripts/ServerShared/ShipModPlan.cs
Meta Vens 976b711905 Ship mounts: anchors only for visible hardpoints, every role rule in Validate
ShipAuthoringStore.Validate now alone decides which hardpoints carry anchors
and which role each plays. A thruster, radiator, energy, ballistic or launcher
hardpoint needs an anchor of its mount id with role thruster-emitter,
radiator-mesh or the new weapon-mount; every other hardpoint is internal and
no anchor may take its id. A mount-role anchor must be a hardpoint's mount, a
muzzle must hang off a weapon mount, and each weapon needs a muzzle; these
checks move out of ShipModPlan.Build, which now only maps a validated pair to
slots and throws nothing itself. 'articulation' stays in the vocabulary for
pivots and is never a mount.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:39:08 +02:00

42 lines
2.1 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
// Which anchor fills which slot of a ship's component arrays. Pure over (hull, visual) so the Unity assembler only
// follows it: the hull's hardpoint type decides what a mount is, the anchor's role decides which node plays the part.
public sealed class ShipModPlan
{
public string MapIcon;
public string HullCollider;
public string Shield;
public string Tractor;
// Mount ids whose anchor (role thruster-emitter / radiator-mesh) is the emitter / mesh node itself.
public string[] Thrusters;
public string[] Radiators;
// Each weapon mount (role weapon-mount) and its muzzle anchors, by Order then id.
public (string Mount, string[] Muzzles)[] Weapons;
// Maps a pair Validate accepts; every rule about which anchor may play which part is Validate's, so this refuses nothing.
public static ShipModPlan Build(HullData hull, ShipAuthoring visual)
{
ShipAuthoringStore.Validate(hull, visual);
var hardpoints = hull.Hardpoints ?? new List<HardpointData>();
string Only(string wanted) => visual.Anchors.Single(anchor => anchor.Role == wanted).Id;
string[] Mounts(HardpointType type) => hardpoints.Where(hardpoint => hardpoint.Type == type).Select(hardpoint => hardpoint.Transform).ToArray();
var muzzles = visual.Anchors.Where(anchor => anchor.Role == "weapon-muzzle")
.OrderBy(anchor => anchor.Order).ThenBy(anchor => anchor.Id, StringComparer.Ordinal).ToArray();
return new ShipModPlan
{
MapIcon = Only("map-icon"),
HullCollider = Only("hull-collider"),
Shield = Only("shield"),
Tractor = Only("tractor"),
Thrusters = Mounts(HardpointType.Thruster),
Radiators = Mounts(HardpointType.Radiator),
Weapons = hardpoints.Where(hardpoint => ShipAuthoringStore.IsWeapon(hardpoint.Type)).Select(hardpoint => (
hardpoint.Transform,
muzzles.Where(muzzle => muzzle.ParentId == hardpoint.Transform).Select(muzzle => muzzle.Id).ToArray())).ToArray()
};
}
}