Entity.HardpointTransforms was written only by Unity (EntityInstance.cs), so the simulation's notion of where a gun points was a readback from a renderer that never runs headless -- Combat.cs threw KeyNotFoundException on the first combat tick outside Unity. Deletes the field, its writer, and the readback branch in Behavior.Direction, leaving the item-rotation path (the same convention reaction thrusters use, R6) as the only source of mount direction. Adds FireControl (ServerShared), a static class owning whether a weapon bears on a point: MountDirection (planar, from ItemRotation), ArcFor (the per-hardpoint HardpointData.FiringArc override, falling back to the new GameplaySettings.FiringArc default of 120), and InArc (the planar dot-cone test, R7 -- target height never enters it, and an arc of 360+ passes unconditionally so a turret hardpoint needs no new type, just a number). Combat.cs and TurretController.cs now gate AI fire through InArc instead of the old hardcoded 0.99 dot-product test against a live Unity transform. Settings.cs drops AgentFiringMinDot, which was declared and read by nothing. docs/fire-control-cut.md, Cut 1. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
43 lines
2.2 KiB
C#
43 lines
2.2 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 CultMath;
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using static CultMath.math;
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// Cut 1 (docs/fire-control-cut.md): geometry only. Whether a weapon bears on a point is decided here and
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// nowhere else -- no prefab, transform, ArticulationPoint or renderer may influence it (R6, R7). Mount
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// direction and arc are both derived per read from catalog data and the item's authored rotation; neither
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// is ever stored on the entity.
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public static class FireControl
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{
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// The planar unit vector a hardpoint's weapon points along, derived solely from the item's authored
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// rotation (R6, the same convention reaction thrusters already use) -- never from a live Unity
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// transform. This is the item-rotation path Behavior.Direction now uses unconditionally, after the
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// HardpointTransforms readback branch is deleted.
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public static float3 MountDirection(EquippedItem item)
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{
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var itemDirection = item.Entity.Direction.Rotate(item.EquippableItem.Rotation);
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return normalize(float3(itemDirection.x, 0, itemDirection.y));
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}
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// Full arc width in degrees: the per-hardpoint override when authored (nonzero), else
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// GameplaySettings.FiringArc. Zero on the hardpoint means "use the default," not "no arc."
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public static float ArcFor(EquippedItem item)
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{
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var hardpoint = item.Entity.Hardpoints[item.Position.x, item.Position.y];
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var arc = hardpoint?.FiringArc ?? 0f;
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return arc > 0 ? arc : item.ItemManager.GameplaySettings.FiringArc;
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}
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// Planar bearing test (R7: the simulation is 2D, the 3D is set dressing -- target height never enters
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// this). An arc of 360 degrees or more passes unconditionally, which is how a turret hardpoint
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// (authored FiringArc: 360, Q1) tracks all the way around without a second type.
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public static bool InArc(EquippedItem weapon, float3 toTarget)
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{
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var arc = ArcFor(weapon);
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if (arc >= 360f) return true;
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var planarTarget = normalize(float3(toTarget.x, 0, toTarget.z));
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return dot(MountDirection(weapon), planarTarget) >= cos(radians(arc / 2f));
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}
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}
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