FireControl.Fire takes an optional damageOverride so a continuous weapon can
queue a shot for less than its full Damage. FireControl.Splash is the one new
rule this cut adds: an unconditional area effect (mines, airburst) applying
the shield-absorb-or-hull-takes-it branch per target, then DamageSchematic
over the directional half of each target's own hull that faces the blast --
the rule moved verbatim from the Splash subscription EntityInstance.cs
carried before Cut 3 deleted it (git show b7743789^).
ConstantWeapon.Execute rolls once per GameplaySettings.BeamResolveInterval
(new setting) for Damage*interval, through the same FireControl.Fire/Step
pair a discrete shot uses -- a beam's authored Velocity is 0, so the flight
commits and resolves in the same tick it fires (R4's short-flight
degradation). A beam is a sequence of rolls, not a continuous truth.
Fixes a real defect found while testing the above: both InstantWeapon.Execute
(Cut 3) and the new ConstantWeapon.Execute wrote `OnFire?.Invoke(FireControl.
Fire(...))` inline. C#'s null-conditional short-circuits the whole
expression, argument included, whenever the event has no subscriber -- true
of any headless run with no Unity EntityInstance wired up
(docs/headless-playground-cut.md) -- so a shot silently never fired. Both
now evaluate FireControl.Fire into a local before the null-conditional
invoke.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
451 lines
21 KiB
C#
451 lines
21 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.Collections.Generic;
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using System.Linq;
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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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using float3 = CultMath.float3;
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using int2 = CultMath.int2;
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// Cut 1 (docs/fire-control-cut.md): geometry -- 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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// Cut 2 adds the reveal rule (R5) and the resolved targeting-system stats an entity fires with, both
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// likewise derived on every read and never cached.
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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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// Cut 2, R5: whether `observer` has resolved `item` (which must belong to some entity in the zone) well
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// enough to aim at it. Derived fresh from EntityInfoGathered on every call -- nothing caches a reveal
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// result, so decay drops it the moment info falls back below tier, with no clearing loop anywhere.
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//
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// Ranking: the target's own non-hull equipment, hardpoint-mounted gear first (the big obvious things),
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// then by size descending, ties broken by equipment order (OrderByDescending is a stable sort, so this
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// needs no explicit tie-break key). Item i of N reveals once info crosses
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// lerp(TargetArmorInfoThreshold, TargetGearInfoThreshold, i / max(1, N - 1)) -- the first item to reveal
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// does so at the armor tier, the last at the gear tier.
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public static bool IsRevealed(Entity observer, EquippedItem item)
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{
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var target = item.Entity;
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var ranked = target.Equipment
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.Where(e => e.Data.HardpointType != HardpointType.Hull)
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.OrderByDescending(e => e.Data.HardpointType != HardpointType.Tool)
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.ThenByDescending(e => e.Data.Shape.Coordinates.Length)
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.ToList();
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var index = ranked.IndexOf(item);
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if (index < 0) return false; // the hull itself, or an item that is no longer on this target
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var settings = observer.ItemManager.GameplaySettings;
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var info = observer.EntityInfoGathered.TryGetValue(target, out var gathered) ? gathered : 0f;
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var tier = lerp(settings.TargetArmorInfoThreshold, settings.TargetGearInfoThreshold,
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(float) index / max(1, ranked.Count - 1));
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return info >= tier;
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}
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// Cut 2, Q4: the stats an entity actually fires with. A working targeting system (equipped, online --
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// not destroyed, not shut down) supplies its own resolved stats; anything else falls back to the
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// authored unaided figures, which make aiming without one a last resort rather than an alternative.
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// Cut 3's roll is the only planned reader.
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public static float Accuracy(Entity entity)
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{
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var system = entity.GetBehavior<TargetingSystem>();
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return system != null && system.Item.Active.Value
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? system.Accuracy
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: entity.ItemManager.GameplaySettings.UnaidedAccuracy;
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}
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public static float Resolution(Entity entity)
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{
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var system = entity.GetBehavior<TargetingSystem>();
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return system != null && system.Item.Active.Value ? system.Resolution : 1f;
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}
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public static float Precision(Entity entity)
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{
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var system = entity.GetBehavior<TargetingSystem>();
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return system != null && system.Item.Active.Value ? system.Precision : 0f;
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}
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public static float Tracking(Entity entity)
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{
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var system = entity.GetBehavior<TargetingSystem>();
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return system != null && system.Item.Active.Value ? system.Tracking : 0f;
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}
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// Cut 3, the risk this map names explicitly: Combat.cs used to run its own first_order_intercept call to
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// aim, while the roll measured deviation against a separately-computed prediction -- two functions
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// claiming to answer the same question will eventually disagree, and an AI would then aim at one point and
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// be judged against another. This is the one function; CombatState (and FireControl.Fire below) both call
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// it instead of touching CultMath.first_order_intercept directly. Planar: source velocity is never fed in
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// (no shooter here leads its own motion into the shot), matching every existing call site this replaces.
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public static float3 PredictedIntercept(Weapon weapon, Entity source, Entity target)
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{
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var targetVelocity = float3(target.Velocity.x, 0, target.Velocity.y);
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return weapon.Velocity > .01f
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? first_order_intercept(source.Position, float3.zero, weapon.Velocity, target.Position, targetVelocity)
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: target.Position;
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}
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// Cut 3, R1/R3: the targeting solution (0b table) -- pure, no draw, recomputed fresh on every call. AI
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// reads this to decide whether a shot is worth taking; the HUD reads it to draw a number; Fire below reads
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// it once, at the instant the trigger is pulled, and freezes the result into the shot (R10, Q6). Two reads
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// a tick apart may differ; nothing here or anywhere else caches one.
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public static float HitProbability(Weapon weapon, Entity source, Entity target)
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{
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if (target == null) return 0f;
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if (!source.VisibleEntities.Contains(target)) return 0f;
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var toTarget = target.Position - source.Position;
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var range = length(toTarget);
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if (range < weapon.MinRange || range > weapon.Range) return 0f;
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if (weapon is LockWeapon lockWeapon && !lockWeapon.IsLocked) return 0f;
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if (!InArc(weapon.Item, toTarget)) return 0f;
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var settings = source.ItemManager.GameplaySettings;
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var info = source.EntityInfoGathered.TryGetValue(target, out var gathered) ? gathered : 0f;
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var pSensor = saturate(unlerp(settings.TargetDetectionInfoThreshold, Resolution(source), info));
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float pSpread;
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if (weapon.Spread > 0)
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{
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var targetHull = source.ItemManager.GetData(target.Hull) as HullData;
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var halfExtent = .5f * max(targetHull.Shape.Width, targetHull.Shape.Height) * settings.SchematicCellSize;
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var angularRadius = degrees(atan(halfExtent / range));
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pSpread = saturate(angularRadius / (weapon.Spread / 2f));
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}
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else pSpread = 1f;
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return Accuracy(source) * pSensor * pSpread;
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}
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// Cut 3, R1: called once per burst step from InstantWeapon.Execute. Computes the predicted intercept and
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// flight time, freezes the payload snapshot (R10, Q6 -- the gun that fired it, not a re-read later), and
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// queues a PendingShot for Zone.Step to age and eventually resolve. Returns the ShotId so the caller's
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// OnFire event can carry it to presentation.
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// Cut 4 (docs/fire-control-cut.md): damageOverride lets a continuous weapon fire a shot for less than its
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// full Damage -- ConstantWeapon.Execute rolls one of these per GameplaySettings.BeamResolveInterval, for
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// Damage * interval, through this exact same freeze-and-queue path (a flight time of zero, since a beam's
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// authored Velocity is 0, commits and resolves in the tick it fires -- R4's short-flight degradation,
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// unchanged). Every other caller keeps reading the frozen weapon.Damage it always did.
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public static int Fire(Weapon weapon, EquippedItem item, Entity source, float? damageOverride = null)
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{
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var zone = source.Zone;
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var target = source.Target.Value;
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var now = zone.Time;
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// R1's engage gate and probability, evaluated now and frozen: nothing at commit time re-reads a stat,
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// an info level or a range. Only live target *position* (deviation) is read again, at commit.
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var pBase = target != null ? HitProbability(weapon, source, target) : 0f;
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var targetVelocity = float3.zero;
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var targetPosition = source.Position;
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var flightTime = 0f;
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var intercept = source.Position;
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if (target != null)
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{
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targetVelocity = float3(target.Velocity.x, 0, target.Velocity.y);
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targetPosition = target.Position;
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intercept = PredictedIntercept(weapon, source, target);
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var range = length(targetPosition - source.Position);
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flightTime = weapon.Velocity > .01f ? range / weapon.Velocity : 0f;
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}
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var commitHorizon = source.ItemManager.GameplaySettings.CommitHorizon;
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var shot = new PendingShot
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{
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ShotId = zone.NextShotId(),
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Source = source,
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Target = target,
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Weapon = item,
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Aimed = source.ResolvedTargetItem,
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Damage = damageOverride ?? weapon.Damage,
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Penetration = weapon.Penetration,
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DamageSpread = weapon.DamageSpread,
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DamageType = weapon.WeaponData.DamageType,
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PBase = pBase,
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Tracking = Tracking(source),
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Precision = Precision(source),
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FireTime = now,
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FireTargetPosition = targetPosition,
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FireTargetVelocity = targetVelocity,
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PredictedIntercept = intercept,
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FlightTime = flightTime,
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ArrivalTime = now + flightTime,
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CommitTime = now + max(0f, flightTime - commitHorizon),
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Committed = false
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};
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zone.PendingShots.Add(shot);
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return shot.ShotId;
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}
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// Cut 3, R4: ages every shot in the zone, commits the ones that have reached their horizon and resolves
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// the ones that have arrived. Called from Zone.Update after the entity loop. A shot whose source or target
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// has left the zone resolves as a miss and is removed outright (0b table), whichever stage it is at.
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public static void Step(Zone zone, float dt)
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{
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var shots = zone.PendingShots;
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if (shots.Count == 0) return;
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var now = zone.Time;
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for (var i = shots.Count - 1; i >= 0; i--)
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{
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var shot = shots[i];
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var sourceGone = !zone.Entities.Contains(shot.Source);
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var targetGone = shot.Target != null && !zone.Entities.Contains(shot.Target);
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if (sourceGone || targetGone)
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{
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if (!shot.Committed)
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{
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shot.Outcome = MakeOutcome(shot, false, false, int2.zero, null, now);
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zone.ShotCommitted.OnNext(shot.Outcome);
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}
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zone.ShotResolved.OnNext(shot.Outcome);
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shots.RemoveAt(i);
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continue;
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}
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if (!shot.Committed && now >= shot.CommitTime)
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{
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shot.Outcome = Commit(zone, shot, now);
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shot.Committed = true;
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zone.ShotCommitted.OnNext(shot.Outcome);
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shots[i] = shot;
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}
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if (shot.Committed && now >= shot.ArrivalTime)
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{
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Apply(shot);
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zone.ShotResolved.OnNext(shot.Outcome);
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shots.RemoveAt(i);
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}
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}
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}
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// R3/R4: the one roll. p_base was frozen at fire; the only thing measured live is how far the target has
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// actually strayed, by now, from where a straight-line projection of its fire-time velocity said it would
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// be -- forgiven by the targeting system's Tracking, likewise frozen at fire. A shot gated to zero at fire
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// (out of arc, out of range, unlocked, undetected) draws nothing here (short-circuit below): the RNG
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// sequence is exactly as if the shot had never queued.
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private static ShotOutcome Commit(Zone zone, PendingShot shot, float now)
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{
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var random = shot.Source.ItemManager.Random;
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var p = shot.PBase;
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if (p > 0f && shot.Target != null)
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{
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var elapsed = now - shot.FireTime;
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var predicted = shot.FireTargetPosition + shot.FireTargetVelocity * elapsed;
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var deviation = length((shot.Target.Position - predicted).xz);
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var pDeviation = shot.Tracking > 0f
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? saturate(1f - deviation / shot.Tracking)
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: (deviation < .01f ? 1f : 0f);
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p *= pDeviation;
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}
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var hit = p > 0f && random.NextFloat() < p;
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var cell = int2.zero;
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EquippedItem aimed = null;
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var shielded = false;
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if (hit)
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{
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var hullData = shot.Source.ItemManager.GetData(shot.Target.Hull) as HullData;
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var aimedCells = shot.Aimed != null ? CellsOf(shot.Target, shot.Aimed) : null;
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if (aimedCells != null && aimedCells.Length > 0 && random.NextFloat() < shot.Precision)
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{
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aimed = shot.Aimed;
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cell = aimedCells[random.NextInt(aimedCells.Length)];
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}
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else
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{
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var coords = hullData.Shape.Coordinates;
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cell = coords[random.NextInt(coords.Length)];
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}
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var shield = shot.Target.Shield;
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if (shield != null && shield.Item.Active.Value && shield.CanTakeHit(shot.DamageType, shot.Damage))
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shielded = true;
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}
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shot.Source.ItemManager.Random = random;
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return MakeOutcome(shot, hit, shielded, cell, aimed, now);
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}
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// R4: the commit is authoritative and immutable from here on -- this only performs what Commit already
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// decided. The one owner of the shield-absorbs-or-hull-takes-it branch (it used to exist seven times,
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// once per Unity effect).
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private static void Apply(PendingShot shot)
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{
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if (!shot.Outcome.Hit) return;
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if (shot.Outcome.Shielded)
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{
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shot.Target.Shield.TakeHit(shot.DamageType, shot.Damage);
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return;
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}
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var hitDirection = float2(0, 1);
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var toTarget = (shot.Target.Position - shot.Source.Position).xz;
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if (lengthsq(toTarget) > 1e-6f) hitDirection = normalize(toTarget);
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shot.Target.ApplyHit(shot.Source, shot.Outcome.Cell, shot.DamageSpread, shot.Penetration, shot.Damage, hitDirection);
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}
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private static ShotOutcome MakeOutcome(PendingShot shot, bool hit, bool shielded, int2 cell, EquippedItem aimed, float now)
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{
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return new ShotOutcome
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{
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ShotId = shot.ShotId,
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Source = shot.Source,
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Target = shot.Target,
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Weapon = shot.Weapon,
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Hit = hit,
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Shielded = shielded,
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Aimed = aimed,
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Cell = cell,
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ArrivalIn = max(0f, shot.ArrivalTime - now),
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DamageType = shot.DamageType
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};
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}
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// Cut 4 (docs/fire-control-cut.md): the one splash rule -- an unconditional area effect, not a rolled
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// shot. Nothing here draws: a mine or an airburst round always damages everything it catches, the same
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// as the Physics.OverlapSphere queries this replaces always did. Applies the shield-absorb-or-hull-takes-
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// it branch (F5, docs/stats-and-power-cut.md) per target, then -- for a target the shield didn't fully
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// absorb -- DamageSchematic over the directional half of that target's own hull that faces the blast, the
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// rule moved verbatim from the Splash subscription EntityInstance.cs carried before Cut 3 deleted it
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// (git show b7743789^:Assets/Scripts/Gameplay/EntityInstance.cs), made planar (R7): the blast-to-target
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// direction is measured in the zone's (x,z) plane and rotated into each target's own facing by its
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// Direction, the same rotation Entity.ApplyHit's penetration march uses, in place of a Unity
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// InverseTransformDirection.
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public static void Splash(Zone zone, float3 position, float radius, float damage, DamageType damageType)
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{
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foreach (var target in zone.Entities)
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{
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var toTarget = (target.Position - position).xz;
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if (length(toTarget) > radius) continue;
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var shield = target.Shield;
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var shieldActive = shield != null && shield.Item.Active.Value;
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var shieldAbsorbs = shieldActive && shield.CanTakeHit(damageType, damage);
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if (shieldActive && !shieldAbsorbs) shield.Break();
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if (shieldAbsorbs)
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{
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shield.TakeHit(damageType, damage);
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continue;
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}
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var hullData = target.ItemManager.GetData(target.Hull) as HullData;
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var forward = normalize(target.Direction);
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var right = float2(forward.y, -forward.x);
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var localDirection = lengthsq(toTarget) > 1e-6f
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? normalize(float2(dot(toTarget, right), dot(toTarget, forward)))
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: float2(0, 1);
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var hitShape = new Shape(hullData.Shape.Width, hullData.Shape.Height);
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foreach (var v in hullData.Shape.Coordinates)
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if (dot(normalize((float2) v - hullData.Shape.CenterOfMass), localDirection) < 0)
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hitShape[v] = true;
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target.DamageSchematic(damage, hitShape);
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}
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}
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// The cells of the target's hull schematic actually occupied by `item` -- GearOccupancy is the one source
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// of truth for where an equipped item's footprint lands, the same table Entity.DamageSchematic reads.
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private static int2[] CellsOf(Entity target, EquippedItem item)
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{
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var hullData = target.ItemManager.GetData(target.Hull) as HullData;
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var cells = new List<int2>();
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foreach (var v in hullData.Shape.Coordinates)
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if (target.GearOccupancy[v.x, v.y] == item)
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cells.Add(v);
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return cells.ToArray();
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}
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}
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// Cut 3 (docs/fire-control-cut.md, 0b table): a shot in flight. Born in FireControl.Fire, aged by
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// FireControl.Step (called from Zone.Update after the entity loop), never serialised -- a zone saved mid-
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// flight loses its shots, which is correct, a save is a scene boundary. Zone owns the collection and the
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// ShotId; FireControl owns every transition. Nothing else may add, remove or mutate one.
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public struct PendingShot
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{
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public int ShotId;
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public Entity Source;
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public Entity Target;
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public EquippedItem Weapon;
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public EquippedItem Aimed;
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// The frozen payload (R10, Q6): the gun's own stats at the instant the trigger was pulled. Nothing
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// downstream re-evaluates any of these.
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public float Damage;
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public float Penetration;
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public float DamageSpread;
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public DamageType DamageType;
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public float PBase;
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public float Tracking;
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public float Precision;
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public float3 FireTargetPosition;
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public float3 FireTargetVelocity;
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public float3 PredictedIntercept;
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public float FlightTime;
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public float FireTime;
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public float CommitTime;
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public float ArrivalTime;
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public bool Committed;
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public ShotOutcome Outcome;
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}
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// Cut 3 (docs/fire-control-cut.md, 0b table): a commit. Created once, at ArrivalTime - CommitHorizon (or at
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// fire time when the flight is shorter than the horizon), immutable from then on, published once on
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// Zone.ShotCommitted and again (unchanged) on Zone.ShotResolved at arrival. Presentations are the only
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// readers, and nothing outside presentation may read one to change state.
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public sealed class ShotOutcome
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{
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public int ShotId;
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public Entity Source;
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public Entity Target;
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public EquippedItem Weapon;
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public bool Hit;
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public bool Shielded;
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public EquippedItem Aimed;
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public int2 Cell;
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public float ArrivalIn;
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public DamageType DamageType;
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}
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