FireControl.Apply now switches on the frozen shot.Fuse: a null fuse keeps 12.3's lane path (ApplyDirectHit), a proximity fuse detonates at arrival with no roll, and a contact or delayed fuse detonates only on a committed hit (ApplyBlastHit), locating P through Lane and the new Reach owner (moved verbatim from Apply's own inline penetration clip; the delayed fuse point reads the identical rule). Step has no damage branch left. Detonate (FireControl.cs) is the one owner of blast damage: candidates by centre-plus-half-diagonal, exact circle/cell overlap shares computed once, every blast's shield decided live per Q12-9 = A (including the host of a contact/delayed blast -- Commit now gates its own shield decision on shot.Fuse == null), armour absorbed per cell, and each item's covered cells pooled into one ItemAbsorb call. Entity.Absorb and FireControl.Splash are deleted; Entity gains ToSchematicPoint/ToWorldPoint for the point conversion Detonate and the delayed fuse point need. Mine.Explode now calls Detonate. Existing Splash/Absorb-era tests across Cut4/5/6/11/123 are rewritten or retargeted to the new public owners; behavioural coverage for the blast model itself lands separately. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
106 lines
3.6 KiB
C#
106 lines
3.6 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using CultMath;
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using CultMath.UnityBridge;
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using static CultMath.math;
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using UnityEngine;
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using Random = UnityEngine.Random;
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public class Mine : MonoBehaviour
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{
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public GridObject GridObject;
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public MeshRenderer MeshRenderer;
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public int EmissionSubmesh;
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public AnimationCurve EmissionCurve;
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public float ActiveCycleDuration;
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public float ArmedCycleDuration;
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public float ActiveEmission;
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public float ArmedEmission;
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public Prototype HitEffect;
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public float Lifetime;
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public float ActivationDelay;
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public float BlastRange;
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public float BlastDelay;
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private float _startTime;
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private float _blastTime;
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private bool _blastCountdown;
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private bool _active;
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private Material _material;
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private float _pulseLerp;
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private float _emission;
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public float Damage { get; set; }
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public DamageType DamageType { get; set; }
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public EntityInstance Source { get; set; }
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public float Range { get; set; }
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private void Start()
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{
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_material = MeshRenderer.materials[EmissionSubmesh];
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}
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private void OnEnable()
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{
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_startTime = Time.time;
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_blastCountdown = false;
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_active = false;
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_emission = 0;
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}
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// Update is called once per frame
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void Update()
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{
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var position = transform.position;
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if (Time.time - _startTime > ActivationDelay && !_active)
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{
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_active = true;
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}
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if(_active)
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{
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_emission = lerp(_emission, _blastCountdown ? ArmedEmission : ActiveEmission, Time.deltaTime * 10);
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_pulseLerp += Time.deltaTime / (_blastCountdown ? ArmedCycleDuration : ActiveCycleDuration);
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_pulseLerp %= 1;
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if(!_blastCountdown)
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{
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foreach (var collider in Physics.OverlapSphere(position, BlastRange, 1))
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{
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var hull = collider.GetComponent<HullCollider>();
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if (hull)
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{
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_blastCountdown = true;
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_blastTime = Time.time + BlastDelay;
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}
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}
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}
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if ((position - Source.transform.position).magnitude > Range ||
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Time.time - _startTime > Lifetime ||
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_blastCountdown && Time.time > _blastTime)
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{
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Explode();
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}
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}
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_material.SetFloat("_Emission", _emission * EmissionCurve.Evaluate(_pulseLerp));
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}
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// Cut 4 (docs/fire-control-cut.md, Q7): the arming OverlapSphere above stays -- that is contact detection,
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// not hit detection. Blast damage is not: it goes through the same FireControl.Detonate every blast-shaped
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// weapon uses now (12.4(b) renamed Splash), over the zone's own planar entities, not a Unity collider
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// query. Presentation (ShowHit) goes with the query it depended on -- nothing here decides who was hit any
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// more, so nothing here can point a hit effect at them; a future pass can rebuild that off
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// FireControl-published state if the mine ever ships (R9 keeps it regardless). F12-6: BlastRange stays a
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// presentation-side input -- Mine has no catalog weapon record carrying Fuse/BlastRadius.
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public void Explode()
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{
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var position = transform.position;
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FireControl.Detonate(Source.Entity.Zone, position.ToCultMath().xz, BlastRange, Damage, DamageType);
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var ht = HitEffect.Instantiate<Transform>();
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ht.position = position;
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GetComponent<Prototype>().ReturnToPool();
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}
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}
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