Aetheria/Assets/Scripts/ServerShared/FireControl.cs
Meta Vens 5100daa297 FireControl: one PDeviation shape for the deviation price
DeviationProbability's inline saturate becomes PDeviation(deviation, tolerance), defined
for a zero tolerance as well. No behaviour change for a positive tolerance. Delete-first
step of the evasion term: every later deviation-like price reads this one shape.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 00:48:14 +02:00

1954 lines
113 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Buffers;
using System.Collections.Generic;
using System.Linq;
using CultMath;
using static CultMath.math;
using float2 = CultMath.float2;
using float3 = CultMath.float3;
using int2 = CultMath.int2;
using Random = CultMath.Random;
// Cut 1 (docs/fire-control-cut.md): geometry -- whether a weapon bears on a point is decided here and
// nowhere else -- no prefab, transform, ArticulationPoint or renderer may influence it (R6, R7). Mount
// direction and arc are both derived per read from catalog data and the item's authored rotation; neither
// is ever stored on the entity.
// Cut 2 adds the reveal rule (R5) and the resolved targeting-system stats an entity fires with, both
// likewise derived on every read and never cached.
public static class FireControl
{
// The planar unit vector a hardpoint's weapon points along, derived solely from the item's authored
// rotation (R6, the same convention reaction thrusters already use) -- never from a live Unity
// transform. This is the item-rotation path Behavior.Direction now uses unconditionally, after the
// HardpointTransforms readback branch is deleted.
public static float3 MountDirection(EquippedItem item)
{
var itemDirection = item.Entity.Direction.Rotate(item.EquippableItem.Rotation);
return normalize(float3(itemDirection.x, 0, itemDirection.y));
}
// Full arc width in degrees: the per-hardpoint override when authored (nonzero), else
// GameplaySettings.FiringArc. Zero on the hardpoint means "use the default," not "no arc."
public static float ArcFor(EquippedItem item)
{
var hardpoint = item.Hardpoint;
var arc = hardpoint?.FiringArc ?? 0f;
return arc > 0 ? arc : item.ItemManager.GameplaySettings.FiringArc;
}
// Planar bearing test (R7: the simulation is 2D, the 3D is set dressing -- target height never enters
// this). An arc of 360 degrees or more passes unconditionally, which is how a turret hardpoint
// (authored FiringArc: 360, Q1) tracks all the way around without a second type.
// Cut 5, 5.4 (Soul finding 11): a planar bearing shorter than 1e-6 -- point-blank range, target and firer
// co-located -- returns true rather than falling through to normalize's NaN. This used to live as a
// separate special case in Weapon.ArcAllowsFire; one bearing test now owns it, so a target at a weapon's
// own exact position can never fail to bear regardless of caller.
public static bool InArc(EquippedItem weapon, float3 toTarget)
{
var arc = ArcFor(weapon);
if (arc >= 360f) return true;
var planarToTarget = float3(toTarget.x, 0, toTarget.z);
if (lengthsq(planarToTarget) < 1e-6f) return true;
var planarTarget = normalize(planarToTarget);
return dot(MountDirection(weapon), planarTarget) >= cos(radians(arc / 2f));
}
// The one place a weapon's payload is read: its blast radius, and the fuse it detonates with. A weapon
// detonates only with both a fuse and a radius above zero; either alone is inert and resolves as a direct
// hit (nothing polices that), so a null return means "not fused".
public static WeaponFuse? FuseOf(EquippedItem item, out float blastRadius)
{
var data = item?.Data as WeaponItemData;
blastRadius = data?.BlastRadius > 0f ? data.BlastRadius.Value : 0f;
return blastRadius > 0f ? data.Fuse : null;
}
// The one arc gate on the trigger. A fused weapon fires whatever the arc says: a target it cannot bear on is
// no reason to keep it silent, the round flies along the arc-clamped aim and bursts at the target's range
// (Fire; operator ruling 2026-09-30, "the user is hoping that the arc gets the weapon close enough to still
// splash some damage"). A weapon that only hits what it fires at still refuses. Fire reads InArc itself to
// choose that flight, so the two share the one bearing test and differ only in this exemption.
// Mining Cut 3: a chunk target bears through its own position, on the plane the bearing test reads.
public static bool ArcPermitsFire(Weapon weapon, Entity shooter)
{
var target = shooter.Target.Value;
if (target.IsNone) return true;
float3 toTarget;
if (target.Chunk is ChunkId chunk)
{
var at = shooter.Zone.ChunkPose(chunk.Field, chunk.Index).xy;
toTarget = float3(at.x, 0, at.y) - shooter.Position;
}
else toTarget = target.Entity.Position - shooter.Position;
return FuseOf(weapon.Item, out _) != null || InArc(weapon.Item, toTarget);
}
// Whether the shooter's next round from this weapon is refused: the weapons ask before they spend anything, so
// a refused round costs no ammo, energy, sound, heat, wear or visibility (operator ruling 2026-09-30). The
// answer is Solve's own -- there is no second copy of the arming test.
public static bool Refuses(Weapon weapon, Entity shooter) =>
Solve(weapon, weapon.Item, shooter, shooter.Target.Value.Entity).Outcome == FireOutcome.Refused;
// The agents' trigger decision (Combat, TurretController), one weapon at a time (operator ruling 2026-09-30).
// A weapon that fires at what it hits fires when the shot is worth taking. A fused weapon fires whenever its
// target is designated, whatever the arc: the round is sent out of arc on purpose (Solve). An agent never
// fires a fused weapon at nothing -- no target, or one it holds no valid data on, is no reason to fish -- and
// never one Solve refuses: a refused weapon is not a weapon it can use.
public static bool AgentFires(Weapon weapon, Entity shooter, Entity target)
{
if (FuseOf(weapon.Item, out _) == null)
return HitProbability(weapon, shooter, target) >= shooter.ItemManager.GameplaySettings.AgentMinHitProbability;
var solution = Solve(weapon, weapon.Item, shooter, target);
return solution.Designated && solution.Outcome != FireOutcome.Refused;
}
// Operator ruling 2026-09-30: a shot with nothing to bear on flies along where its shooter is aiming
// (Entity.LookDirection -- the player's mouse or a turret's tracking), restricted by the mount's arc. The
// arc is InArc's own cone: an aim inside it is used as is, one outside it is turned to the nearest edge of
// the same cone. There is no second bearing test here; the edge is where InArc stops passing. A shooter
// with no aim set (LookDirection zero) aims down the mount, the same fallback InArc takes for a zero bearing.
// The simulation had no aim clamp before this: the Unity barrel's ArticulationPoint clamps the picture,
// and a target outside the arc merely priced the shot at zero.
public static float2 AimDirection(EquippedItem item, Entity shooter)
{
var mount = MountDirection(item).xz;
var look = shooter.LookDirection.xz;
if (lengthsq(look) < 1e-6f) return mount;
look = normalize(look);
if (InArc(item, float3(look.x, 0, look.y))) return look;
var half = radians(ArcFor(item) / 2f);
var turn = mount.x * look.y - mount.y * look.x >= 0f ? half : -half;
return float2(mount.x * cos(turn) - mount.y * sin(turn), mount.x * sin(turn) + mount.y * cos(turn));
}
// Cut 2, R5: whether `observer` has resolved `item` (which must belong to some entity in the zone) well
// enough to aim at it. Derived fresh from EntityInfoGathered on every call -- nothing caches a reveal
// result, so decay drops it the moment info falls back below tier, with no clearing loop anywhere.
//
// Ranking: the target's own non-hull equipment, hardpoint-mounted gear first (the big obvious things),
// then by size descending, ties broken by equipment order (OrderByDescending is a stable sort, so this
// needs no explicit tie-break key). Item i of N reveals once info crosses
// lerp(TargetArmorInfoThreshold, TargetGearInfoThreshold, i / max(1, N - 1)) -- the first item to reveal
// does so at the armor tier, the last at the gear tier.
public static bool IsRevealed(Entity observer, EquippedItem item)
{
var target = item.Entity;
// Cut 5, 5.5 (Soul finding 10): a destroyed item drops out of the ranking entirely rather than merely
// failing its own tier -- ranked.IndexOf(item) then returns -1 for it (the same "no longer on this
// target" path below), and the survivors' tiers close up over the gap instead of leaving one.
var ranked = target.Equipment
.Where(e => e.Data.HardpointType != HardpointType.Hull && e.EquippableItem.Durability >= .01f)
.OrderByDescending(e => e.Data.HardpointType != HardpointType.Tool)
.ThenByDescending(e => e.Data.Shape.Coordinates.Length)
.ToList();
var index = ranked.IndexOf(item);
if (index < 0) return false; // the hull itself, or an item that is no longer on this target
var settings = observer.ItemManager.GameplaySettings;
var info = observer.EntityInfoGathered.TryGetValue(target, out var gathered) ? gathered : 0f;
var tier = lerp(settings.TargetArmorInfoThreshold, settings.TargetGearInfoThreshold,
(float) index / max(1, ranked.Count - 1));
return info >= tier;
}
// Cut 2, Q4: the stats an entity actually fires with. A working targeting system (equipped, online --
// not destroyed, not shut down) supplies its own resolved stats; anything else falls back to the
// authored unaided figures, which make aiming without one a last resort rather than an alternative.
// Cut 3's roll is the only planned reader.
public static float Accuracy(Entity entity)
{
var system = entity.GetBehavior<TargetingSystem>();
return system != null && system.Item.Active.Value
? system.Accuracy
: entity.ItemManager.GameplaySettings.UnaidedAccuracy;
}
public static float Resolution(Entity entity)
{
var system = entity.GetBehavior<TargetingSystem>();
return system != null && system.Item.Active.Value ? system.Resolution : 1f;
}
// Cut 6d (docs/fire-control-cut.md): falls back to GameplaySettings.UnaidedPrecision, the same shape
// Accuracy/Tracking already fall back to their own Unaided* floors. The old coin-flip rule could get away
// with a bare 0 here (0 meant "never draw the aimed-item branch," a legitimate value under that rule); the
// dart-throw kernel reads Precision as a grouping tightness, and 0 would ask Sigma for an infinite, division-
// guarded group -- not the authored "spraying at the silhouette" floor the spec asks for.
public static float Precision(Entity entity)
{
var system = entity.GetBehavior<TargetingSystem>();
return system != null && system.Item.Active.Value ? system.Precision : entity.ItemManager.GameplaySettings.UnaidedPrecision;
}
// Cut 5, 5.1 (Soul finding 3): falls back to GameplaySettings.UnaidedTracking, exactly the shape Accuracy
// falls back to UnaidedAccuracy. Tracking is now always positive -- Commit no longer carries a zero case.
public static float Tracking(Entity entity)
{
var system = entity.GetBehavior<TargetingSystem>();
return system != null && system.Item.Active.Value ? system.Tracking : entity.ItemManager.GameplaySettings.UnaidedTracking;
}
// Cut 3, the risk this map names explicitly: Combat.cs used to run its own first_order_intercept call to
// aim, while the roll measured deviation against a separately-computed prediction -- two functions
// claiming to answer the same question will eventually disagree, and an AI would then aim at one point and
// be judged against another. This is the one function; CombatState (and FireControl.Fire below) both call
// it instead of touching CultMath.first_order_intercept directly. Planar: source velocity is never fed in
// (no shooter here leads its own motion into the shot), matching every existing call site this replaces.
public static float3 PredictedIntercept(Weapon weapon, Entity source, Entity target)
{
var targetVelocity = float3(target.Velocity.x, 0, target.Velocity.y);
return weapon.Velocity > .01f
? first_order_intercept(source.Position, float3.zero, weapon.Velocity, target.Position, targetVelocity)
: target.Position;
}
// Cut 3, R1/R3: the targeting solution (0b table) -- pure, no draw, recomputed fresh on every call. AI
// reads this to decide whether a shot is worth taking; the HUD reads it to draw a number; Fire below reads
// it once, at the instant the trigger is pulled, and freezes the result into the shot (R10, Q6). Two reads
// a tick apart may differ; nothing here or anywhere else caches one.
// Cut 10 (docs/fire-control-cut.md): the hot path. Every AI and turret calls this per weapon per tick,
// and the common case is a target out of range or out of arc -- so the cheap gates run first and bail,
// exactly as they did before the diagnostics refactor. The factors are computed only for a shot that is
// actually possible, and they come from the same functions Inspect uses: one fire-control model, shared
// at the level of its factors rather than by routing the hot path through a diagnostic struct.
// HitProbabilityMatchesInspect pins that the two can never disagree.
// Cut 12.2 (docs/fire-control-cut.md): the shooter-side share of the probability -- everything Fire
// freezes (R10), gated exactly as HitProbability gates. Nothing about the target's facing or silhouette
// enters here; that is Silhouette's and PSpread's job, priced fresh by HitProbability below and again,
// live, by Commit at the commit tick. 0 the moment any gate closes.
private static float PFire(Weapon weapon, Entity source, Entity target) => PFire(weapon, source, target, out _, out _, out _);
// The `out range` overload is HitProbability's own gate call -- one computation of `target.Position -
// source.Position`, not two. HitProbability used to recompute its own copy for PSpread, which is exactly
// the kind of split authority Cut 3 named as the risk (two places computing the same vector, free to
// drift or to have their subtraction order flipped in only one of them).
private static float PFire(Weapon weapon, Entity source, Entity target, out float range) =>
PFire(weapon, source, target, out range, out _, out _);
// The one answer to "does the shooter hold valid targeting data on this target": visible, in range and locked
// (for a LockWeapon). PFire, Solve and the agents' trigger decision all read it here, and nowhere else.
// F8 correction (Soul's fix batch, 2026-09-24): `range` is computed for any non-null target, before any
// gate -- Fire reads it for flightTime, and flightTime must reflect the real distance even when a gate (not
// visible, out of range) already denies the target. Planar (R7: the simulation is 2D): the range gate, the
// burst reach and the range clamp all measure the same distance, so a target's height never moves one of
// them without the others.
public static bool Designated(Weapon weapon, Entity source, Entity target, out float range)
{
range = 0f;
if (target == null) return false;
range = length((target.Position - source.Position).xz);
return source.VisibleEntities.Contains(target) && range >= weapon.MinRange && range <= weapon.Range &&
!(weapon is LockWeapon lockWeapon && !lockWeapon.IsLocked);
}
// `designated` is the answer above. `inArc` is the bearing test, asked only once a target is designated.
// PFire prices a shot at zero unless both hold. Fire reads them to decide what a fused round flies at
// (operator rulings 2026-09-30): without valid data it has no target and bursts at max range; with data but
// out of arc it bursts at the target's range, along the aim. The HUD reads Designated and the
// arc from Solve and Inspect and decides nothing.
private static float PFire(Weapon weapon, Entity source, Entity target, out float range, out bool designated, out bool inArc)
{
range = 0f;
designated = false;
inArc = false;
if (target == null) return 0f;
designated = Designated(weapon, source, target, out range);
if (!designated) return 0f;
inArc = InArc(weapon.Item, target.Position - source.Position);
if (!inArc) return 0f;
var settings = source.ItemManager.GameplaySettings;
var info = source.EntityInfoGathered.TryGetValue(target, out var gathered) ? gathered : 0f;
return Accuracy(source) * PSensor(settings, Resolution(source), info);
}
// Cut 12.2 fix batch (F6, Soul, 2026-09-24): the one place a bearing, a silhouette and PSpread are
// assembled into a live forecast -- HitProbability and Inspect both call this instead of each carrying
// its own copy. They used to each build their own bearing from TravelDirection and the target's facing;
// a mutant that read the SHOOTER's facing instead of the target's survived in HitProbability's own copy
// (M11) while the identical mistake in Inspect's copy was caught (M22), because two functions computing
// the same thing are two places for the same bug to hide and only be found once.
// Cost fix batch (Self, 2026-09-24): Forecast reads only sil.POnHull and sil.Span, never sil.Intervals, so
// it rents the Silhouette's own scratch array from ArrayPool<Interval>.Shared and returns it before
// returning -- Silhouette itself (given this pooled buffer) allocates nothing, measured directly.
// Commit's own path (CommitProbability -> Silhouette, uncalled from here) still needs sil.Intervals alive
// for the lateral draw that follows it, so it keeps its own owned array; only the forecast pools.
// S3 fix batch (Hands, 2026-09-25) correction: "the forecast path no longer allocates on a gated-in call"
// overclaimed -- a gated-in HitProbability call still allocates roughly 120 bytes (measured, Release; ~280
// for Inspect, which reads one more gated stat). 12.3 fix batch correction: that cost is exactly three
// GetBehavior<TargetingSystem> calls (Accuracy, Resolution via PSensor, Precision), at ~40 B each -- each
// one walks Entity.Equipment, a ReactiveCollection<T> whose enumerator is heap-allocated per foreach. It is
// NOT `Behaviors` (the earlier wording here was wrong): EquippedItem.Behaviors is a plain array, allocates
// nothing to enumerate. With an item aimed at, ResolveAimPoint -> CellsOf also allocates (a List, then
// ToArray) -- about 944 B per HitProbability, on top of the three GetBehavior calls. None of this is
// Silhouette's or this pooling's cost; it predates Cut 12.2 and belongs to Entity's own collection choice
// and to CellsOf, out of this cut's scope. Cut 10's own guard is what actually matters
// operationally: HitProbability and CommitProbability both bail before Forecast is ever called for the
// common gated-out case (GatedOutHitProbabilityAllocatesNothing pins that at exactly 0).
private static (Silhouette Silhouette, float PSpread) Forecast(Weapon weapon, Entity source, Entity target, HullData targetHull, float precision, float range)
{
var bearing = Bearing(target, TravelDirection(weapon, source, target));
var buffer = ArrayPool<Interval>.Shared.Rent(targetHull.Shape.Coordinates.Length);
float pSpread;
Silhouette sil;
try
{
sil = Silhouette(target, targetHull, source.ResolvedTargetItem, bearing, precision, buffer);
var settings = source.ItemManager.GameplaySettings;
pSpread = PSpread(weapon.Spread, sil.Span, range, settings.SchematicCellSize);
}
finally
{
ArrayPool<Interval>.Shared.Return(buffer);
}
// sil.Intervals is the returned buffer -- cleared here so nothing outside this function can read it
// after it goes back to the pool and another caller starts overwriting it.
sil.Intervals = null;
return (sil, pSpread);
}
public static float HitProbability(Weapon weapon, Entity source, Entity target)
{
var pFire = PFire(weapon, source, target, out var range);
if (pFire <= 0f) return 0f;
var targetHull = source.ItemManager.GetData(target.Hull) as HullData;
var (sil, pSpread) = Forecast(weapon, source, target, targetHull, Precision(source), range);
return pFire * pSpread * sil.POnHull;
}
// Presentation only: the debug HUD's view of exactly the factors HitProbability multiplies. It computes
// every factor unconditionally, gates included, because a HUD wants to see why a shot is impossible --
// which is precisely why the hot path must not be routed through it. Both read the same factor
// functions below, and PBase is HitProbability's own answer, so the gates and the product have one
// owner and the HUD cannot grow a second, subtly different model.
public static FireControlDiagnostic Inspect(Weapon weapon, Entity source, Entity target)
{
var settings = source.ItemManager.GameplaySettings;
var diagnostic = new FireControlDiagnostic
{
HasTarget = target != null,
Accuracy = Accuracy(source),
Resolution = Resolution(source),
Precision = Precision(source),
Tracking = Tracking(source),
MinRange = weapon.MinRange,
MaxRange = weapon.Range
};
var solution = Solve(weapon, weapon.Item, source, target);
diagnostic.Outcome = solution.Outcome;
diagnostic.BurstReach = solution.BurstReach;
if (target == null) return diagnostic;
var toTarget = target.Position - source.Position;
diagnostic.Range = length(toTarget.xz);
diagnostic.Designated = solution.Designated;
diagnostic.InArc = InArc(weapon.Item, toTarget);
var targetHull = source.ItemManager.GetData(target.Hull) as HullData;
diagnostic.Info = source.EntityInfoGathered.TryGetValue(target, out var gathered) ? gathered : 0f;
diagnostic.InfoDemandCeiling = InfoDemandCeiling(settings, diagnostic.Resolution);
diagnostic.PSensor = PSensor(settings, diagnostic.Resolution, diagnostic.Info);
diagnostic.PFire = diagnostic.Accuracy * diagnostic.PSensor;
var (sil, pSpread) = Forecast(weapon, source, target, targetHull, diagnostic.Precision, diagnostic.Range);
diagnostic.PSpread = pSpread;
diagnostic.POnHull = sil.POnHull;
diagnostic.PBase = HitProbability(weapon, source, target);
return diagnostic;
}
// Cut 6c, 6c.1 (operator ruling 2026-09-19): Resolution stays a benefit -- higher is better -- so the
// formula takes its reciprocal to derive the actual info ceiling instead of reading Resolution as that
// ceiling directly. Resolution 1 (the unaided fallback) yields a ceiling of 1: needs complete
// information, the floor by construction. The max guards a zero or negative authored Resolution; no
// authored value should ever reach it.
private static float InfoDemandCeiling(GameplaySettings settings, float resolution) =>
settings.TargetDetectionInfoThreshold + (1f - settings.TargetDetectionInfoThreshold) / max(resolution, 1e-3f);
private static float PSensor(GameplaySettings settings, float resolution, float info) =>
saturate(unlerp(settings.TargetDetectionInfoThreshold, InfoDemandCeiling(settings, resolution), info));
// Whether the weapon's own barrel-dispersion cone reaches the target's actual silhouette at this range:
// weapon hardware, range-dependent, aim-point-blind. 1 for any zero-spread weapon. Cut 12.2: span comes
// from the same Silhouette pOnHull reads, so the two factors can never disagree about the target's size
// (the old bounding half-extent, max(Width, Height), is gone).
private static float PSpread(float spread, float span, float range, float cellSize)
{
if (spread <= 0) return 1f;
var halfExtent = .5f * span * cellSize;
var angularRadius = degrees(atan(halfExtent / range));
return saturate(angularRadius / (spread / 2f));
}
// Cut 12.2 (docs/fire-control-cut.md, "the rules every sub-cut reads"): the shot's world-planar travel
// direction -- PredictedIntercept minus the source's own position, planar (R7). Frozen into PendingShot
// at Fire (R10); HitProbability and Inspect recompute it fresh, at the current source/target positions,
// for their forecast. Below a length of 1e-6 (point-blank, source and intercept coincide) it falls back
// to world +z, the same fallback Apply used before this cut (`:463`).
public static float2 TravelDirection(Weapon weapon, Entity source, Entity target)
{
var toIntercept = (PredictedIntercept(weapon, source, target) - source.Position).xz;
return lengthsq(toIntercept) < 1e-6f ? float2(0, 1) : normalize(toIntercept);
}
// Cut 12.2: the only place a world direction meets a target's facing. One function, so nothing else may
// compute a bearing (the authority map's forbidden-writer rule) -- Commit and the live forecast both read
// this, never a second copy of the formula.
private static float2 Bearing(Entity target, float2 travelDirection) => normalize(target.ToSchematic(travelDirection));
// Cut 12.2: the lateral axis a bearing implies, fixed once here. Silhouette and Lane both read it instead
// of each carrying their own copy of the sign.
private static float2 Lateral(float2 bearing) => float2(-bearing.y, bearing.x);
// Cut 12.2 fix batch (S1, Soul's second pass): the one function that projects a unit cell onto an axis --
// the exact support of the axis-aligned unit square centred on c along `axis`, half-width
// h = (|axis.x| + |axis.y|) / 2. Silhouette's shadow (axis = ell) and Lane's own admission test (axis =
// ell) now read this SAME arithmetic instead of Lane re-deriving its own copy of centre/h -- the two used
// to differ only in that Lane's copy was a plain re-derivation, not a second formula, but "not a second
// formula" is exactly why they never drifted apart in exact arithmetic and exactly why the real defect was
// never here: it was the second, independent SlabAlongB gate below, deleted with this fix.
private static Interval Extent(float2 c, float2 axis)
{
var h = (abs(axis.x) + abs(axis.y)) / 2f;
var centre = dot(c, axis);
return new Interval { Lo = centre - h, Hi = centre + h };
}
// The one deviation shape: the share of a shot that survives `deviation` metres of miss against a shooter that
// forgives `tolerance` metres. Every deviation-like price (flight, evasion, a missile's miss) goes through it.
public static float PDeviation(float deviation, float tolerance) =>
tolerance <= 0f ? (deviation <= 0f ? 1f : 0f) : saturate(1f - deviation / tolerance);
public static float DeviationProbability(PendingShot shot, float now, out float deviation)
{
var elapsed = now - shot.FireTime;
var predicted = shot.FireTargetPosition + shot.FireTargetVelocity * elapsed;
deviation = shot.Target == null ? 0f : length((shot.Target.Position - predicted).xz);
return shot.Target == null ? 1f : PDeviation(deviation, shot.Tracking);
}
// The one decision about what a round does, made from the shooter's state and a target and nothing else:
// no draw, no side effect. Fire freezes it into a PendingShot; Inspect shows it to the HUD; the weapons ask
// it whether a round is refused before they spend anything -- so a refusal is decided once, by the same
// code that would have flown the round, and the HUD cannot forecast a burst the trigger will not fire.
// Direct: a round that resolves against its target (a weapon without a fuse). Burst: a fused round, with
// BurstReach the planar distance from the shooter at which it bursts. Refused: a fused round whose blast
// radius (its arming distance) exceeds the weapon's Range; it cannot be fired.
public static FireSolution Solve(Weapon weapon, EquippedItem item, Entity source, Entity target)
{
var pFire = PFire(weapon, source, target, out var fireRange, out var designated, out var inArc);
// Cut 12.4(a) (Q12-6, "WeaponModifiers are labels, not behaviour"): a blast is a property of the
// weapon's data fields alone, resolved and frozen here like every other payload field -- never decided
// later by a Unity projectile, and never by a label. Solve decides "detonates" once: a fuse is frozen
// only when BlastRadius > 0, and null otherwise, so a radius without a fuse or a fuse without a radius
// is inert and resolves as a direct hit (nothing polices that). A zero-radius freeze is what Step below
// still reads as "resolve this shot with Apply."
var fuse = FuseOf(item, out var blastRadius);
// Operator rulings 2026-09-30. A fused round flies along the shooter's aim (AimDirection, clamped to the
// mount's arc) and carries no target -- so nothing at resolution asks whether one is still around --
// unless its target is designated (visible, in range, locked) and in arc:
// * no valid targeting data (no target, or one out of range, not visible or not locked) counts as no
// lock and bursts at the weapon's Range, the stat PFire's range gate reads: bomb fishing;
// * valid data but out of arc bursts at the target's range, which the range gate has already held to
// Range, along that same clamped aim: the arc is hoped to land the blast near enough to splash.
// Either way the point frozen here is the farthest the round can burst: whatever its fuse, it detonates at the
// first hull on its aim line short of it (CommitBurst; operator ruling 2026-09-30, "a no-lock round stops at
// the first hull"), and bomb fishing bursts at this point only when the line is clear.
// Either way the round flies at the weapon's Velocity like a targeted shot flies to its intercept. A shot
// without a fuse keeps its target as before.
// Arming distance (operator ruling 2026-09-30): the blast radius, measured from the shooter's position and
// blind to hull size -- a large hull can take splash from its own close burst. A round never bursts nearer
// than that, so a burst that would land nearer is pushed out along its flight line to it. A round fired at a
// valid target inside the radius is pushed out but stays a targeted round: it keeps its target, so a target
// that leaves the zone cancels it like any other. A round whose Range is shorter than the arming distance
// cannot be fired at all: it is refused, per round, where Range is read after Execute refreshed it (a
// burst's later rounds and a power-starved Range included).
var engaged = fuse != null && !(designated && inArc) ? null : target;
var origin = source.Position;
var travelDirection = engaged != null ? TravelDirection(weapon, source, engaged) : AimDirection(item, source);
var arming = fuse != null ? blastRadius : 0f;
var burstPosition = engaged != null ? engaged.Position : origin;
var flightDistance = 0f;
if (fuse != null && engaged != null)
{
// Nothing bursts beyond max range: an intercept a receding target leads the round past Range is
// pulled back along its own line to Range.
var intercept = PredictedIntercept(weapon, source, engaged);
var interceptReach = length((intercept - origin).xz);
var point = interceptReach > weapon.Range ? origin + (intercept - origin) * (weapon.Range / interceptReach) : intercept;
burstPosition = Armed(origin, travelDirection, arming, point);
flightDistance = max(fireRange, arming);
}
else if (fuse != null)
{
var reach = designated ? fireRange : weapon.Range;
burstPosition = Armed(origin, travelDirection, arming, origin + float3(travelDirection.x, 0, travelDirection.y) * reach);
flightDistance = max(reach, arming);
}
else if (engaged != null) flightDistance = fireRange;
var solution = new FireSolution
{
Outcome = weapon.Range < arming ? FireOutcome.Refused : fuse != null ? FireOutcome.Burst : FireOutcome.Direct,
PFire = pFire,
FireRange = fireRange,
Designated = designated,
Engaged = engaged,
TravelDirection = travelDirection,
BurstPosition = burstPosition,
BurstReach = length((burstPosition - origin).xz),
FlightDistance = flightDistance,
Fuse = fuse,
BlastRadius = blastRadius
};
return solution;
}
// The arming rule, once: a burst point nearer to `origin` than `arming` (planar, blind to hull size) is pushed
// out along the unit planar `direction` to it. Solve applies it to the point it plans; the detonation of a
// contact or delayed blast, whose point is found on the hull only at resolution, applies it to that point.
private static float3 Armed(float3 origin, float2 direction, float arming, float3 point) =>
length((point - origin).xz) < arming ? origin + float3(direction.x, 0, direction.y) * arming : point;
// Cut 3, R1: called once per burst step from InstantWeapon.Execute. Computes flight time, freezes the
// payload snapshot (R10, Q6 -- the gun that fired it, not a re-read later), and queues a PendingShot for
// Zone.Step to age and eventually resolve. Returns the ShotId so the caller's OnFire event can carry it to
// presentation. Cut 5, 5.7 (Soul finding 12): does not store a predicted intercept -- Commit judges
// deviation against a straight-line projection from FireTargetPosition/FireTargetVelocity, never the
// intercept, so a stored copy decided nothing and PendingShot no longer carries one.
// Cut 4 (docs/fire-control-cut.md): damageOverride lets a continuous weapon fire a shot for less than its
// full Damage -- ConstantWeapon.Execute rolls one of these per GameplaySettings.BeamResolveInterval, for
// Damage * interval, through this exact same freeze-and-queue path (a flight time of zero, since a beam's
// authored Velocity is 0, commits and resolves in the tick it fires -- R4's short-flight degradation,
// unchanged). Every other caller keeps reading the frozen weapon.Damage it always did.
public static int Fire(Weapon weapon, EquippedItem item, Entity source, float? damageOverride = null)
{
var zone = source.Zone;
// Mining Cut 3: a chunk target fires as an untargeted round until Cut 4 routes shots at chunks.
var target = source.Target.Value.Entity;
var now = zone.Time;
// R1's engage gate and the shooter-side probability, evaluated now and frozen: nothing at commit time
// re-reads a stat, an info level or a range. Cut 12.2: PFire no longer carries the spread/hull share --
// those are priced live at Commit, against the target's facing then, not now (Bearing timing, R10).
// Solve is the one range and the one burst decision Inspect and the weapons' refusal check read too.
var solution = Solve(weapon, item, source, target);
if (solution.Outcome == FireOutcome.Refused) return 0;
var pFire = solution.PFire;
var fireRange = solution.FireRange;
var engaged = solution.Engaged;
var travelDirection = solution.TravelDirection;
var burstPosition = solution.BurstPosition;
var fuse = solution.Fuse;
var blastRadius = solution.BlastRadius;
var origin = source.Position;
var targetVelocity = float3.zero;
var targetPosition = origin;
if (engaged != null)
{
targetVelocity = float3(engaged.Velocity.x, 0, engaged.Velocity.y);
targetPosition = engaged.Position;
}
var flightTime = weapon.Velocity > .01f ? solution.FlightDistance / weapon.Velocity : 0f;
var commitHorizon = source.ItemManager.GameplaySettings.CommitHorizon;
var shot = new PendingShot
{
ShotId = zone.NextShotId(),
Source = source,
Target = engaged,
Weapon = item,
Aimed = source.ResolvedTargetItem,
Damage = damageOverride ?? weapon.Damage,
Penetration = weapon.Penetration,
DamageSpread = weapon.DamageSpread,
DamageType = weapon.WeaponData.DamageType,
PFire = pFire,
Tracking = Tracking(source),
Precision = Precision(source),
TravelDirection = travelDirection,
Spread = weapon.Spread,
FireRange = fireRange,
FireTime = now,
FireOrigin = origin,
FireTargetPosition = targetPosition,
FireTargetVelocity = targetVelocity,
ArrivalTime = now + flightTime,
// The commit horizon exists so the target's facing can be read late (Bearing timing). A round fired at
// nothing has no facing to read, so it commits at Fire: its burst point is decided from the poses of
// the moment it leaves, and a Contact round short of max range can arrive as early as it truly does.
CommitTime = fuse != null && engaged == null ? now : now + max(0f, flightTime - commitHorizon),
BurstPosition = burstPosition,
Fuse = fuse,
BlastRadius = blastRadius,
Committed = false
};
zone.PendingShots.Add(shot);
return shot.ShotId;
}
// Cut 3, R4: ages every shot in the zone, commits the ones that have reached their horizon and resolves
// the ones that have arrived. Called from Zone.Update after the entity loop. A shot whose target has left
// the zone resolves as a miss and is removed outright (0b table), whichever stage it is at. A round outlives
// its shooter (operator ruling 2026-09-30): the shooter is only an identity a shot carries, never asked
// for at resolution, so a shooter that died or left the zone in flight changes nothing about the shot.
// Resolution reads the zone and the target; there is no credit or loot for a shooter to receive.
// A shot's queue state is settled before anything that can run user code: it is committed in the list before
// ShotCommitted fires and removed before its damage is applied (damage observers) or ShotResolved fires, so an
// observer that throws costs that one notification, or the rest of that blast, and cannot leave the shot to be
// committed, resolved or applied again on every later tick.
public static void Step(Zone zone, float dt)
{
var shots = zone.PendingShots;
if (shots.Count == 0) return;
var now = zone.Time;
for (var i = shots.Count - 1; i >= 0; i--)
{
var shot = shots[i];
var targetGone = shot.Target != null && !zone.Entities.Contains(shot.Target);
if (targetGone)
{
// Cut 11 (Soul C4): a shot whose target has left the zone resolves as a miss whichever
// stage it is at (0b table). The resolution is published as a fresh miss rather than by
// rewriting shot.Outcome: a committed outcome is immutable (R4) and stays a true record of what
// the commit decided, while ShotResolved reports what actually happened -- nothing, because the
// target is gone. Republishing the committed outcome here used to put a hit marker on a corpse.
var miss = MakeOutcome(shot, ShotResult.Miss, false, false, int2.zero, float2.zero, 0f, now);
shots.RemoveAt(i);
if (!shot.Committed) zone.ShotCommitted.OnNext(miss);
zone.ShotResolved.OnNext(miss);
continue;
}
if (!shot.Committed && now >= shot.CommitTime)
{
shot.Outcome = Commit(zone, shot, now);
shot.Committed = true;
// A contact burst short of max range arrives when the round has flown that far, not at the frozen
// max-range time (CommitBurst). Never later than the frozen time.
if (shot.Outcome.Result == ShotResult.Burst) shot.ArrivalTime = min(shot.ArrivalTime, now + shot.Outcome.ArrivalIn);
shots[i] = shot;
zone.ShotCommitted.OnNext(shot.Outcome);
}
if (shot.Committed && now >= shot.ArrivalTime)
{
// Cut 12.4(b) (docs/fire-control-cut.md, "Which model a shot uses"): Apply is the one owner of
// which model a shot uses, through its own switch on the frozen Fuse -- Step has no damage
// branch left. A direct hit, a proximity burst and a contact or delayed blast all arrive here
// the same way; only Apply decides what that means.
// Removed first: Apply reaches damage observers (user code), and a shot left in the queue by one
// that throws would resolve, and hurt, again on every later tick.
shots.RemoveAt(i);
Apply(zone, shot);
zone.ShotResolved.OnNext(shot.Outcome);
}
}
}
// R3/R4: the one roll. p_base was frozen at fire; the only thing measured live is how far the target has
// actually strayed, by now, from where a straight-line projection of its fire-time velocity said it would
// be -- forgiven by the targeting system's Tracking, likewise frozen at fire.
//
// Cut 7: the short-circuit below (`p > 0f &&`) is a guard, NOT an invariant. It used to be one -- a shot
// gated to zero at fire had to draw nothing so the shared stream advanced exactly as if it had never
// queued -- but Cut 6b gave every shot its own generator, seeded from (zone, shot id) and discarded here,
// so whether a gated shot draws is unobservable from anywhere. The claim this comment used to make is
// gone with the stream it was about, and the test that asserted it became vacuous the same moment; what
// replaced it pins the live rule instead (combat touches no shared stream, on any path).
// 9.1 (docs/fire-control-cut.md): fmix32, MurmurHash3's 32-bit finalizer -- xor-shift, multiply,
// xor-shift, multiply, xor-shift. Diffuses a structured seed (here, a zone seed XORed with a small,
// low-bits-only ShotId) across every bit before the first xorshift draw reads it, so two seeds that
// differ only in ShotId's low bits still land on uncorrelated first outputs. Caller-side mixing only
// -- CultMath.Random itself is unchanged (see Commit's own note on why that follow-up is a separate
// CultLib cut).
private static uint MixSeed(uint seed)
{
seed ^= seed >> 16;
seed *= 0x85ebca6bu;
seed ^= seed >> 13;
seed *= 0xc2b2ae35u;
seed ^= seed >> 16;
return seed;
}
// Cut 12.2 (docs/fire-control-cut.md, "Bearing timing"): steps 1-5. Everything the shooter decided is
// frozen in `shot` (R10); everything the target is doing -- position (deviation) and now also facing
// (bearing) -- is read live, here, at the commit tick. The Cut 7 guard extends to cover the new factors:
// when PFire x pDeviation is already 0, no Silhouette is built. Shared by Commit's own roll and by the
// debug HUD's forecast (TheHudEstimateIsTheCommitPrice) -- one function, one commit-time price.
public static float CommitProbability(PendingShot shot, float now, out Silhouette sil)
{
sil = default;
if (shot.Target == null) return 0f;
var pDeviation = DeviationProbability(shot, now, out _);
var p = shot.PFire * pDeviation;
if (p <= 0f) return 0f;
var bearing = Bearing(shot.Target, shot.TravelDirection);
var hullData = shot.Target.ItemManager.GetData(shot.Target.Hull) as HullData;
sil = Silhouette(shot.Target, hullData, shot.Aimed, bearing, shot.Precision);
var settings = shot.Target.ItemManager.GameplaySettings;
return p * PSpread(shot.Spread, sil.Span, shot.FireRange, settings.SchematicCellSize) * sil.POnHull;
}
private static ShotOutcome Commit(Zone zone, PendingShot shot, float now)
{
// A fused round with no target rolls nothing: it bursts. Where is decided here, at the commit, from the
// poses of this tick (R4); Apply performs it.
if (shot.Fuse != null && shot.Target == null) return CommitBurst(zone, shot, now);
// Cut 6b, 6.1 (Soul finding 6): a shot's dice belong to the shot, not to whatever else happened to
// draw from the engine-wide shared generator first. A pure function of (zone identity, shot id) --
// the `| 1u` guards
// the degenerate zero seed -- so two runs of the same fight from the same galaxy seed roll identically
// no matter what the UI drew from the shared stream in between. This generator is local and dies with
// the call: nothing outside Commit may seed or advance a combat draw, and Commit may not read or write
// a shared stream.
// 9.1 (docs/fire-control-cut.md): the per-shot seed is unchanged -- a pure function of
// (zone identity, shot id), Cut 6b's own rule -- but CultMath.Random draws only one xorshift
// round for NextFloat's first call, and one round does not diffuse a seed that differs from its
// neighbours only in ShotId's low bits. Unmixed, every zone's first draw was a near-constant
// function of ShotId (measured span ~0.125), making a shot a step function of p fixed at zone
// creation, not a roll (Soul C1). MixSeed is a standard fmix32 finalizer (MurmurHash3): this is
// a caller's obligation, not a CultMath defect -- seeding xorshift with a structured value and
// drawing once is the documented way to get a correlated first output, and a follow-up to give
// CultMath.Random a mixed-seed entry point of its own is recorded for a separate CultLib cut.
var random = new Random(MixSeed((zone.CombatSeed * 2654435761u) ^ (uint) shot.ShotId | 1u));
var p = CommitProbability(shot, now, out var sil);
var hit = p > 0f && random.NextFloat() < p;
var cell = int2.zero;
var bearing = float2.zero;
var lateral = 0f;
var shielded = false;
var shieldBroken = false;
if (hit)
{
// Cut 12.2: the same silhouette pOnHull drew its mass from -- same bearing (live, at this commit
// tick), same sigma (the frozen Precision). A shot that passed the roll always lands on metal (R3:
// one roll decides damage; the off-hull share was already priced into that roll, not resolved here
// as a second stage). The lateral draw picks where along the shadow the shot lands; Lane converts
// that (bearing, lateral) pair into the actual cell -- only the first element (the impact cell,
// nearest the shooter's side) is used here; the rest of the lane is 12.3's armour march.
bearing = Bearing(shot.Target, shot.TravelDirection);
lateral = LateralDraw(sil, random.NextFloat());
var hullData = shot.Target.ItemManager.GetData(shot.Target.Hull) as HullData;
var buffer = ArrayPool<LaneCell>.Shared.Rent(hullData.Shape.Coordinates.Length);
try
{
var count = Lane(hullData, bearing, lateral, buffer);
// R3: a hit that passed its roll always lands on metal. With LateralDraw's half-open clamp,
// the drawn `lateral` always falls strictly inside the interval sil.POnHull priced, so Lane
// must find at least one occupied cell -- an empty lane here is not a miss to fall back on
// silently (that would put a hit marker on (0,0), which may not even be occupied); it is proof
// the draw and the lane have drifted apart.
if (count == 0)
throw new InvalidOperationException(
$"shot {shot.ShotId}: Lane found no occupied cell at bearing {bearing} lateral {lateral} " +
"after a hit passed its roll -- LateralDraw and Lane have drifted apart (R3).");
cell = buffer[0].Cell;
}
finally
{
ArrayPool<LaneCell>.Shared.Return(buffer);
}
// Q12-9 = A (docs/fire-control-cut.md): Commit decides no shield for a shot that carries a fuse --
// Detonate decides every blast's shields live, at detonation, the host included, charged the
// entity's own covered share. A direct hit (Fuse == null) is unchanged: Commit still decides it here,
// on the whole frozen Damage.
if (shot.Fuse == null)
{
var shield = shot.Target.Shield;
var shieldActive = shield != null && shield.Item.Active.Value;
if (shieldActive && shield.CanTakeHit(shot.DamageType, shot.Damage)) shielded = true;
else if (shieldActive) shieldBroken = true;
}
}
// A proximity round detonates at its burst point whether or not the roll hit, so a roll that missed is a
// Burst, not a Miss: the outcome types what happened, and the HUD must not call a real explosion a miss. A
// contact or delayed round detonates only on a hit, so its miss stays a Miss.
var proximity = shot.Fuse == WeaponFuse.Proximity;
var outcome = MakeOutcome(shot, hit ? ShotResult.Hit : proximity ? ShotResult.Burst : ShotResult.Miss,
shielded, shieldBroken, cell, bearing, lateral, now);
if (proximity)
{
outcome.BurstPoint = shot.BurstPosition.xz;
outcome.HasBurstPoint = true;
}
return outcome;
}
// Operator rulings 2026-09-30. A fused round with no target bursts at the first hull its aim line crosses
// before the max-range point Fire froze, whatever its fuse (contact, proximity and delayed alike: a round with
// nothing locked stops on what is in its way), and at the max-range point when the line is clear. The point is
// read from this tick's poses and frozen into the outcome (R4, the same timing Commit reads facing at).
// Nothing is rolled or drawn, so determinism needs nothing beyond the frozen inputs.
private static ShotOutcome CommitBurst(Zone zone, PendingShot shot, float now)
{
var outcome = MakeOutcome(shot, ShotResult.Burst, false, false, int2.zero, float2.zero, 0f, now);
outcome.HasBurstPoint = true;
var reach = length(shot.BurstPosition.xz - shot.FireOrigin.xz);
var travelled = min(reach, max(HullDistance(zone, shot, reach), shot.BlastRadius));
if (travelled < reach)
{
outcome.BurstPoint = shot.FireOrigin.xz + shot.TravelDirection * travelled;
// The round arrives once it has flown that far, which is sooner than the frozen max-range arrival.
outcome.ArrivalIn = max(0f, shot.FireTime + (shot.ArrivalTime - shot.FireTime) * travelled / reach - now);
}
else outcome.BurstPoint = shot.BurstPosition.xz;
return outcome;
}
// The distance along a no-lock round's aim line to the first hull it crosses, or `reach` (the
// max-range point) when it meets nothing first. The shooter's own hull is never a candidate.
// SEAM FOR THE MINING CAMPAIGN: mining chunks are not Entities and are not on this branch. When they land,
// whatever they are contributes its own entry distance to this minimum, and nothing else in the file changes.
private static float HullDistance(Zone zone, PendingShot shot, float reach)
{
var nearest = reach;
foreach (var entity in zone.Entities)
{
if (entity == shot.Source) continue;
nearest = min(nearest, HullEntry(entity, shot.FireOrigin.xz, shot.TravelDirection));
}
return nearest;
}
// Where the line from `origin` along the unit planar `direction` meets `entity`'s hull: the world distance from
// `origin` to the first metal cell ahead, +infinity when the line meets none, and negative when the origin is
// already inside the hull (the blast radius floors every caller's use of it). Read through Lane's own cell
// admission (CellsOnLine), in the entity's schematic frame: the line's lateral offset is its own, and cells
// wholly behind the origin are skipped. Only a no-lock round asks.
private static float HullEntry(Entity entity, float2 origin, float2 direction)
{
var hullData = entity.ItemManager.GetData(entity.Hull) as HullData;
var cellSize = entity.ItemManager.GameplaySettings.SchematicCellSize;
var start = entity.ToSchematicPoint(origin);
var bearing = Bearing(entity, direction);
var lateral = dot(start, Lateral(bearing));
var along = dot(start, bearing);
var entry = float.PositiveInfinity;
var buffer = ArrayPool<LaneCell>.Shared.Rent(hullData.Shape.Coordinates.Length);
try
{
var count = CellsOnLine(hullData, bearing, lateral, buffer);
for (var i = 0; i < count; i++)
{
if (!(buffer[i].Exit > along)) continue;
entry = (buffer[i].Entry - along) * cellSize;
break;
}
return entry;
}
finally
{
ArrayPool<LaneCell>.Shared.Return(buffer);
}
}
// R4: the commit is authoritative and immutable from here on -- this only performs what Commit already
// decided. The one owner of the shield-absorbs-or-hull-takes-it branch (it used to exist seven times,
// once per Unity effect).
// Cut 12.3 (docs/fire-control-cut.md, "How a direct hit travels"): replaces Entity.ApplyHit's 0.5-step
// march and Entity.DamageSchematic's even split over the whole hit shape. Spread is width (Q12-2 = A):
// 2n+1 parallel lanes, sharing the shot's damage evenly over whichever lanes actually meet metal -- the
// centre lane, at the committed Lateral, always does (Commit already proved it, R3). Each lane is Lane's
// own contiguous cell run from its own facing cell, clipped to the penetration depth (a cell is reached
// when entry - impact.entry < penetration; the impact cell is always reached, replacing the deleted
// `> .5f` threshold at zero cost). Whatever a lane does not spend -- penetration exhausted, a gap, or the
// far side -- goes to the hull where the lane ends (Q12-3 = A), summed across every lane into one
// DamageHull call.
// F2 fix batch (Soul, 2026-09-25; operator: "I would prefer if the overlapping damage cells were diffused
// sideways to thicken the line rather than doubling up"): lanes are spaced by the shadow width a cell
// casts at this bearing -- Extent's own h, doubled -- not by one cell. At axis-aligned bearings that width
// is exactly 1 (today's spacing, unchanged); at 45 degrees it is sqrt(2). Reusing Extent (the one function
// that owns h, Silhouette's shadow and Lane's own admission test) instead of re-deriving |bx|+|by| a
// second way is the same discipline Cut 12.2's own fix batch already applied to Lane -- two derivations of
// one geometric quantity is exactly how that cut's crash happened. Because each cell's admitted lateral
// interval is exactly this width wide and half-open, lanes this far apart can never both admit the same
// cell: no cell is struck twice, and the footprint widens at angles instead of doubling up.
// F1 fix batch (Soul's second pass, 2026-09-25): the F2 spacing above is correct in exact arithmetic, but
// the loop that used to sit here still asked the wrong question in float: it called Lane() once per lane
// index, each call re-deriving that lane's own lateral s(li) = Lateral + (li - n) * laneSpacing by forward
// float addition, then testing s(li) against a cell's Extent(c, ell) interval independently of every other
// lane's test. Two lane lines are only ever exactly laneSpacing apart in real arithmetic; accumulating that
// offset by repeated addition can shift a side lane by an ulp or two, and a shifted s(li) can land inside a
// NEIGHBOURING cell's half-open interval that its own, unshifted s(li) was never meant to reach -- the same
// "two derivations of one quantity" defect Cut 12.2's own fix batch found and removed from Lane itself
// (S1 above), now recurring one layer up.
// Self's review (2026-09-25): the first fix for this replaced the per-lane Lane() loop with a ceil-based
// index formula that computed lane membership from a cell's own Extent directly -- but that formula and
// Lane's own half-open test (Lo <= s < Hi) were still two separate computations, agreeing only when a
// cell's own (Hi - Lo) equalled laneSpacing exactly in float. That is the identical trap one level removed,
// not removed. `Lanes` below is the actual single owner: it calls Lane() itself once per lane index, so
// Commit's placement (Lane, the n = 0 case) and Apply's damage split (Lanes, every case) read one function,
// and resolves the resulting rare cross-lane collision by ownership rather than by a competing formula --
// see `Lanes`.
// Cut 12.3 fix batch (2026-09-25, operator ruling "one code path" -- docs/fire-control-cut.md, Cut 12.3
// status): the earlier fix batch's own survey-then-branch (ApplySequential vs. ApplyWithSharedItems) was a
// split authority -- a second reachability derivation for "is this item shared" alongside Lanes' own
// membership rule, the identical shape of failure as 12.2's empty lane and 12.3's own double strike. There
// is now one walk, `ApplyPooled`, in which every item pools the deposits of whatever lanes reach it, a
// pool of one lane included -- a single-cell item is this rule's own degenerate case, not a fork.
//
// Cut 12.4(b) (docs/fire-control-cut.md, "Which model a shot uses"): Apply is the one owner of which model
// a shot uses, through the switch on the frozen shot.Fuse below. Step has no damage branch left -- every
// arrived shot, direct hit or blast, comes through here. A null fuse keeps 12.3's lane path unchanged; a
// proximity fuse detonates at arrival with no roll, whether the shot hit or missed
// (ProximityDetonatesEvenOnAGuaranteedMiss keeps today's AirburstSplashesEvenOnAGuaranteedMiss rule); a
// contact or delayed fuse detonates only on a committed hit, at a point 12.3's own Lane/Reach machinery
// locates. This is a default, not a ruling: a blast shot's DamageSpread is not read, and P sits on the
// centre lane (see the fuse-point comment on the Contact/Delayed branch below).
private static void Apply(Zone zone, PendingShot shot)
{
// A Burst outcome detonates at the point Commit decided (its BurstPoint): a fused round with no target,
// which has nothing to hit or miss, and a proximity round, which detonates whether its roll hit or not.
// Detonate is still the one blast path.
if (shot.Outcome.Result == ShotResult.Burst || shot.Fuse == WeaponFuse.Proximity)
{
Detonate(zone, shot.Outcome.BurstPoint, shot.BlastRadius, shot.Damage, shot.DamageType);
return;
}
switch (shot.Fuse)
{
case null:
ApplyDirectHit(shot);
return;
case WeaponFuse.Contact:
case WeaponFuse.Delayed:
ApplyBlastHit(shot);
return;
}
}
// Cut 12.3 (docs/fire-control-cut.md, "How a direct hit travels"): replaces Entity.ApplyHit's 0.5-step
// march and Entity.DamageSchematic's even split over the whole hit shape. Spread is width (Q12-2 = A):
// 2n+1 parallel lanes, sharing the shot's damage evenly over whichever lanes actually meet metal -- the
// centre lane, at the committed Lateral, always does (Commit already proved it, R3). Each lane is Lane's
// own contiguous cell run from its own facing cell, clipped to the penetration depth by Reach (the impact
// cell is always reached, replacing the deleted `> .5f` threshold at zero cost). Whatever a lane does not
// spend -- penetration exhausted, a gap, or the far side -- goes to the hull where the lane ends (Q12-3 =
// A), summed across every lane into one DamageHull call.
// Cut 12.4(b): unchanged from 12.3 except that the inline penetration clip is now Reach, the shared owner
// the delayed fuse point also reads (see "The penetrator").
private static void ApplyDirectHit(PendingShot shot)
{
if (!shot.Outcome.Hit) return;
// Cut 5, 5.2 (Soul finding 4): the frozen decision, not a re-check -- a shield that recharges during
// the flight does not retroactively survive a hit that broke it at commit time.
if (shot.Outcome.ShieldBroken) shot.Target.Shield.Break();
if (shot.Outcome.Shielded)
{
shot.Target.Shield.TakeHit(shot.DamageType, shot.Damage);
return;
}
var target = shot.Target;
// Cut 12.3: moved here from Entity.ApplyHit's own first line -- the shield branches above still return
// before this runs, unchanged from 12.2. Cut 12.4(b): fires only for a direct hit; a proximity burst
// and every bystander in any blast never fire it (AContactBlastReportsTheHit covers the blast half).
target.IncomingHit.OnNext(shot.Source);
// Cut 12.2 (R4): the committed geometry, frozen. Apply reads no position or facing of its own --
// shot.Outcome.Bearing is already the schematic-frame bearing Commit computed at the commit tick, so
// turning the target after commit changes nothing here (TurningAfterCommitChangesNothing).
var hullData = target.ItemManager.GetData(target.Hull) as HullData;
var bearing = shot.Outcome.Bearing;
var n = (int) floor(shot.DamageSpread + .5f); // today's rounding, Entity.cs:389 before this cut
var laneCount = 2 * n + 1;
// F2: the shadow width at this bearing, from Extent's own h (the cell argument does not affect h).
var shadowExtent = Extent(float2.zero, Lateral(bearing));
var laneSpacing = shadowExtent.Hi - shadowExtent.Lo;
var buffers = new LaneCell[laneCount][];
for (var li = 0; li < laneCount; li++)
buffers[li] = ArrayPool<LaneCell>.Shared.Rent(hullData.Shape.Coordinates.Length);
var walked = Lanes(hullData, bearing, shot.Outcome.Lateral, n, laneSpacing, buffers);
// Cut 12.4(b) ("The penetrator", Q12-8): Reach is now the one penetration-reach owner, shared with the
// delayed fuse point below -- no second reach derivation exists anywhere in this file.
for (var li = 0; li < laneCount; li++)
walked[li] = Reach(buffers[li], walked[li], shot.Penetration);
var metalLanes = 0;
for (var li = 0; li < laneCount; li++)
if (walked[li] > 0) metalLanes++;
// The centre lane (li == n) always meets metal: it walks from the committed Lateral, and Commit's own
// guard already proved Lane finds an occupied cell there (R3) -- metalLanes is never 0.
var damagePerLane = shot.Damage / metalLanes;
var hullDamage = ApplyPooled(target, buffers, walked, laneCount, damagePerLane);
for (var li = 0; li < laneCount; li++) ArrayPool<LaneCell>.Shared.Return(buffers[li]);
target.DamageHull(hullDamage);
}
// Cut 12.4(b) (docs/fire-control-cut.md, "Where P is"): a contact or delayed blast needs a committed hit --
// on a miss nothing happens, exactly like a direct hit's own gate. IncomingHit fires once, for the host,
// before the blast is handed to Detonate (which then treats the host like any other entity in the radius:
// Detonate never reads a host parameter, and finds the host's own cells again by ToSchematicPoint).
private static void ApplyBlastHit(PendingShot shot)
{
if (!shot.Outcome.Hit) return;
var target = shot.Target;
target.IncomingHit.OnNext(shot.Source);
// "Where P is": the lane's own parametrisation gives the point directly, point(t) = t*b + s*ell, on the
// committed lane (the committed Bearing and Lateral, which Commit's own guard already proved non-empty,
// R3). Contact: t is the impact cell's own entry, lane[0].Entry. Delayed: t_fuse is where the frozen
// Penetration runs out or the metal does, whichever comes first -- Reach (the same owner the direct-hit
// walk reads) decides how deep the lane reaches, and t_fuse clamps to the last reached cell's exit so
// the disc is always centred on metal.
var hullData = target.ItemManager.GetData(target.Hull) as HullData;
var bearing = shot.Outcome.Bearing;
var buffer = ArrayPool<LaneCell>.Shared.Rent(hullData.Shape.Coordinates.Length);
float2 schematicPoint;
try
{
var walked = Lane(hullData, bearing, shot.Outcome.Lateral, buffer);
var t = buffer[0].Entry;
if (shot.Fuse == WeaponFuse.Delayed)
{
var reach = Reach(buffer, walked, shot.Penetration);
t = min(buffer[0].Entry + shot.Penetration, buffer[reach - 1].Exit);
}
schematicPoint = t * bearing + shot.Outcome.Lateral * Lateral(bearing);
}
finally
{
ArrayPool<LaneCell>.Shared.Return(buffer);
}
// "Conversion to the world": the round trip through the host's own ToWorldPoint/ToSchematicPoint
// cancels the host's pose, so the host's own damage is fixed by the commit (R4 holds for it), while
// every bystander is judged against where it actually is at arrival -- the same live rule a proximity
// burst already applies to everyone.
// The arming rule applies to this point as it does to every other burst (Solve's Armed): a hull met nearer
// the muzzle than the blast radius is detonated on at the radius, along the round's own flight line.
var hullPoint = target.ToWorldPoint(schematicPoint);
var worldPoint = Armed(shot.FireOrigin, shot.TravelDirection, shot.BlastRadius, float3(hullPoint.x, shot.FireOrigin.y, hullPoint.y)).xz;
Detonate(target.Zone, worldPoint, shot.BlastRadius, shot.Damage, shot.DamageType);
}
// Cut 12.4(b) (docs/fire-control-cut.md, "The penetrator", Q12-8): the one penetration-reach owner, moved
// verbatim from Apply's own inline clip (Cut 12.3 fix batch) so the delayed fuse point above can read the
// identical rule the direct-hit walk already used. The rule is unchanged: the impact cell is always
// reached, and a later cell is reached while entry - impact.entry < penetration. Two callers, and no third:
// a null-fuse shot spends damage along the walk (ApplyDirectHit), a contact-or-delayed shot only locates P
// (ApplyBlastHit) -- no shot ever takes both branches of Apply's switch.
private static int Reach(LaneCell[] cells, int walked, float penetration)
{
if (walked == 0) return 0;
var impactEntry = cells[0].Entry;
var reach = 1;
while (reach < walked && cells[reach].Entry - impactEntry < penetration) reach++;
return reach;
}
// Cut 12.3 fix batch (2026-09-25, operator rulings "proportional absorption; go" and "one code path" --
// docs/fire-control-cut.md, Cut 12.3 status): every lane walks its own already-clipped cells near to far.
// Armour is never shared between lanes (Lanes' own disjointness rule), so Entity.ArmorAbsorb runs the
// instant a lane reaches a cell, exactly as before. A lane that reaches an ITEM cell instead deposits its
// own post-armour remainder into that item's pool and blocks there -- a pool of one lane included, so a
// single-cell item is this rule's own degenerate case, not a separate fast path. A pool resolves the
// moment no other unfinished lane can still reach that item down its own remaining (already-clipped) walk
// -- for an item only one lane can ever touch, that is immediately, the same instant it is deposited. Once
// resolved the item's pool is gone, so a non-convex item a lane crosses a second time (or a second lane
// arriving after a first pool already resolved) opens a brand new pool under the identical rule -- there is
// no separate "solo absorb after a forced resolve" behaviour anywhere in this function.
//
// Cycle rule (Self's default, recorded as such in the map): two lanes can cross two different shared
// (multi-cell, non-convex) items in reversed relative order -- lane A reaches item1 before item2, lane B
// reaches item2 before item1 -- so neither pool can ever become ready in each lane's own causal order and
// every remaining lane ends up blocked. When that happens (no lane can advance and no pool is
// independently ready), every CURRENTLY OPEN pool resolves at once, together, from whatever deposits it
// already holds. Each blocked lane sits in exactly one open pool, so this batch always clears every blocked
// lane in one pass, needs no ordering key, and is mirror-symmetric by construction (nothing about which
// lane is "left" or "right" ever enters the tie-break). If somehow no pool is open when every lane is
// blocked, that is a real defect -- rem would otherwise be silently dropped -- so this throws instead of
// breaking out of the loop.
private static float ApplyPooled(Entity target, LaneCell[][] buffers, int[] walked, int laneCount, float damagePerLane)
{
// Pooled bookkeeping (this file's own established convention -- ArrayPool is already how Apply rents
// its own per-lane cell buffers): a shot that never crosses an item is the overwhelmingly common case,
// and must not pay a per-shot heap allocation for lane state it never needs to keep past this call.
var pointer = ArrayPool<int>.Shared.Rent(laneCount);
var rem = ArrayPool<float>.Shared.Rent(laneCount);
var finished = ArrayPool<bool>.Shared.Rent(laneCount);
var blocked = ArrayPool<bool>.Shared.Rent(laneCount);
try
{
for (var li = 0; li < laneCount; li++)
{
pointer[li] = 0;
blocked[li] = false;
finished[li] = walked[li] == 0;
rem[li] = finished[li] ? 0f : damagePerLane;
}
// Lazily allocated: a shot that never crosses an item (the overwhelmingly common case) never allocates
// a pool at all.
Dictionary<EquippedItem, List<(int lane, float amount)>> pools = null;
var hullDamage = 0f;
void FinishLane(int li)
{
finished[li] = true;
hullDamage += rem[li];
}
// "No other unfinished lane still has that item among its remaining clipped cells" -- read directly off
// each other lane's own remaining walk (from just past wherever it currently sits), never from a
// precomputed reachability table. A lane already IN this item's own pool has already arrived and does
// not need to arrive again.
bool StillReachableByAnotherLane(EquippedItem item, List<(int lane, float amount)> contributors)
{
for (var li2 = 0; li2 < laneCount; li2++)
{
if (finished[li2]) continue;
var alreadyContributed = false;
for (var k = 0; k < contributors.Count; k++)
if (contributors[k].lane == li2) { alreadyContributed = true; break; }
if (alreadyContributed) continue;
// No +1 needed when li2 is blocked at this same item's cell: `alreadyContributed` above already
// caught that case (a blocked lane is always a contributor to the item it is blocked on), so
// `pointer[li2]` itself is never this item's own cell by the time this line runs.
for (var i = pointer[li2]; i < walked[li2]; i++)
if (target.GearOccupancy[buffers[li2][i].Cell.x, buffers[li2][i].Cell.y] == item) return true;
}
return false;
}
void Resolve(EquippedItem item)
{
var contributors = pools[item];
pools.Remove(item); // a later visit to this same item opens a fresh pool under the same rule
var amounts = ArrayPool<float>.Shared.Rent(contributors.Count);
try
{
for (var k = 0; k < contributors.Count; k++) amounts[k] = contributors[k].amount;
target.ItemAbsorb(item, new Span<float>(amounts, 0, contributors.Count));
for (var k = 0; k < contributors.Count; k++)
{
var lane = contributors[k].lane;
rem[lane] = amounts[k];
blocked[lane] = false;
pointer[lane]++;
// One writer for lane completion: AdvanceLane, not here. Unblocking and advancing the
// pointer is enough -- the next call to AdvanceLane(lane), later this pass or the next while
// iteration, is the one place that checks `pointer >= walked` and calls FinishLane.
}
}
finally
{
ArrayPool<float>.Shared.Return(amounts);
}
}
void Deposit(int li, EquippedItem item)
{
pools ??= new Dictionary<EquippedItem, List<(int, float)>>();
if (!pools.TryGetValue(item, out var list)) pools[item] = list = new List<(int, float)>();
list.Add((li, rem[li]));
blocked[li] = true;
if (!StillReachableByAnotherLane(item, list)) Resolve(item);
}
bool AdvanceLane(int li)
{
var moved = false;
while (!finished[li] && !blocked[li])
{
if (pointer[li] >= walked[li])
{
FinishLane(li);
moved = true;
break;
}
var cell = buffers[li][pointer[li]].Cell;
rem[li] = target.ArmorAbsorb(cell, rem[li]);
moved = true;
var item = target.GearOccupancy[cell.x, cell.y];
if (item != null) Deposit(li, item);
else pointer[li]++;
}
return moved;
}
bool AllFinished()
{
for (var li = 0; li < laneCount; li++)
if (!finished[li]) return false;
return true;
}
while (!AllFinished())
{
var progressed = false;
for (var li = 0; li < laneCount; li++)
if (!finished[li] && !blocked[li] && AdvanceLane(li)) progressed = true;
if (!progressed)
{
if (pools == null || pools.Count == 0)
throw new InvalidOperationException(
"FireControl.ApplyPooled: every remaining lane is blocked but no item pool is open -- " +
"a lane's own damage would be lost rather than reaching an item or the hull.");
// Cycle rule: resolve every currently open pool at once, from whatever it already holds -- a
// snapshot of the keys, since Resolve mutates `pools` as it goes.
foreach (var item in new List<EquippedItem>(pools.Keys)) Resolve(item);
}
}
return hullDamage;
}
finally
{
ArrayPool<int>.Shared.Return(pointer);
ArrayPool<float>.Shared.Return(rem);
ArrayPool<bool>.Shared.Return(finished);
ArrayPool<bool>.Shared.Return(blocked);
}
}
// Self's fix (2026-09-25): the ONE public membership query behind both Commit's placement and Apply's
// damage split. Lane(s) is exactly this function's n = 0 case -- Lanes calls Lane(hull, b, centreLateral +
// k * laneSpacing, ...) once per lane index k, so a lane's own cell set can never disagree with what
// Lane(s) alone returns for that s: there is no second formula for "does this cell belong to this lane",
// only Lane's own half-open Extent test, called at 2n+1 different lines. This is what removes the trap a
// ceil-based index formula reintroduced one level up from Cut 12.2's own crash (see Apply's comment above):
// that formula and Lane's own test were still two computations, agreeing only when a cell's own (Hi - Lo)
// equalled the externally supplied laneSpacing exactly in float.
// What is left, once every lane's own result is individually exact, is a DIFFERENT and much narrower
// question: can two separate calls to Lane(), at two different (and individually correct) lines, still walk
// the SAME cell? Yes, rarely -- laneSpacing (F2's shadow width, one value shared by every lane) can differ
// by a few ulps from one specific cell's own computed (Hi - Lo), the same float drift Soul's second pass
// found. Lanes resolves that by ownership, not by a competing membership rule: a cell walked by more than
// one lane keeps the lane closest to the centre (ties are impossible -- equal |k| means the same lane), and
// the centre lane (k = 0) never loses a cell to a side lane. Its own final cell set is therefore always
// exactly Lane(centreLateral)'s own output, unmodified -- R3 (the centre lane always meets metal, Commit's
// own guard) and the 12.2 placement contract (HitsLandOnTheFacingEdge) hold structurally, not by chance. A
// side lane that cedes a cell simply omits it from its own walk; the walk's existing contiguity rule (a
// cell more than 1e-4 past the previous SURVIVING cell's exit ends the lane) then decides on its own whether
// the lane continues past the gap that leaves -- no new rule, the same one `Lane` already applies at a
// genuine gap. laneSpacing itself is untouched: it is still the one F2 value that places every lane's own
// query line.
public static int[] Lanes(HullData hull, float2 b, float centreLateral, int n, float laneSpacing, LaneCell[][] buffers)
{
var laneCount = 2 * n + 1;
var raw = new LaneCell[laneCount][];
var rawCount = new int[laneCount];
for (var li = 0; li < laneCount; li++)
{
var k = li - n;
var s = centreLateral + k * laneSpacing;
raw[li] = ArrayPool<LaneCell>.Shared.Rent(hull.Shape.Coordinates.Length);
rawCount[li] = Lane(hull, b, s, raw[li]);
}
// Ownership: whichever lane is closest to the centre keeps a cell two lanes both walked; the centre
// lane (k = 0, |k| = 0) can never be outranked.
var ownerLane = new Dictionary<int2, int>();
for (var li = 0; li < laneCount; li++)
{
var k = Math.Abs(li - n);
for (var i = 0; i < rawCount[li]; i++)
{
var cell = raw[li][i].Cell;
if (!ownerLane.TryGetValue(cell, out var curLi) || Math.Abs(curLi - n) > k)
ownerLane[cell] = li;
}
}
var walked = new int[laneCount];
for (var li = 0; li < laneCount; li++)
{
var w = 0;
for (var i = 0; i < rawCount[li]; i++)
{
if (ownerLane[raw[li][i].Cell] != li) continue; // ceded to a closer lane -- this lane's own gap
if (w > 0 && raw[li][i].Entry > buffers[li][w - 1].Exit + 1e-4f) break;
buffers[li][w++] = raw[li][i];
}
walked[li] = w;
ArrayPool<LaneCell>.Shared.Return(raw[li]);
}
return walked;
}
private static ShotOutcome MakeOutcome(PendingShot shot, ShotResult result, bool shielded, bool shieldBroken, int2 cell, float2 bearing, float lateral, float now)
{
return new ShotOutcome
{
ShotId = shot.ShotId,
Source = shot.Source,
Target = shot.Target,
Weapon = shot.Weapon,
Result = result,
Shielded = shielded,
ShieldBroken = shieldBroken,
Cell = cell,
Bearing = bearing,
Lateral = lateral,
ArrivalIn = max(0f, shot.ArrivalTime - now),
DamageType = shot.DamageType
};
}
// Cut 12.4(b) (docs/fire-control-cut.md, "Area, per entity"): the one owner of blast damage -- a blast is
// an area, not a bundle of rays (Q12-7 dissolved the ray model's remainder question along with the rays
// themselves). Splash's signature with the point made planar (R7). Callers: Apply's three fuse branches and
// Mine.Explode. Nothing draws: every candidate entity in radius takes its share, unconditionally.
//
// For each candidate (an entity whose centre lies within radius plus half its own hull diagonal --
// CandidatesIncludeHullsWhoseCentreIsOutsideTheRadius, which Splash's centre-distance cull could not pass):
// take Ps = ToSchematicPoint(P) and rCells = radius / SchematicCellSize once, then for every occupied hull
// cell whose unit square meets the disc, share_c = damage * overlap(c) / (pi * rCells^2) -- the exact area
// of the disc inside that cell's unit square, over the disc's own area. Every share that falls on an
// unoccupied cell, or outside the schematic, is lost (TheShareOffTheHullIsLost); nothing renormalises over
// the covered cells.
//
// Every shield decision for a blast is made here, live, charged the entity's summed shares under today's
// CanTakeHit/Break/TakeHit rules (Q12-9 = A: the host of a contact or delayed blast decides its shield here
// too, never at Commit). If the shield absorbs, no cell of that entity takes anything; if it cannot, it
// breaks and the cells take their shares.
//
// Armour protects only its own cell's share (ArmorProtectsOnlyItsOwnCellsShare) -- "armour absorbs first"
// runs per cell, in hull Coordinates order. Only once every covered cell has deposited does an item resolve
// its own pool, once (AMultiCellItemAbsorbsItsCoveredCellsAsOnePool): no per-cell item threshold survives
// anywhere, because a disc's schedule has no walk -- no cell's share depends on another
// cell's leftover, so every deposit is known before any item resolves and there is nothing for a
// reachability test or a cycle rule to decide (unlike ApplyPooled's lane walk, which this function does not
// call: doing so would buy no behaviour, per ProbeC in the cut doc). Leftovers -- unoccupied-cell shares,
// and whatever an item's pool does not absorb -- join one entity-wide hull total, applied through one
// DamageHull call.
public static void Detonate(Zone zone, float2 worldPlanar, float radius, float damage, DamageType damageType)
{
// No distance prefilter: RectDiskOverlap is the one decider of whether the disc touches a hull. A
// prefilter measured from Position (the centre of mass) with the bounding box's half-diagonal is not a
// bound on how far a hull's cells reach from it -- it culled real overlap on an L-shaped hull and on the
// shipped Longinus corners. A nonpositive radius needs no guard either: the overlap of a disc with no
// area is zero for every cell, so nothing is covered and nothing is delivered.
//
// The pass runs over a snapshot: a lethal blast fires an entity's Death, which removes it from
// Zone.Entities, and the live enumeration threw on the next MoveNext (the same idiom Zone.Update uses).
foreach (var entity in zone.Entities.ToArray())
{
var cellSize = entity.ItemManager.GameplaySettings.SchematicCellSize;
var hullData = entity.ItemManager.GetData(entity.Hull) as HullData;
var shape = hullData.Shape;
var centre = entity.ToSchematicPoint(worldPlanar);
var rCells = radius / cellSize;
var normaliser = PI * rCells * rCells;
// Shares, computed once, in hull Coordinates order -- the same order armour absorbs in below and
// an item's pool deposits in.
var coords = shape.Coordinates;
List<(int2 Cell, float Share)> covered = null;
var totalShare = 0f;
for (var i = 0; i < coords.Length; i++)
{
var overlap = CircleSquareOverlap(centre, rCells, coords[i]);
if (overlap <= 0f) continue;
var share = damage * overlap / normaliser;
(covered ??= new List<(int2 Cell, float Share)>()).Add((coords[i], share));
totalShare += share;
}
// An entity the disc does not touch has nothing to decide: no shield is consulted, nothing is dealt.
if (covered == null) continue;
var shield = entity.Shield;
var shieldActive = shield != null && shield.Item.Active.Value;
if (shieldActive)
{
if (shield.CanTakeHit(damageType, totalShare))
{
shield.TakeHit(damageType, totalShare);
continue;
}
shield.Break();
}
// Armour first, per cell; an item's covered cells pool their post-armour deposits and resolve once,
// from the pooled sum -- ItemAbsorb's own degenerate case for a pool of one covers a single-cell
// item, exactly as it does in ApplyPooled.
Dictionary<EquippedItem, List<float>> itemPools = null;
var hullTotal = 0f;
foreach (var (cell, share) in covered)
{
var postArmor = entity.ArmorAbsorb(cell, share);
var item = entity.GearOccupancy[cell.x, cell.y];
if (item == null) { hullTotal += postArmor; continue; }
itemPools ??= new Dictionary<EquippedItem, List<float>>();
if (!itemPools.TryGetValue(item, out var pool)) itemPools[item] = pool = new List<float>();
pool.Add(postArmor);
}
if (itemPools != null)
foreach (var (item, pool) in itemPools)
{
var amounts = pool.ToArray();
entity.ItemAbsorb(item, amounts);
for (var i = 0; i < amounts.Length; i++) hullTotal += amounts[i];
}
entity.DamageHull(hullTotal);
}
}
// Cut 12.4(b) (docs/fire-control-cut.md, "Exact overlap, in float"): the exact area of a unit square,
// centred on `cell` (the unit square centred on its integer coordinate, the same convention every other
// frame rule uses), that lies inside a disc of radius `r` centred at `diskCentre` -- both in the same
// (schematic-cell) units. Allocates nothing.
private static float CircleSquareOverlap(float2 diskCentre, float r, int2 cell)
{
var xlo = cell.x - .5f - diskCentre.x;
var xhi = cell.x + .5f - diskCentre.x;
var ylo = cell.y - .5f - diskCentre.y;
var yhi = cell.y + .5f - diskCentre.y;
return RectDiskOverlap(xlo, xhi, ylo, yhi, r);
}
// The area of intersection of a disc of radius r centred at the origin with the axis-aligned rectangle
// [xlo,xhi] x [ylo,yhi]. Integrates the disc's chord height over the rectangle's x-span: for a fixed x, the
// disc spans y in [-h,h] with h = sqrt(r^2 - x^2), and the covered length there is
// min(yhi,h) - max(ylo,-h), clamped to zero. That covered length changes formula only where h(x) crosses
// ylo or yhi (or at the rectangle's own edges), so the span is cut at those breakpoints and each piece is
// integrated in closed form with AntiderivSqrt, the antiderivative of sqrt(r^2 - x^2).
private static float RectDiskOverlap(float xlo, float xhi, float ylo, float yhi, float r)
{
if (r <= 0f) return 0f;
xlo = max(xlo, -r);
xhi = min(xhi, r);
if (xlo >= xhi) return 0f;
Span<float> bp = stackalloc float[6];
var n = 0;
bp[n++] = xlo;
bp[n++] = xhi;
// The breakpoints where h(x) = sqrt(r^2 - x^2) crosses ylo or yhi -- the only places the covered
// length's formula (below) can change. No local function: a stackalloc Span cannot be captured by one.
Span<float> ys = stackalloc float[2] { ylo, yhi };
for (var k = 0; k < 2; k++)
{
var y = ys[k];
if (abs(y) >= r) continue;
var xc = sqrt(r * r - y * y);
if (-xc > xlo && -xc < xhi) bp[n++] = -xc;
if (xc > xlo && xc < xhi) bp[n++] = xc;
}
// Insertion sort: n is at most 6.
for (var i = 1; i < n; i++)
{
var key = bp[i];
var j = i - 1;
while (j >= 0 && bp[j] > key) { bp[j + 1] = bp[j]; j--; }
bp[j + 1] = key;
}
var area = 0f;
for (var i = 0; i < n - 1; i++)
{
var a = bp[i];
var b = bp[i + 1];
if (b - a < 1e-9f) continue;
var mid = .5f * (a + b);
var h = sqrt(max(0f, r * r - mid * mid));
// Inclusive: a rectangle edge exactly tangent to the disc (h == yhi at a piece whose midpoint is 0)
// is the disc's own boundary, so the chord is the true bound there. A strict test sent that piece to
// the whole-rectangle branch and counted the square in full -- a boundary flip that creates damage.
var upperIsDisc = h <= yhi;
var lowerIsDisc = -h >= ylo;
var upper = upperIsDisc ? h : yhi;
var lower = lowerIsDisc ? -h : ylo;
if (upper <= lower) continue;
float piece;
if (upperIsDisc && lowerIsDisc)
piece = 2f * (AntiderivSqrt(b, r) - AntiderivSqrt(a, r));
else if (upperIsDisc)
piece = (AntiderivSqrt(b, r) - AntiderivSqrt(a, r)) - ylo * (b - a);
else if (lowerIsDisc)
piece = yhi * (b - a) + (AntiderivSqrt(b, r) - AntiderivSqrt(a, r));
else
piece = (yhi - ylo) * (b - a);
area += piece;
}
return max(0f, area);
}
// The antiderivative of sqrt(r^2 - x^2): x/2 * sqrt(r^2 - x^2) + r^2/2 * asin(x/r). Clamped into [-r,r]
// first -- every caller here already clips its integration bounds into that range, so this is a guard
// against float rounding at the boundary, not a second clipping rule.
private static float AntiderivSqrt(float x, float r)
{
var xc = clamp(x, -r, r);
return .5f * (xc * sqrt(max(0f, r * r - xc * xc)) + r * r * asin(xc / r));
}
// Cut 12.2 (docs/fire-control-cut.md): Sigma keeps its Cut 6d/9.2 rule unchanged -- the frozen Precision's
// reciprocal, in hull-schematic cell units, floored at half a cell. The 9.2 floor's old rationale ("the
// discrete sum undershoots the continuous integral") is retired: Silhouette below integrates the Gaussian
// exactly over the shadow's intervals, so an exact 1D integral does not undershoot. The floor survives as
// a design minimum on group tightness (F12-3, TheSigmaFloorHoldsAtHalfACell) -- a targeting system is never
// authored tighter than half a schematic cell's width of spread, regardless of what the exact integral
// would otherwise allow.
private const float SigmaFloor = 0.5f;
private static float Sigma(float precision) => max(1f / max(precision, 1e-3f), SigmaFloor);
// The aim point a silhouette is centred on (R10/Q6: the same frozen Aimed both HitProbability and Fire
// read) -- the aimed item's own cell centroid when it currently occupies cells on the target, else the
// hull's own centre of mass. One path; the uniform-random branch Cut 6d replaced stays deleted.
private static float2 ResolveAimPoint(Entity target, HullData hullData, EquippedItem aimed)
{
var aimedCells = aimed != null ? CellsOf(target, aimed) : null;
if (aimedCells != null && aimedCells.Length > 0)
return aimedCells.Aggregate(float2.zero, (total, c) => total + (float2) c) / aimedCells.Length;
return hullData.Shape.CenterOfMass;
}
// Cut 12.2 (docs/fire-control-cut.md, "the rules every sub-cut reads"): the merged lateral shadow the
// hull casts across the bearing, and the exact 1D Gaussian mass it carries -- the one function HitProbability's
// forecast, Inspect's HUD factors and Commit's roll and placement all read. Nowhere else may compute a
// sigma, a projection or a bearing. Allocates one interval array of length N (occupied-cell count, <=128 on
// shipped hulls) plus a sort -- only on this, the gated-in, path (Cut 10's own gated-out guard is
// unaffected: HitProbability and CommitProbability both bail on a zero shooter/deviation factor before
// this is ever called).
// Cost fix batch (Self, 2026-09-24): `buffer`, when supplied, replaces the `new Interval[coords.Length]`
// allocation -- the caller owns renting and returning it (ArrayPool<Interval>.Shared, sized to at least
// coords.Length). Only HitProbability's and Inspect's forecast reads POnHull/Span and is done with the
// array before returning, so only they pool it; Commit keeps its own array alive across the LateralDraw
// call that follows, so it still passes null and gets an owned allocation. A caller-supplied buffer may be
// larger than coords.Length (ArrayPool rents "at least"), so every loop below is bounded by coords.Length,
// never buffer.Length.
public static Silhouette Silhouette(Entity target, HullData hull, EquippedItem aimed, float2 bearing, float precision, Interval[] buffer = null)
{
var ell = Lateral(bearing);
var coords = hull.Shape.Coordinates;
var intervals = buffer ?? new Interval[coords.Length];
for (var i = 0; i < coords.Length; i++)
intervals[i] = Extent((float2) coords[i], ell);
Array.Sort(intervals, 0, coords.Length);
// Merge in place: sorted ascending by Lo, so an interval overlaps (or exactly abuts) the last kept
// interval whenever its own Lo does not exceed that interval's Hi.
var count = 0;
for (var i = 0; i < coords.Length; i++)
{
if (count > 0 && intervals[i].Lo <= intervals[count - 1].Hi)
intervals[count - 1].Hi = max(intervals[count - 1].Hi, intervals[i].Hi);
else
intervals[count++] = intervals[i];
}
var sigma = Sigma(precision);
var aimPoint = ResolveAimPoint(target, hull, aimed);
var a = dot(aimPoint, ell);
var pOnHull = 0f;
for (var i = 0; i < count; i++)
pOnHull += Phi((intervals[i].Hi - a) / sigma) - Phi((intervals[i].Lo - a) / sigma);
var span = count > 0 ? intervals[count - 1].Hi - intervals[0].Lo : 0f;
return new Silhouette
{
Intervals = intervals,
Count = count,
AimPoint = aimPoint,
A = a,
Sigma = sigma,
Span = span,
POnHull = saturate(pOnHull)
};
}
// Phi(z) = 1/2 (1 + erf(z / sqrt(2))): the standard normal CDF, CultMath's erf the one function underneath
// every Gaussian-mass sum this cut computes.
private static float Phi(float z) => .5f * (1f + erf(z * (1f / SQRT2)));
private const float SQRT2 = 1.4142135f;
// Cut 12.2: the lateral draw. One NextFloat u, taken after the hit roll -- walks the cumulative interval
// mass to u * POnHull to select interval k, then inverts the Gaussian CDF inside it. `p` here is the
// absolute CDF value at the drawn point (Phi(lo_k) plus the leftover target mass within interval k), not
// a value renormalised to [0,1] -- inverting that gives s directly in the same units A and Sigma are in.
// Clamped into [lo_k, hi_k) at the end to absorb rounding (a guard, not an invariant); erfinv's own
// handling of the domain edges (+-infinity at p = 0 or 1) means the clamp is what actually keeps s finite
// for an interval with negligible mass.
private static float LateralDraw(Silhouette sil, float u)
{
var target = u * sil.POnHull;
var cumulative = 0f;
for (var k = 0; k < sil.Count; k++)
{
var interval = sil.Intervals[k];
var loValue = Phi((interval.Lo - sil.A) / sil.Sigma);
var hiValue = Phi((interval.Hi - sil.A) / sil.Sigma);
var mass = hiValue - loValue;
if (target <= cumulative + mass || k == sil.Count - 1)
{
var p = clamp(loValue + (target - cumulative), loValue, hiValue);
var s = sil.A + sil.Sigma * SQRT2 * erfinv(2f * p - 1f);
// Half-open [lo_k, hi_k), matching the shadow interval itself ("Each occupied cell c projects
// to [dot(c,ell)-h, dot(c,ell)+h)"). A draw that rounds to exactly Hi is a real, reachable
// float value (Soul found 3 of them enumerating all 2^24 NextFloat outputs on the
// TurningArmour geometry) -- clamping to the closed [Lo, Hi] let s == Hi through, which Lane's
// own half-open filter (`s >= centre + h` continues) then rejects for every cell, returning an
// empty lane for a shot that already passed its roll (R3 violation). The epsilon matches
// Lane's own contiguity tolerance; every merged interval is at least one cell's shadow width
// wide (>= 2h), far above it.
var hiExclusive = max(interval.Lo, interval.Hi - 1e-4f);
return clamp(s, interval.Lo, hiExclusive);
}
cumulative += mass;
}
return sil.A; // sil.Count == 0: no metal in the shadow at all -- unreachable while POnHull > 0 gated Commit's roll
}
// Every occupied cell the line meets, sorted by entry, in the pooled buffer; returns how many. Lane below
// walks the contiguous run from the first; a caller that needs the whole line (a contact fuse looking for
// the first cell ahead of its origin) reads all of them. One admission test either way.
private static int CellsOnLine(HullData hull, float2 b, float s, LaneCell[] buffer)
{
var ell = Lateral(b);
var coords = hull.Shape.Coordinates;
var n = 0;
for (var i = 0; i < coords.Length; i++)
{
var c = (float2) coords[i];
var lateral = Extent(c, ell);
if (s < lateral.Lo || s >= lateral.Hi) continue; // half-open, the same admission Silhouette sums over
// F9 (Soul's fix batch, 2026-09-24): Projection (dot(cell, b)) is precomputed here, into the
// struct, so the sort below needs no closure over `b`. S3 fix batch: the sort itself now uses
// LaneCell's own IComparable<LaneCell>, not a per-call Comparer<T>.Create allocation the "never
// allocates" comment used to contradict. Projection is also the "along-bearing projection" the cut
// doc orders entry by.
AlongBearing(c, b, ell, s, out var entry, out var exit);
buffer[n++] = new LaneCell { Cell = coords[i], Entry = entry, Exit = exit, Projection = dot(c, b) };
}
Array.Sort(buffer, 0, n);
return n;
}
// Cut 12.2 (docs/fire-control-cut.md, "the rules every sub-cut reads"): exact slab traversal along the
// bearing at a fixed lateral offset s, replacing the old 0.5-step sampling march. Collects the occupied
// cells whose shadow interval contains s, each with its own entry/exit parameter along b, ordered by
// entry (ties broken by dot(cell, b), then cell index for full determinism), then walks forward while
// consecutive cells are contiguous (`next.entry <= current.exit + 1e-4`) -- the first gap ends the walk,
// the same rule Entity.cs's old march kept. A direct hit starts outside the hull (t -> -infinity), so the
// walk's first element is the impact cell. Only that first element is read in 12.2; the rest is 12.3's
// armour-first absorption march. Writes into the caller-supplied pooled buffer and returns the walked
// count; never allocates on its own.
// Cut 12.2 fix batch (S1, Soul's second pass): admission is now decided ONCE, by the exact same shadow
// interval Silhouette sums over (Extent(c, ell), the shared function above) -- not by a re-derivation and
// not by a second, independent geometric test. The old code ran two tests: this shadow prefilter (a
// "re-derivation" of Silhouette's own centre/h, inline) AND SlabAlongB, an independent 2-axis ray-box
// intersection that could reject a cell the shadow test had just admitted, purely on float rounding at an
// interval edge -- an empty lane for a shot that had already passed its roll (R3 violation, the crash Soul
// reproduced through Zone.Update). Deleting the second gate removes the split authority: a cell the shadow
// sum counted metal for can no longer be un-counted here.
public static int Lane(HullData hull, float2 b, float s, LaneCell[] buffer)
{
var n = CellsOnLine(hull, b, s, buffer);
var walked = n > 0 ? 1 : 0;
for (var i = 1; i < n; i++)
{
if (buffer[i].Entry > buffer[i - 1].Exit + 1e-4f) break;
walked++;
}
return walked;
}
// Cut 12.2 fix batch (S1): the along-bearing entry/exit parameters for a cell the shadow test above has
// ALREADY admitted -- unconditional, never a gate. The doc's own proof ("s lies in the shadow is exactly
// the same event as this lane has metal") makes the intersection this computes a certainty, not a
// hypothesis to re-test: for a convex shape, a value inside its projection onto ell is achieved by a
// nonempty segment of the line ell=s, so the box-slab solve below cannot come back empty in exact
// arithmetic. It only ever disagreed with the shadow test by float rounding at the interval's own edge,
// which is exactly where SlabAlongB used to throw the metal away; here that same rounding is absorbed by
// clamping entry <= exit instead of rejecting.
private static void AlongBearing(float2 c, float2 b, float2 ell, float s, out float entry, out float exit)
{
entry = float.NegativeInfinity;
exit = float.PositiveInfinity;
SlabAxis(b.x, c.x - .5f, c.x + .5f, s * ell.x, ref entry, ref exit);
SlabAxis(b.y, c.y - .5f, c.y + .5f, s * ell.y, ref entry, ref exit);
if (entry > exit) exit = entry; // rounding only -- the shadow test already proved a real intersection
}
// The slab (ray-box) bound of point(t) = t*b + s*ell against the unit square centred on cell c, one axis at
// a time: solving bAxis*t + val in [lo, hi], then folding the result into the running (entry, exit) bound.
// A near-zero bAxis component means the ray does not move along that axis at all, so it adds no constraint
// on t (the shadow test above already established this axis's bound holds).
private static void SlabAxis(float bAxis, float lo, float hi, float val, ref float entry, ref float exit)
{
if (abs(bAxis) < 1e-9f) return; // no motion along this axis: already covered by the shadow admission test
var t1 = (lo - val) / bAxis;
var t2 = (hi - val) / bAxis;
entry = max(entry, min(t1, t2));
exit = min(exit, max(t1, t2));
}
// The cells of the target's hull schematic actually occupied by `item` -- GearOccupancy is the one source
// of truth for where an equipped item's footprint lands, the same table Detonate and ApplyPooled read.
private static int2[] CellsOf(Entity target, EquippedItem item)
{
var hullData = target.ItemManager.GetData(target.Hull) as HullData;
var cells = new List<int2>();
foreach (var v in hullData.Shape.Coordinates)
if (target.GearOccupancy[v.x, v.y] == item)
cells.Add(v);
return cells.ToArray();
}
}
// Cut 3 (docs/fire-control-cut.md, 0b table): a shot in flight. Born in FireControl.Fire, aged by
// FireControl.Step (called from Zone.Update after the entity loop), never serialised -- a zone saved mid-
// flight loses its shots, which is correct, a save is a scene boundary. Zone owns the collection and the
// ShotId; FireControl owns every transition. Nothing else may add, remove or mutate one.
public struct PendingShot
{
public int ShotId;
public Entity Source;
public Entity Target;
public EquippedItem Weapon;
public EquippedItem Aimed;
// The frozen payload (R10, Q6): the gun's own stats at the instant the trigger was pulled. Nothing
// downstream re-evaluates any of these.
public float Damage;
public float Penetration;
public float DamageSpread;
public DamageType DamageType;
// Cut 12.2 (docs/fire-control-cut.md): renamed from PBase -- its meaning changes from "the whole shot's
// frozen roll price" to "the shooter's own share of it," behind the same gates (Accuracy x PSensor). The
// spread and hull factors are no longer frozen here; they are priced live at Commit, against the target's
// facing then (Bearing timing).
public float PFire;
public float Tracking;
public float Precision;
// Cut 12.2: frozen at Fire alongside the rest of the shooter's own decision (R10) -- the shot's
// world-planar travel direction (FireControl.TravelDirection), and the weapon stats PSpread reads at
// Commit against the target's live silhouette.
public float2 TravelDirection;
public float Spread;
public float FireRange;
// Cut 12.4(a): the blast payload, frozen at Fire alongside everything else above. BlastRadius is zero for
// a weapon whose data does not carry one -- Step reads that zero as "resolve with Apply," not a separate
// bool. Fuse is frozen only when BlastRadius > 0 (Solve decides "detonates" once); it is unread until
// Apply's fuse switch (12.4(b)).
public float3 BurstPosition;
public WeaponFuse? Fuse;
public float BlastRadius;
// Frozen with the rest of the shooter's decision: where the round left from. A round outlives its shooter, so
// nothing at resolution reads the shooter's position.
public float3 FireOrigin;
public float3 FireTargetPosition;
public float3 FireTargetVelocity;
public float FireTime;
public float CommitTime;
public float ArrivalTime;
public bool Committed;
public ShotOutcome Outcome;
}
// What a round does when fired (FireControl.Solve): Direct resolves against its target, Burst detonates at a
// point, Refused cannot be fired -- its blast radius exceeds the weapon's Range.
public enum FireOutcome
{
Direct,
Burst,
Refused
}
// Solve's answer. Outcome and BurstReach (planar distance from the shooter to the burst point, read for Burst
// only) are what the HUD shows; the rest is what Fire freezes into the PendingShot.
public struct FireSolution
{
public FireOutcome Outcome;
public float BurstReach;
// How far the round flies: to its burst point, or for a direct round to its target.
public float FlightDistance;
public float PFire;
public float FireRange;
// Whether the shooter holds valid targeting data on the target (Designated); the HUD and the agents read it here.
public bool Designated;
public Entity Engaged;
public float2 TravelDirection;
public float3 BurstPosition;
public WeaponFuse? Fuse;
public float BlastRadius;
}
public struct FireControlDiagnostic
{
public bool HasTarget;
public bool Designated;
public bool InArc;
public float Range;
public float MinRange;
public float MaxRange;
public float Info;
public float InfoDemandCeiling;
public float Accuracy;
public float Resolution;
public float Precision;
public float Tracking;
public float PSensor;
// Cut 12.2 (optional, presentation): the shooter-side factor alone, Accuracy x PSensor -- the same value
// Fire freezes into PendingShot.PFire.
public float PFire;
public float PSpread;
public float POnHull;
public float PBase;
// What a round from this weapon does (Solve): the forecast for a fused weapon, whose percentages above do
// not describe it. BurstReach is read only when Outcome is Burst.
public FireOutcome Outcome;
public float BurstReach;
}
// Cut 12.2 (docs/fire-control-cut.md): a merged interval of a hull's lateral shadow, in the schematic frame's
// lateral (ell) coordinate.
// S3 fix batch (Hands, 2026-09-25): IComparable<Interval> (sorted by Lo) instead of a separate IComparer<T> --
// Array.Sort(T[], int, int, IComparer<T>) boxes/wraps the comparer into a fresh delegate on CoreCLR every call
// even when the comparer instance itself is a cached singleton; Array.Sort(T[], int, int) resolves T's own
// IComparable<T> at JIT time and allocates nothing per call. Same order as the deleted IntervalByLoComparer.
public struct Interval : IComparable<Interval>
{
public float Lo;
public float Hi;
public int CompareTo(Interval other) => Lo.CompareTo(other.Lo);
}
// Cut 12.2: the hull's lateral shadow at one bearing, and the exact Gaussian mass it carries. Intervals holds
// the merged, sorted shadow (only the first Count entries are valid -- the array is sized to the hull's own
// occupied-cell count, not trimmed, to avoid a second allocation). A, Sigma and POnHull are read together by
// the lateral draw; Span is read by PSpread so the two factors can never disagree about the target's size.
public struct Silhouette
{
public Interval[] Intervals;
public int Count;
public float2 AimPoint;
public float A;
public float Sigma;
public float Span;
public float POnHull;
}
// Cut 12.2: one occupied cell FireControl.Lane crossed at a fixed lateral offset, with its own slab entry/exit
// parameter along the bearing. Entry ascending is nearest-to-farthest along the shot's own travel direction.
// S3 fix batch (Hands, 2026-09-25): IComparable<LaneCell> replaces the separate LaneCellComparer, for the same
// reason Interval's own comparer was deleted -- the (T[], int, int, IComparer<T>) sort overload allocates a
// wrapper delegate per call even for a cached singleton comparer; (T[], int, int) does not. Same order as the
// deleted comparer: entry ascending, ties by projection along b, then cell index for full determinism.
public struct LaneCell : IComparable<LaneCell>
{
public int2 Cell;
public float Entry;
public float Exit;
// F9 (Soul's fix batch, 2026-09-24): dot(Cell, b), precomputed once per candidate so Lane's sort tie-break
// needs no closure over the bearing.
public float Projection;
public int CompareTo(LaneCell other)
{
var byEntry = Entry.CompareTo(other.Entry);
if (byEntry != 0) return byEntry;
var byProjection = Projection.CompareTo(other.Projection);
if (byProjection != 0) return byProjection;
var byX = Cell.x.CompareTo(other.Cell.x);
return byX != 0 ? byX : Cell.y.CompareTo(other.Cell.y);
}
}
// Cut 3 (docs/fire-control-cut.md, 0b table): a commit. Created once, at ArrivalTime - CommitHorizon (or at
// fire time when the flight is shorter than the horizon), immutable from then on, published once on
// Zone.ShotCommitted and again (unchanged) on Zone.ShotResolved at arrival. Presentations are the only
// readers, and nothing outside presentation may read one to change state.
public sealed class ShotOutcome
{
public int ShotId;
public Entity Source;
public Entity Target;
public EquippedItem Weapon;
// What the commit decided, typed: a shot rolled and missed, rolled and hit, or was a fused round with no
// target and so burst without rolling, or a proximity round whose roll missed but which detonates anyway
// (Burst, at BurstPoint). Hit is derived from it, not stored beside it.
public ShotResult Result;
public bool Hit => Result == ShotResult.Hit;
// World planar point a proximity or no-target round detonates at, frozen by the commit; HasBurstPoint says
// whether this round has one (a contact or delayed round detonates where it hits, not at a frozen point).
public float2 BurstPoint;
public bool HasBurstPoint;
public bool Shielded;
// Cut 5, 5.2 (Soul finding 4): frozen alongside the rest of the outcome (R4) -- a shield present, active,
// and unable to CanTakeHit this shot is decided broken right here, so Apply performs Break() rather than
// deciding it, and a shield that recharges mid-flight cannot retroactively dodge it.
public bool ShieldBroken;
public int2 Cell;
// Cut 12.2 (R4): the committed geometry, frozen alongside the rest of the outcome -- the schematic-frame
// bearing and the lateral offset the roll's placement drew. Apply reads these, not a live position or
// facing (TurningAfterCommitChangesNothing).
public float2 Bearing;
public float Lateral;
public float ArrivalIn;
public DamageType DamageType;
}
// What a committed shot came to. A Burst is a detonation that is not a hit on a target: a fused round that had no
// valid target and rolled nothing, or a proximity round whose roll missed but which bursts anyway. It is neither
// a hit nor a miss, and the presentation must not call it one.
public enum ShotResult
{
Miss,
Hit,
Burst
}