Aetheria/Assets/Scripts/ServerShared/Scenarios/Crossing.cs
Meta Vens bf69f489a9 Crossing: unpiloted crosser coasting at 50 u/s; the start-window sweep (bounds to be fitted)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 15:22:14 +02:00

50 lines
3.3 KiB
C#

using static CultMath.math;
using static ItemRotation;
public sealed class Crossing : Scenario
{
public override string Name => "Crossing";
public override string Brief => "A Lightning Projector at the starboard gun and a Cell Blaster at the port gun, an unpiloted Djinni coasting across the bow " +
"at 50 m/s close ahead and an unpiloted one waiting at range. The crosser starts to port and only coasts: nothing steers it " +
"and it does not shoot back. Make the pass coasting: give no throttle until the Djinni has crossed the bow, then fly freely " +
"(thrusting from the start carries you past it). Verify: as the Djinni crosses close, FastBlast lands some and projector " +
"almost none; against the Djinni at range both land. Fly it again without the Fire Control Array: " +
"with it the small gun lands more.";
public override uint Seed => 112;
public override bool Ambient => false;
// Where the Djinni sit: the player is at Origin facing +z. Origin is 250 m or more from every body, where the zone's
// pull is weakest (about 1.4 u/s^2; the sum of the wells never drops to nothing, and at the old origin the player sat on the star).
// The crosser is unpiloted and placed moving at the Djinni's 50 m/s cap, so its pass is ballistic, bent only by the field:
// CrosserAt is the centre of the start window in which the pass holds (the sweep test shifts it by 10 m on each axis).
// The waiting Djinni sits inside the Lightning Projector's arc at 80% of its Range.
public static readonly CultMath.float2 Origin = float2(724, 124);
public static readonly CultMath.float2 CrosserAt = Origin + float2(-180, 45), CrosserFacing = float2(1, 0), CrosserVelocity = float2(50, 0);
public const float ProjectorRange = 1216f; // the Lightning Projector's Range in metres, 1216.4 as the fit stands settled at rest
public static readonly CultMath.float2 Waiting = Origin + float2(0, ProjectorRange * .8f);
public override Galaxy Generate(GalaxyStage stage) => stage.Prelude(DemoTerminus.Cast);
public override void Stage(ScenarioStage stage)
{
var fighter = stage.Fit("Longinus",
("Cockpit 2x2", int2(2, 6), None),
("Large Drive", int2(1, 0), Reversed),
("Large Drive", int2(3, 0), Reversed),
("Rugged Drive", int2(2, 14), CounterClockwise),
("Rugged Drive", int2(3, 14), Clockwise),
("Compact Reactor", int2(2, 4), None),
("Guided Missile Launcher", int2(0, 5), None),
("Guided Missile Launcher", int2(5, 5), None),
("Lightning Projector", int2(1, 8), None),
("Cell Blaster", int2(4, 8), None),
("Radiator", int2(2, 2), CounterClockwise),
("Radiator", int2(3, 2), Clockwise),
("Compact Sensor", int2(3, 10), None),
("Fire Control Array", int2(1, 6), Clockwise));
stage.Player(fighter, Origin, facing: float2(0, 1));
stage.Place(stage.Generated("Djinni"), CrosserAt, facing: CrosserFacing, stance: ScenarioStance.Hostile, velocity: CrosserVelocity);
stage.Place(stage.Bare("Djinni"), Waiting);
}
}