AetheriaMath predates the CultMath swap and re-implemented helpers CultMath now owns. Callers use CultMath directly: decay (Ship, AetherDrive, Entity), damp (VelocityConversion, FieldTester, FieldDriver), first_order_intercept (TurretController, Combat, GuidedProjectile), quadratic_bezier (FieldDriver) and smootherstep (Ship). Parameter order matches in every case, and those formulas have the same float evaluation order, so behaviour is unchanged. Galaxy's commented-out segment check names distance_to_segment. The other overloads had no callers and are dropped without a CultMath counterpart being needed: the double Damp overloads, FindDistanceToSegment, GetCatmullRomPosition, GetCubicSplinePosition, Smoothstep(x), and the Deg2Rad/Rad2Deg constants. AetherDb census, factions and hardpoint-fit are byte-identical to the pre-cut captures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
44 lines
No EOL
1.3 KiB
C#
44 lines
No EOL
1.3 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using MessagePack;
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using Newtonsoft.Json;
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using CultMath;
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using static CultMath.math;
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[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
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public class VelocityConversionData : BehaviorData
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{
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[Inspectable, JsonProperty("lambda"), Key(1), RuntimeInspectable]
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public PerformanceStat Lambda = new PerformanceStat();
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public override Behavior CreateInstance(EquippedItem item)
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{
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return new VelocityConversion(this, item);
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}
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public override Behavior CreateInstance(ConsumableItemEffect item)
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{
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return new VelocityConversion(this, item);
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}
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}
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public class VelocityConversion : Behavior
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{
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private VelocityConversionData _data;
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public VelocityConversion(VelocityConversionData data, EquippedItem item) : base(data, item)
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{
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_data = data;
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}
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public VelocityConversion(VelocityConversionData data, ConsumableItemEffect item) : base(data, item)
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{
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_data = data;
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}
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public override bool Execute(float dt)
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{
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Entity.Velocity = damp(Entity.Velocity, Entity.Direction * length(Entity.Velocity), Evaluate(_data.Lambda), dt);
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return true;
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}
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} |