Aetheria/Assets/Scripts/ServerShared/ShipModPlan.cs
Meta Vens 460bb85ed0 Ship S2: the game composes and loads mod ships
Boot opens the derived catalog when GameData/Mods holds packages
(ShipModCatalog.ResolveCatalog), preloads each hull's GLB into an assembled
inactive prototype (ShipModShips), and LoadEntity clones it when the hull names
a Visual. ShipModPlan decides which anchor fills which ShipInstance slot; a
ShipModTemplate prefab carries the shared effects. Continue refuses a run that
names a design the catalog no longer holds (RunSave.RequireDesigns).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-09-30 06:43:52 +02:00

68 lines
3.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
// Which anchor fills which slot of a ship's component arrays. Pure over (hull, visual) so the Unity assembler only
// follows it: the hull's hardpoint type decides what a mount is, the anchor's role decides which node plays the part.
public sealed class ShipModPlan
{
public string MapIcon;
public string HullCollider;
public string Shield;
public string Tractor;
// Every hull hardpoint's mount id, in hardpoint order: the anchor node each one is matched to by name.
public string[] Equipment;
// Mount ids whose anchor (role thruster-emitter / radiator-mesh) is the emitter / mesh node itself.
public string[] Thrusters;
public string[] Radiators;
// A weapon mount's muzzle anchors, by Order then id.
public (string Mount, string[] Muzzles)[] Weapons;
// Anchors with role "articulation" become ordinary mount nodes: ArticulationPoint's limits are not authorable until
// pivots move onto HullData, so no ArticulationPoint is planned.
public static ShipModPlan Build(HullData hull, ShipAuthoring visual)
{
ShipAuthoringStore.Validate(hull, visual);
var hardpoints = hull.Hardpoints ?? new List<HardpointData>();
var byMount = hardpoints.ToDictionary(hardpoint => hardpoint.Transform, StringComparer.Ordinal);
var role = visual.Anchors.ToDictionary(anchor => anchor.Id, anchor => anchor.Role, StringComparer.Ordinal);
string Only(string wanted) => visual.Anchors.Single(anchor => anchor.Role == wanted).Id;
foreach (var anchor in visual.Anchors.Where(anchor => anchor.Role == "thruster-emitter" || anchor.Role == "radiator-mesh"))
{
var wanted = anchor.Role == "thruster-emitter" ? HardpointType.Thruster : HardpointType.Radiator;
if (!byMount.TryGetValue(anchor.Id, out var mount) || mount.Type != wanted)
throw new InvalidOperationException($"{visual.Id}: {anchor.Role} anchor {anchor.Id} must be a {wanted} hardpoint's mount.");
}
string[] Mounts(HardpointType type, string wantedRole) => hardpoints.Where(hardpoint => hardpoint.Type == type).Select(hardpoint =>
role[hardpoint.Transform] == wantedRole ? hardpoint.Transform :
throw new InvalidOperationException($"{visual.Id}: {type} hardpoint {hardpoint.Transform} needs a {wantedRole} anchor of that id.")).ToArray();
var muzzles = visual.Anchors.Where(anchor => anchor.Role == "weapon-muzzle")
.OrderBy(anchor => anchor.Order).ThenBy(anchor => anchor.Id, StringComparer.Ordinal).ToArray();
foreach (var muzzle in muzzles)
if (string.IsNullOrEmpty(muzzle.ParentId) || !IsWeapon(byMount[muzzle.ParentId].Type))
throw new InvalidOperationException($"{visual.Id}: muzzle {muzzle.Id} must be parented to a weapon hardpoint's mount.");
var weapons = hardpoints.Where(hardpoint => IsWeapon(hardpoint.Type)).Select(hardpoint => (
hardpoint.Transform,
muzzles.Where(muzzle => muzzle.ParentId == hardpoint.Transform).Select(muzzle => muzzle.Id).ToArray())).ToArray();
foreach (var (mount, ids) in weapons)
if (ids.Length == 0)
throw new InvalidOperationException($"{visual.Id}: weapon hardpoint {mount} needs at least one muzzle anchor.");
return new ShipModPlan
{
MapIcon = Only("map-icon"),
HullCollider = Only("hull-collider"),
Shield = Only("shield"),
Tractor = Only("tractor"),
Equipment = hardpoints.Select(hardpoint => hardpoint.Transform).ToArray(),
Thrusters = Mounts(HardpointType.Thruster, "thruster-emitter"),
Radiators = Mounts(HardpointType.Radiator, "radiator-mesh"),
Weapons = weapons
};
}
private static bool IsWeapon(HardpointType type) =>
type == HardpointType.Energy || type == HardpointType.Ballistic || type == HardpointType.Launcher;
}