ShieldManager's fallback (no ShieldEnvelope yet, e.g. every ship prefab before the operator hand-rigs it per Q5) hard-failed to a fixed Vector3.forward direction with a per-hit Debug.LogError. That silently changed behaviour for every ship in the game until the operator edits Longinus.prefab/Djinni.prefab on their own schedule -- worse than either the deleted code or a loud one-time failure. Extract ShieldEnvelope's local-direction primitive into two static, no-component-required entry points -- SurfaceDirection(Transform, Vector3) and LegacyLocalSurfacePoint(Transform, Vector3) -- so both FieldDriver's and ShieldManager's fallbacks go through one owner instead of each re-deriving the pre-Cut-2 formula by hand. ShieldManager's fallback now reproduces the deleted normalize(shield.transform.InverseTransformPoint(point)) formula exactly via the shared static, logging once (a warning, not a per-hit error). FieldDriver's fallback is rewired onto the same static rather than its own inline copy of the maths. Documented, not silently assumed: FieldDriver's "envelope present" branch (envelope.ProjectToSurface, world-space) and its fallback (the legacy local- space formula) are only numerically identical when the carrier's transform has zero position and identity rotation -- true of the one FieldDriver carrier in the tree today, not true in general. This is a characteristic of Cut 2 as scoped by the map (FieldDriver.cs:125 reads envelope.ProjectToSurface directly, per the map's own text), not something this fix introduces or resolves; flagged so nobody assumes the two branches are interchangeable for a future non-origin, non-identity FieldDriver carrier. ShieldPanelCut2Verify.CheckLegacyFallbackFormulas pins both static entry points against an independent re-derivation of the exact pre-Cut-2 formulas, on a carrier with a non-trivial transform (nonzero position, non-identity rotation) so the check isn't vacuous. mutation_tests_shield_panel_cut2.py gained two cases: SurfaceDirection collapsing back to a fixed Vector3.forward (the exact regression fixed here), and LegacyLocalSurfacePoint collapsing to the raw, untransformed world point -- both correctly fail the probe. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
119 lines
4.9 KiB
C#
119 lines
4.9 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using CultMath;
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using CultMath.UnityBridge;
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using static CultMath.math;
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using UnityEngine;
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public class ShieldManager : MonoBehaviour
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{
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public Prototype ShieldPrototype;
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public float CollisionHitDuration = 3;
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public Entity Entity { get; set; }
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private ShieldEnvelope _envelope;
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private bool _loggedMissingEnvelope;
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void Awake()
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{
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_envelope = GetComponent<ShieldEnvelope>();
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}
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private void WarnMissingEnvelopeOnce()
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{
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if (_loggedMissingEnvelope) return;
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_loggedMissingEnvelope = true;
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Debug.LogWarning("ShieldManager has no ShieldEnvelope; falling back to its own transform for the hit direction.", this);
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}
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private void OnCollisionEnter(Collision other)
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{
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var otherShield = other.collider.GetComponent<ShieldManager>();
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if (!otherShield)
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{
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var gridObject = other.collider.GetComponent<GridObject>();
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if (gridObject)
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{
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var itemPickup = other.collider.GetComponent<ItemPickup>();
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var mine = other.collider.GetComponent<Mine>();
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if (itemPickup)
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{
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if (Entity.CargoBays.Any(c => c.TryStore(itemPickup.Item)))
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{
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// TODO: Pickup notification!
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Destroy(itemPickup.gameObject);
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}
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else
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{
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// TODO: Pickup failed notification!
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var cp = other.GetContact(0);
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gridObject.Velocity += cp.normal * 25;
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Debug.Log("Attempted item pickup, but no space in cargo bay!");
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}
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}
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else if (mine)
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{
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mine.Explode();
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}
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else
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{
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Debug.Log("Shield collision occurred with grid object, but other collider isn't a mine or an item pickup!");
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}
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}
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else
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Debug.Log("Shield collision occurred, but other collider isn't a shield or a grid object!");
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return;
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}
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var contact = other.GetContact(0);
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var normal = normalize(float2(contact.normal.x, contact.normal.z));
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var tangent = normal.Rotate(ItemRotation.CounterClockwise);
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var v1n = dot(normal, Entity.Velocity);
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var v1t = dot(tangent, Entity.Velocity);
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var v2n = dot(normal, otherShield.Entity.Velocity);
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//var v2t = dot(tangent, otherShield.Entity.Velocity);
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var v1np = PostCollisionVelocity(v1n, Entity.Mass, v2n, otherShield.Entity.Mass);
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Entity.Velocity = tangent * v1t + normal * v1np;
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if(Entity.Shield != null && Entity.Shield.Item.Active.Value) ShowHit(contact.point, CollisionHitDuration);
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}
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private float PostCollisionVelocity(float v1, float m1, float v2, float m2)
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{
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return (v1 * (m1 - m2) + m2 * v2) / (m1 + m2);
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}
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public void ShowHit(Vector3 point, float duration)
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{
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var shield = ShieldPrototype.Instantiate<ShieldAnimation>();
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// Cut 2 of docs/shield-panel-cut.md: this used to compute
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// normalize(shield.transform.InverseTransformPoint(point)) itself, duplicating
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// FieldDriver's projection against a different transform (Authority B vs A in the map's
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// §1). shield.transform sits at the same place as this ShieldManager's own transform (the
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// Shield prefab instance's pooled visual is parented under it with an identity local
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// offset), so this ShieldManager's ShieldEnvelope is the same envelope. Direction is a pick
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// of direction, not the true surface normal -- ShieldAnimation.Direction keeps its existing
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// meaning (R6's note that both existing consumers get away with normalize(p) because they
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// want a direction, not a normal).
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//
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// Every "Shield" object gets a ShieldEnvelope in this cut, but the operator rigs prefabs by
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// hand on their own schedule (Q5), so until Longinus.prefab/Djinni.prefab are actually
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// edited, every ship in the game has none yet. A missing envelope must therefore behave
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// exactly like the deleted code, not degrade -- a fallback that silently changes behaviour
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// (this used to hard-fail to a fixed direction) is worse than either the old code or a
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// loud failure. So this goes through ShieldEnvelope's own static fallback entry point
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// (one owner, no second copy of the maths) rather than recomputing the projection here.
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if (_envelope == null)
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{
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WarnMissingEnvelopeOnce();
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shield.Direction = ShieldEnvelope.SurfaceDirection(shield.transform, point);
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}
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else
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{
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shield.Direction = _envelope.SurfaceDirection(point);
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}
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shield.Duration = duration;
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}
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}
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