Deletes the Unity physics hit path (HullCollider.Hit/Splash, and the raycast/shield/SendHit blocks in Projectile, GuidedProjectile, Laser and Lightning) and replaces it with a single owner in the same cut: FireControl now decides whether a shot hits, Zone owns the pending-shot lifecycle, and Entity.DamageSchematic/ApplyHit (moved verbatim from EntityInstance) apply the result. Presentation subscribes to Zone.ShotCommitted/ShotResolved and applies nothing. FireControl.HitProbability is the pure targeting solution (Accuracy * pSensor * pSpread, gated by detection/range/lock/arc). FireControl.Fire freezes the weapon's payload and the shooter's resolved targeting stats at the instant the trigger is pulled (Q6), computes the predicted intercept through the one shared PredictedIntercept function (CombatState now calls the same function instead of duplicating first_order_intercept), and queues a PendingShot. FireControl.Step commits each shot's outcome at ArrivalTime - CommitHorizon -- deviation from the predicted intercept, measured once, live, at that instant -- and applies it at ArrivalTime. A shot whose flight is shorter than the horizon commits and resolves in the same tick it fires. Rolls draw from the shooter's own ItemManager.Random (Q5, seeded and reproducible); an out-of-arc or otherwise gated shot draws nothing. Player fire is arc-gated through the same predicate AI and turret fire use (Weapon.ArcAllowsFire, checked in InstantWeapon.Trigger -- the one point every shooter's trigger passes through), closing Q2. Adds GameplaySettings.CommitHorizon, SchematicCellSize and AgentMinHitProbability (first guesses; the headless suite is the tuning harness, operator play smoke is the arbiter). FORK reported, not worked around silently: HullCollider.SendHit/SendSplash cannot be deleted yet without breaking ConstantLaser.cs, ConstantLightning.cs, ConstantParticleWeapon.cs, HitscanEffect.cs and Mine.cs, which still call them from their own live Physics queries -- that's Cut 4's migration. They fire into the void today: nothing subscribes to Hit/Splash any more for the four weapon kinds this cut owns. tests/Aetheria.Shared.Tests/FireAuthorityTests.cs pins the roll's seeding, the gate-consumes-no-draw rule, resolve-on-arrival, the commit horizon and its evasion window, short-flight degradation, the frozen-payload snapshot, aimed hits, the item-then-hull damage order, the planar penetration march and the shield-absorbs branch. FireControlTests.cs and InputCapacitorTests.cs are updated for the new AI gate and OnFire(int) signature. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
63 lines
1.9 KiB
C#
63 lines
1.9 KiB
C#
using System.Collections;
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using UnityEngine;
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using static CultMath.math;
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// Cut 3 (docs/fire-control-cut.md): the raycast, shield branch and SendHit are deleted -- FireControl already
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// decided this shot's fate before this object was ever spawned (R8). What is left is pure flight-path
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// presentation: fly, and disappear at Range or ShotId's resolution, whichever comes first. Airburst
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// (AirburstDistance/AirburstRange) is Cut 4's -- untouched here.
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public class Projectile : MonoBehaviour
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{
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public TrailRenderer Trail;
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public float Gravity;
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public float Drag = .1f;
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public Prototype HitEffect;
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public float AirburstDistance;
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public float AirburstRange;
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private bool _alive;
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// Cut 3: FireControl.Fire's ShotId -- this projectile's handle onto Zone.ShotCommitted/ShotResolved.
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public int ShotId { get; set; }
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public Zone Zone { get; set; }
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public Vector3 StartPosition { get; set; }
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public Vector3 Velocity { get; set; }
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public Entity SourceEntity { get; set; }
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public float Range { get; set; }
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private void OnEnable()
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{
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_alive = true;
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}
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// Update is called once per frame
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void Update()
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{
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if (SourceEntity == null) return;
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if(_alive)
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{
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var t = transform;
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Velocity -= Vector3.up * (Gravity * Time.deltaTime);
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Velocity *= max(0, 1 - Drag * Time.deltaTime);
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t.forward = Velocity.normalized;
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transform.position += Velocity * Time.deltaTime;
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var distanceTraveled = (transform.position - StartPosition).magnitude;
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if(distanceTraveled > Range)
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StartCoroutine(Kill());
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}
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}
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IEnumerator Kill()
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{
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_alive = false;
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var startTime = Time.time;
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var lifetime = Trail.time;
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while (Time.time - startTime < lifetime)
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yield return null;
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GetComponent<Prototype>().ReturnToPool();
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}
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}
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