Aetheria/Assets/Scripts/Gameplay/Weapons/GuidedProjectileManager.cs
Meta Vens 2cb1e83353 Presenters read the drawn pose: HUD markers, wells, rounds, ping, shield hit, compass, loot view, guided aim
HUD target, lock, incoming-lock, bearing and sweep markers anchor on DrawAhead.Position / AtBearing at Clock.Lead.
GravityLowering's record fill is DrawAhead.Well (pure, pinned at non-zero lead). Rounds take DrawAhead.Time
instead of float Zone.Time + lead. Sensor ping, shield hit, compass icons, wormhole bearing, loot ViewOrigin and
the guided-projectile aim read the drawn pose. Not built in Unity yet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 23:41:49 +02:00

89 lines
5 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UniRx;
using CultMath;
using CultMath.UnityBridge;
using UnityEngine;
using static CultMath.math;
public class GuidedProjectileManager : InstantWeaponEffectManager
{
// Presentation follows the committed shot (FireControl): the round retargets to the burst point the commit
// names and bursts when the shot resolves, rather than predicting either from its own homing.
private static void Bind(GuidedProjectile p, Zone zone, int shotId)
{
Vector3 At(ShotOutcome o) => new Vector3(o.BurstPoint.x, p.transform.position.y, o.BurstPoint.y);
var bindings = new CompositeDisposable();
zone.ShotCommitted.Where(o => o.ShotId == shotId && o.HasBurstPoint).Subscribe(o => p.BurstAt(At(o))).AddTo(bindings);
zone.ShotResolved.Where(o => o.ShotId == shotId)
.Subscribe(o => p.Resolve(o.Result == ShotResult.Hit || o.Result == ShotResult.Burst, o.HasBurstPoint ? At(o) : (Vector3?) null,
ActionGameManager.DrawsAt(o.Target)))
.AddTo(bindings);
// The binding outlives a fade-out until the shot's own arrival (the moment the simulation resolves it), plus a
// second of margin; a shot no longer pending has nothing left to resolve.
p.BindingLifetime = zone.TryGetShot(shotId, out var shot) ? max(0f, shot.ArrivalTime - zone.Time) + 1f : 0f;
p.Binding = bindings; // replaces, and so disposes, any binding the projectile already had
}
public Prototype ProjectilePrototype;
public Subject<(Entity source, Transform target, GuidedProjectile missile)> OnFireGuided = new Subject<(Entity source, Transform target, GuidedProjectile missile)>();
public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target, int shotId)
{
if(weapon.Data is LauncherData launcher)
{
// A round the simulation fired at no target (FireControl.Fire: a fused round with no valid targeting
// data, or out of arc) flies to the point it bursts at; one with no target and no burst is not a shot.
PendingShot shot = default;
if (target == null && !(source.Entity.Zone.TryGetShot(shotId, out shot) && shot.Fuse != null)) return;
var burst = shot.BurstPosition.ToUnity();
var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
p.ShotId = shotId;
p.Source = source.transform;
p.SourceEntity = source.Entity;
if (target != null) p.Target = target.transform;
else p.TargetPosition = () => burst;
p.Frequency = item.Evaluate(MunitionParts.Of<MunitionControlData>(item).EvasionFrequency);
var hp = item.Hardpoint;
var barrel = source.GetBarrel(hp);
p.StartPosition = (p.transform.position = barrel.position).ToCultMath();
p.Range = weapon.Range;
p.GuidanceCurve = launcher.GuidanceCurve.ToCurve();
p.LiftCurve = launcher.LiftCurve.ToCurve();
p.ThrustCurve = launcher.ThrustCurve.ToCurve();
p.Velocity = barrel.forward * weapon.Velocity;
p.Thrust = item.Evaluate(MunitionParts.Of<MunitionThrusterData>(item).Acceleration);
p.TopSpeed = item.Evaluate(MunitionParts.Of<MunitionThrusterData>(item).MaxSpeed);
Bind(p, source.Entity.Zone, shotId);
// A round with no target (a fused round fired at none) has no transform to hand a listener.
OnFireGuided.OnNext((source.Entity, target != null ? target.transform : null, p));
}
else if(weapon.Data is GuidedWeaponData guidance)
{
var p = ProjectilePrototype.Instantiate<GuidedProjectile>();
p.ShotId = shotId;
p.Source = source.transform;
p.SourceEntity = source.Entity;
p.Frequency = item.Evaluate(MunitionParts.Of<MunitionControlData>(item).EvasionFrequency);
var hp = item.Hardpoint;
var barrel = source.GetBarrel(hp);
p.StartPosition = (p.transform.position = barrel.position).ToCultMath();
p.Range = weapon.Range;
p.GuidanceCurve = guidance.GuidanceCurve.ToCurve();
p.LiftCurve = guidance.LiftCurve.ToCurve();
p.ThrustCurve = guidance.ThrustCurve.ToCurve();
p.Velocity = barrel.forward * weapon.Velocity;
p.Thrust = item.Evaluate(MunitionParts.Of<MunitionThrusterData>(item).Acceleration);
p.TopSpeed = item.Evaluate(MunitionParts.Of<MunitionThrusterData>(item).MaxSpeed);
p.TargetPosition = () =>
{
var drawn = DrawAhead.Position(source.Entity, ActionGameManager.Clock.Lead);
return (drawn + length(source.LookAtPoint.position.ToCultMath() - drawn) * source.Entity.Aim).ToUnity();
};
Bind(p, source.Entity.Zone, shotId);
}
else Debug.LogError($"Weapon {item.Data.Name} linked to {name} effect, but is not a Launcher!");
}
}