Under the potential-owner field the zone pulls everywhere (about 1.4 u/s^2 even in its weakest places), so the staged runs bend. Crossing's player sat on the star at the arena's origin and fell in; its crosser, braked by its pilot, never reached the bow line from 150 m to port. The crosser now starts 96.5 m to port and 70 m ahead of a player staged 250 m or more from every body, which keeps the pass at 3.2 s and 40 m (the test's 3.0-4.2 s and 30-60 m unchanged). Lock On's hostile started on the side where the zone bends its run by 7 degrees; the lock warning must point within 5 degrees of where the hostile was staged. It now starts ahead and to port, where the bend is under one degree and the lock comes at about 14 s. No assertion, limit or gravity is changed. Not built or run locally; verified in the Yggdrasil job. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
49 lines
3.3 KiB
C#
49 lines
3.3 KiB
C#
using static CultMath.math;
|
|
using static ItemRotation;
|
|
|
|
public sealed class Crossing : Scenario
|
|
{
|
|
public override string Name => "Crossing";
|
|
public override string Brief => "A Lightning Projector at the starboard gun and a Cell Blaster at the port gun, a fast Djinni crossing close ahead and an " +
|
|
"unpiloted one waiting at range. The Djinni starts to port moving across the bow, and its pilot brakes it as it closes. Make the pass coasting: give no throttle until the Djinni has crossed the bow, then fly freely (thrusting from the start carries you past it). Verify: as the Djinni crosses close, FastBlast lands some and projector " +
|
|
"almost none; against the Djinni at range both land. Fly it again without the Fire Control Array: " +
|
|
"with it the small gun lands more.";
|
|
public override uint Seed => 112;
|
|
public override bool Ambient => false;
|
|
|
|
// Where the Djinni sit: the player is at Origin facing +z. Origin is 250 m or more from every body, where the zone's
|
|
// pull is weakest (about 1.4 u/s^2; the sum of the wells never drops to nothing, and at the old origin the player sat on the star).
|
|
// The crosser starts ahead and to port, facing across the bow and already moving at the Djinni's 50 m/s cap; its pilot
|
|
// brakes it as it closes, so it only just reaches the bow line, which fixes how far to port it starts (sweeping the starting
|
|
// x from -95 to -97.5 moves the pass from 3.0 s to 3.5 s; at -98 it never crosses). The waiting Djinni sits inside the Lightning
|
|
// Projector's arc at 80% of its Range.
|
|
public static readonly CultMath.float2 Origin = float2(724, 124);
|
|
public static readonly CultMath.float2 CrosserAt = Origin + float2(-96.5f, 70), CrosserFacing = float2(1, 0), CrosserVelocity = float2(50, 0);
|
|
public const float ProjectorRange = 1216f; // the Lightning Projector's Range in metres, 1216.4 as the fit stands settled at rest
|
|
public static readonly CultMath.float2 Waiting = Origin + float2(0, ProjectorRange * .8f);
|
|
|
|
public override Galaxy Generate(GalaxyStage stage) => stage.Prelude(DemoTerminus.Cast);
|
|
|
|
public override void Stage(ScenarioStage stage)
|
|
{
|
|
var fighter = stage.Fit("Longinus",
|
|
("Cockpit 2x2", int2(2, 6), None),
|
|
("Large Drive", int2(1, 0), Reversed),
|
|
("Large Drive", int2(3, 0), Reversed),
|
|
("Rugged Drive", int2(2, 14), CounterClockwise),
|
|
("Rugged Drive", int2(3, 14), Clockwise),
|
|
("Compact Reactor", int2(2, 4), None),
|
|
("Guided Missile Launcher", int2(0, 5), None),
|
|
("Guided Missile Launcher", int2(5, 5), None),
|
|
("Lightning Projector", int2(1, 8), None),
|
|
("Cell Blaster", int2(4, 8), None),
|
|
("Radiator", int2(2, 2), CounterClockwise),
|
|
("Radiator", int2(3, 2), Clockwise),
|
|
("Compact Sensor", int2(3, 10), None),
|
|
("Fire Control Array", int2(1, 6), Clockwise));
|
|
|
|
stage.Player(fighter, Origin, facing: float2(0, 1));
|
|
stage.Place(stage.Generated("Djinni"), CrosserAt, facing: CrosserFacing, stance: ScenarioStance.Hostile, piloted: true, velocity: CrosserVelocity);
|
|
stage.Place(stage.Bare("Djinni"), Waiting);
|
|
}
|
|
}
|