Aetheria/Assets/Scripts/Gameplay/Weapons/ProjectileManager.cs
Meta Vens 39ad4bfc80 Fire control Cut 6b: a shot's dice belong to the shot, and airburst resolves in the simulation
6.1 (Soul finding 6): Commit builds a local CultMath.Random from (Zone.CombatSeed,
shot.ShotId) instead of reading and writing the shared ItemManager.Random stream.
Zone exposes CombatSeed (the same expression that already seeds its own _random),
so a shot's outcome is a pure function of zone identity and shot id -- immune to
whatever else drew from the shared stream in between.

6.2 (Soul finding 5): airburst is wired into the simulation instead of back into
Projectile.cs. PendingShot gains BurstPosition/BurstRadius, frozen at Fire time
from PredictedIntercept and the weapon's authored WeaponItemData.AirburstRange
when WeaponModifiers carries Airburst. FireControl.Step resolves such a shot via
Splash instead of Apply, never both. Projectile.cs/ProjectileManager.cs drop the
dead AirburstDistance/AirburstRange fields and write-back.

Tests: FireControlCut6Tests.cs pins both rules (208 baseline + 5 new, all green).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-19 18:34:04 +02:00

32 lines
1.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;
public class ProjectileManager : InstantWeaponEffectManager
{
public Prototype ProjectilePrototype;
public bool InheritVelocity;
public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target, int shotId)
{
var p = ProjectilePrototype.Instantiate<Projectile>();
var hp = source.Entity.Hardpoints[item.Position.x, item.Position.y];
var barrel = source.GetBarrel(hp);
var angle = weapon.Spread / 2;
p.ShotId = shotId;
p.SourceEntity = source.Entity;
p.Velocity = Quaternion.Euler(
Random.Range(-angle, angle),
Random.Range(-angle, angle),
Random.Range(-angle, angle)) *
barrel.forward *
weapon.Velocity;
p.StartPosition = p.transform.position = barrel.position + p.Velocity * (Random.value * Time.deltaTime);
if(InheritVelocity)
p.Velocity += new Vector3(source.Entity.Velocity.x, 0, source.Entity.Velocity.y);
p.Range = weapon.Range;
p.Zone = source.Entity.Zone;
p.Trail.Clear();
}
}