Aetheria/Assets/Scripts/ServerShared/Behaviors/TurretController.cs
Meta Vens c86423936e Helm split, simulation: Ship.Turn is the only facing command; LookDirection becomes Aim
Ship.Update reads Turn and feeds the rotation thrusters and aether drives; it no longer reads the
look direction or snaps Direction toward it. Steering.Toward is the one law from heading to demand
(a heading astern now turns at full demand). HelmInput owns the face-the-aim state. Accelerate,
Combat and MoveTo write Turn through Steering.Toward. Entity.LookDirection is renamed Aim in the
simulation, the Unity readers and the tests. Unity player input follows in the next commit.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 12:33:20 +02:00

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3.3 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System.Collections.Generic;
using System.Linq;
using MessagePack;
using Newtonsoft.Json;
using UniRx;
using CultMath;
using static CultMath.math;
using float3 = CultMath.float3;
[MessagePackObject, JsonObject(MemberSerialization.OptIn), RuntimeInspectable]
public class TurretControllerData : BehaviorData
{
public override Behavior CreateInstance(EquippedItem item)
{
return new TurretController(this, item);
}
public override Behavior CreateInstance(ConsumableItemEffect item)
{
return new TurretController(this, item);
}
}
public class TurretController : Behavior, IInitializableBehavior
{
private TurretControllerData _data;
private List<Weapon> _weapons = new List<Weapon>();
private float _shotSpeed;
private bool _predictShots;
public TurretController(TurretControllerData data, EquippedItem item) : base(data, item)
{
_data = data;
}
public TurretController(TurretControllerData data, ConsumableItemEffect item) : base(data, item)
{
_data = data;
}
public void Initialize()
{
foreach (var weapon in Entity.GetBehaviors<Weapon>())
{
_weapons.Add(weapon);
var vel = weapon.Evaluate(weapon.WeaponData.Velocity);
if (vel > .1f)
{
_predictShots = true;
_shotSpeed = vel;
}
}
}
public override bool Execute(float dt)
{
// Mining Cut 3: a turret engages entities only; it never picks a chunk, and reads one as no target.
var target = Entity.Target.Value.Entity;
if (target != null)
{
var diff = target.Position - Entity.Position;
if (_predictShots)
{
var targetHullData = Entity.ItemManager.GetData(target.Hull) as HullData;
var targetVelocity = float3(target.Velocity.x, 0, target.Velocity.y);
var predictedPosition = first_order_intercept(
Entity.Position, float3.zero, _shotSpeed,
target.Position, targetVelocity
);
predictedPosition.y = Entity.Zone.GetHeight(predictedPosition.xz) + targetHullData.GridOffset;
Entity.Aim = normalize(predictedPosition - Entity.Position);
}
else
Entity.Aim = normalize(diff);
foreach (var x in _weapons)
{
// The same per-weapon decision Combat.cs makes; the range test is part of it (a shot out of range
// is not designated and prices at zero).
if (FireControl.AgentFires(x, Entity, target))
{
x.Activate();
}
else if (x.Firing)
x.Deactivate();
}
}
else
{
foreach (var x in _weapons)
{
if (x.Firing)
x.Deactivate();
}
Entity.SetTarget(Entity.VisibleEnemies.FirstOrDefault(e => e is Ship));
}
return true;
}
}