The placement rule (HardpointAt) already finds the one hardpoint an item lies in at equip; TryEquip threw that answer away and eighteen readers recomputed it from the item's origin cell, which need not lie in the hardpoint (Soul's scenarios batch-4 P30). EquippedItem.Hardpoint now carries the answer, null for Tool gear and the hull, and every origin-cell lookup reads it instead: FireControl.ArcFor, the eleven weapon managers, EntityInstance, ShipInstance and ActionGameManager's articulation grouping. Entity.Hardpoints[,] stays the per-cell map for armour and display. TryFindSpace's hardpoint search tries every origin the fit rule can accept, including ones up and left of the hardpoint, so a design whose shape lacks its origin cell is found wherever ItemFits would place it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
32 lines
1.2 KiB
C#
32 lines
1.2 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = UnityEngine.Random;
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public class ProjectileManager : InstantWeaponEffectManager
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{
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public Prototype ProjectilePrototype;
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public bool InheritVelocity;
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public override void Fire(InstantWeapon weapon, EquippedItem item, EntityInstance source, EntityInstance target, int shotId)
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{
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var p = ProjectilePrototype.Instantiate<Projectile>();
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var hp = item.Hardpoint;
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var barrel = source.GetBarrel(hp);
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var angle = weapon.Spread / 2;
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p.ShotId = shotId;
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p.SourceEntity = source.Entity;
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p.Velocity = Quaternion.Euler(
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Random.Range(-angle, angle),
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Random.Range(-angle, angle),
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Random.Range(-angle, angle)) *
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barrel.forward *
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weapon.Velocity;
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p.StartPosition = p.transform.position = barrel.position + p.Velocity * (Random.value * Time.deltaTime);
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if(InheritVelocity)
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p.Velocity += new Vector3(source.Entity.Velocity.x, 0, source.Entity.Velocity.y);
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p.Range = weapon.Range;
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p.Zone = source.Entity.Zone;
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p.Trail.Clear();
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}
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}
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