The sub-composites (`e_rou_<id>_eng`, `_wep_*`) are LOCAL detail rigs: their nodes are posed in their own frame, not ship-space, so folding them in placed the engines at ~mid-ship (Z≈99) instead of aft — the "floating in air" parts. The PRIMARY composite (`e_rou_<id>`, the one with the most nodes) already carries the full ship-space layout: every hull body AND every `GN_*` hardpoint frame (GN_Bridge at the stern, GN_Engine aft, GN_ShieldG amidships…). Assemble from that one composite only; engines/bridge/shield now resolve to their real aft/mid frames. Robust to the odd single-composite case (e108's `e_rou_e108_Missile_open` is still picked as its own primary). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
393 lines
16 KiB
Rust
393 lines
16 KiB
Rust
//! Whole-ship assembly from XBG7 part families.
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//!
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//! Project Sylpheed's capital ships are never stored as a single mesh. A ship is
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//! modelled, then **split into destructible parts** — hull segments, bridge,
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//! engines, integral turrets — each shipped as its own XBG7 resource inside a
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//! `hidden/resource3d/Stage_SNN.xpr` container. The split lets the game hide a
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//! part when the player destroys it (bridge, shield generator, thruster) and swap
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//! in a `_break` variant.
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//!
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//! Crucially, **each part keeps the world position it had in the whole ship**:
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//! the modeller carved the assembled hull into pieces, so `e106_brg_01` (bridge)
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//! already sits forward at z≈+291 and `e106_eng_01` (engine) already sits aft at
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//! z≈−532 in the shared ship-local frame. There is no per-part joint transform
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//! (`mesh::node_transforms` returns nothing for them). So reconstructing the whole
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//! ship is simply: **draw every base part of one id together, untransformed.**
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//!
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//! Resource naming (learned from the retail stage containers):
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//! - `<id>` is `[a-z]NNN` (`e106`, `f105`, `n050`). The leading letter is the
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//! faction: `e` = ADAN (enemy), `f` = TCAF (player side), `n` = neutral /
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//! structures / debris.
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//! - A base part is `<id>_<name>` (`e106_bdy_01`, `e106_brg_01`, `f105_sld_02`).
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//! - `_l` / `_m` / `_d` suffixes are lower level-of-detail copies of a base part;
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//! `_bNN` / `_dead` / `_break` are destruction geometry; `_joint` / `_open` /
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//! `_Near` are logic/animation nodes. All are skipped for a clean whole-ship
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//! render (the base part always exists alongside them).
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//! - `e_rou_<id>` / `_rou_<id>_…` are the scene-graph / logic resources; they
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//! carry no drawable geometry and are skipped.
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//!
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//! Modular turrets (the shared `e3NN` / `e4NN` gun models a [`crate::game_data`]
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//! `Vessel` mounts at named hull frames) are their *own* ids here, not folded into
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//! the hull family — placing them needs the hull's frame table, which this pass
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//! does not resolve. A hull-family render therefore shows the ship body plus any
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//! *integral* (`_wep_`) weapons, which is the bulk of the silhouette.
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use crate::mesh::{scene_world_nodes, xbg7_resource_names, ScenePart};
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use std::collections::HashSet;
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/// Which side a ship belongs to, from the first letter of its resource id.
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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pub enum Faction {
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/// `e…` — ADAN (the enemy).
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Adan,
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/// `f…` — TCAF (the player's coalition).
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Tcaf,
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/// `n…` — neutral: stations, structures, asteroids, debris.
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Neutral,
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/// Anything else (`j…`, `s…`, …).
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Other,
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}
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impl Faction {
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fn from_id(id: &str) -> Faction {
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match id.as_bytes().first() {
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Some(b'e') => Faction::Adan,
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Some(b'f') => Faction::Tcaf,
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Some(b'n') => Faction::Neutral,
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_ => Faction::Other,
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}
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}
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/// Short human label.
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pub fn label(self) -> &'static str {
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match self {
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Faction::Adan => "ADAN",
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Faction::Tcaf => "TCAF",
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Faction::Neutral => "Neutral",
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Faction::Other => "Other",
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}
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}
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}
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/// A ship reconstructed from one XBG7 part family in a stage container.
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#[derive(Debug, Clone)]
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pub struct ShipModel {
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/// The family id, e.g. `e106` — matches a [`crate::game_data::Vessel`] whose
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/// `model` is `rou_e106`.
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pub id: String,
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/// Faction inferred from the id's leading letter.
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pub faction: Faction,
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/// Base geometry resource names to draw together, in directory order.
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pub parts: Vec<String>,
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}
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/// The `[a-z]NNN` id prefix of a resource name, if it has one (`e106_bdy_01`
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/// → `e106`). Returns `None` for scene/logic resources (`e_rou_e106`) and
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/// anything not starting with a letter + three digits.
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pub fn ship_id_of(resource: &str) -> Option<&str> {
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let b = resource.as_bytes();
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if b.len() >= 4
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&& b[0].is_ascii_lowercase()
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&& b[1].is_ascii_digit()
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&& b[2].is_ascii_digit()
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&& b[3].is_ascii_digit()
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{
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// Reject a longer alnum run (`e1234…`): the id is exactly letter+3 digits,
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// followed by end-of-string or a non-alphanumeric (`_`).
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if b.get(4).is_none_or(|c| !c.is_ascii_alphanumeric()) {
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return Some(&resource[..4]);
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}
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}
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None
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}
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/// Whether a resource is a base geometry part (not a LOD copy, destruction
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/// variant, or scene/logic node) that should be drawn in a whole-ship render.
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pub fn is_base_part(resource: &str) -> bool {
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if ship_id_of(resource).is_none() {
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return false;
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}
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// Level-of-detail copies of a base part: a trailing `_l`/`_m`/`_d` token,
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// optionally with a number (`_d01`, `_l02`).
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if let Some(last) = resource.rsplit('_').next() {
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let mut cs = last.chars();
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if matches!(cs.next(), Some('l' | 'm' | 'd')) && cs.all(|c| c.is_ascii_digit()) {
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return false;
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}
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}
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// Destruction / logic geometry.
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if resource.contains("break")
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|| resource.contains("dead")
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|| resource.contains("_joint")
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|| resource.contains("_open")
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|| resource.contains("_Near")
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{
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return false;
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}
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// Break-piece geometry carries a bare `b` / `bNN` token (`e106_brg_01_b_02`,
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// `e108_eng_01_b01`). `bdy` etc. are safe — only an exact `b`-then-digits token
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// counts.
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if resource.split('_').skip(1).any(|t| {
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t == "b" || (t.starts_with('b') && t.len() >= 2 && t[1..].bytes().all(|c| c.is_ascii_digit()))
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}) {
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return false;
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}
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true
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}
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/// Group every base part in an XPR2 container into whole ships, keyed by id.
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///
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/// Ships are returned sorted by id. A stage container also holds shared turret /
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/// prop models as their own ids — every group with at least one base part is
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/// returned; the caller can filter by [`ShipModel::parts`] length or faction.
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pub fn ships_in_container(bytes: &[u8]) -> Vec<ShipModel> {
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let names = xbg7_resource_names(bytes);
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let mut ids: Vec<String> = Vec::new();
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let mut ships: std::collections::HashMap<String, ShipModel> = std::collections::HashMap::new();
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for n in &names {
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if !is_base_part(n) {
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continue;
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}
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let id = ship_id_of(n).unwrap().to_string();
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let entry = ships.entry(id.clone()).or_insert_with(|| {
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ids.push(id.clone());
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ShipModel { id: id.clone(), faction: Faction::from_id(&id), parts: Vec::new() }
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});
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entry.parts.push(n.clone());
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}
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ids.sort();
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ids.into_iter().map(|id| ships.remove(&id).unwrap()).collect()
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}
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/// Map a composite scene-graph node name to the geometry resource it draws.
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/// Hull nodes are `rou_<id>_<part>[_root|_mov|_NN]`; the geometry resource is the
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/// `<id>_<part>` stem. Structural nodes (`rou_e106_front`, `…_root`) resolve to
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/// nothing and only pose their children.
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fn resolve_hull_resource(node: &str, resources: &HashSet<String>) -> Option<String> {
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let stem = node.rsplit_once("rou_").map(|(_, s)| s).unwrap_or(node);
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if resources.contains(stem) {
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return Some(stem.to_string());
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}
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for suf in ["_root", "_mov"] {
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if let Some(s) = stem.strip_suffix(suf) {
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if resources.contains(s) {
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return Some(s.to_string());
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}
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}
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}
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// Trailing `_NN` instance index (`eng_01_1` → `eng_01`).
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if let Some(pos) = stem.rfind('_') {
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if !stem[pos + 1..].is_empty() && stem[pos + 1..].bytes().all(|c| c.is_ascii_digit()) {
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let s = &stem[..pos];
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if resources.contains(s) {
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return Some(s.to_string());
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}
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}
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}
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None
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}
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/// The trailing digit run of a name (`GN_Bridge_01` → `01`, `sld_02` → `02`).
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fn trailing_index(name: &str) -> &str {
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let bytes = name.as_bytes();
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let mut start = bytes.len();
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while start > 0 && bytes[start - 1].is_ascii_digit() {
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start -= 1;
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}
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&name[start..]
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}
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/// Which stage-container resources are the composite scene graphs for ship `id`
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/// (`e_rou_e106`, `e_rou_e106_eng`, …). Excludes destruction (`_break`) scenes.
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fn composites_for<'a>(names: &'a [String], id: &str) -> Vec<&'a String> {
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let needle = format!("rou_{id}");
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names
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.iter()
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.filter(|n| {
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n.contains(&needle)
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&& ship_id_of(n).is_none()
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&& !n.contains("break")
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&& !n.contains("dead")
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})
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.collect()
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}
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/// Reconstruct a whole ship as a list of geometry-resource placements in a shared
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/// ship-local frame — the placement the game builds at runtime.
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///
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/// Two tiers, matching how the game splits a ship:
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/// 1. **Hull** — `rou_<id>_*` nodes in the composite scene graph name the hull
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/// body resources and carry their world transform (bridge-less structure that
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/// can't be destroyed piecemeal).
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/// 2. **External hardpoints** — `GN_*` frame nodes are the Vessel mounts; each
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/// unplaced bridge / shield-generator / engine part (`<id>_brg_*`, `_sld_*`,
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/// `_eng_*`) is placed at its matching frame (`GN_Bridge_*`, `GN_ShieldG_*`,
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/// `GN_Engine_*`) by category + index — the individually-destructible parts.
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///
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/// Returns an empty vec when the ship has no composite (caller can fall back to a
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/// raw draw). Turret placement (shared `e3NN`/`e4NN` gun models mounted at many
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/// `GN_*Gun*` frames) needs the per-mount Vessel recipe and is not yet resolved.
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pub fn assemble_ship(bytes: &[u8], id: &str) -> Vec<ScenePart> {
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let names = xbg7_resource_names(bytes);
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let resources: HashSet<String> = names.iter().cloned().collect();
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// The PRIMARY composite carries the real ship-space layout (hull bodies +
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// every `GN_*` hardpoint frame). Sibling composites (`e_rou_<id>_eng`,
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// `_wep_*`) are LOCAL detail rigs — their nodes are in their own frame, not
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// ship-space, so folding them in floats parts mid-ship. Pick the composite
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// with the most nodes; that is the assembled hull.
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let scenes: Vec<(String, Vec<ScenePart>)> = composites_for(&names, id)
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.into_iter()
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.map(|c| (c.clone(), scene_world_nodes(bytes, c)))
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.collect();
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let Some((_, nodes)) = scenes.iter().max_by_key(|(_, n)| n.len()) else {
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// No composite at all → raw fallback below.
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let mut placed = Vec::new();
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const ID: [[f32; 3]; 3] = [[1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]];
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for part in names.iter().filter(|n| is_base_part(n) && ship_id_of(n) == Some(id)) {
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placed.push(ScenePart { resource: part.clone(), m: ID, t: [0.0; 3] });
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}
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return placed;
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};
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let mut placed: Vec<ScenePart> = Vec::new();
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let mut placed_res: HashSet<String> = HashSet::new();
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// GN hardpoint frames, world-space, from the primary composite.
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let mut frames: Vec<ScenePart> = Vec::new();
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for node in nodes {
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if node.resource.starts_with("GN_") {
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frames.push(node.clone());
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} else if let Some(res) = resolve_hull_resource(&node.resource, &resources) {
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// Only the ship's own parts. A composite also mounts shared, cross-id
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// turret models (`e303_wep_*` on an `e106` hull); those need the
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// per-mount Vessel recipe and are placed separately.
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if ship_id_of(&res) != Some(id) {
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continue;
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}
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if placed_res.insert(res.clone()) {
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placed.push(ScenePart { resource: res, m: node.m, t: node.t });
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}
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}
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}
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// Place unplaced external parts at their Vessel hardpoint frame.
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const CATS: [(&str, &str); 3] = [("brg", "Bridge"), ("sld", "ShieldG"), ("eng", "Engine")];
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for part in names.iter().filter(|n| is_base_part(n) && ship_id_of(n) == Some(id)) {
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if placed_res.contains(part) {
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continue;
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}
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let rest = &part[(id.len() + 1).min(part.len())..]; // "brg_01"
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let mut toks = rest.split('_');
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let cat = toks.next().unwrap_or("");
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let idx = toks.next().unwrap_or("");
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let Some((_, gncat)) = CATS.iter().find(|(c, _)| *c == cat) else {
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continue;
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};
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if let Some(frame) =
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frames.iter().find(|f| f.resource.contains(gncat) && trailing_index(&f.resource) == idx)
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{
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placed.push(ScenePart { resource: part.clone(), m: frame.m, t: frame.t });
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placed_res.insert(part.clone());
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}
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}
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// Fallback for a ship with no composite scene graph (a simple prop): draw its
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// base parts untransformed rather than nothing.
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if placed.is_empty() {
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const ID: [[f32; 3]; 3] = [[1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]];
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for part in names.iter().filter(|n| is_base_part(n) && ship_id_of(n) == Some(id)) {
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placed.push(ScenePart { resource: part.clone(), m: ID, t: [0.0; 3] });
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}
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}
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placed
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn id_extraction() {
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assert_eq!(ship_id_of("e106_bdy_01"), Some("e106"));
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assert_eq!(ship_id_of("f105_sld_02_l"), Some("f105"));
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assert_eq!(ship_id_of("e_rou_e106"), None);
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assert_eq!(ship_id_of("_rou_e106_break"), None);
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assert_eq!(ship_id_of("Base"), None);
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}
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#[test]
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fn base_part_filter() {
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assert!(is_base_part("e106_bdy_01"));
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assert!(is_base_part("e106_brg_01"));
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assert!(is_base_part("f105_wep_02_01"));
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assert!(!is_base_part("e106_bdy_01_l")); // LOD
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assert!(!is_base_part("e106_bdy_01_m")); // LOD
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assert!(!is_base_part("e106_brg_01_b_02")); // break piece
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assert!(!is_base_part("_rou_e106_break")); // logic
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assert!(!is_base_part("e_rou_e106")); // scene node
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}
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#[test]
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fn faction_from_id() {
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assert_eq!(Faction::from_id("e106"), Faction::Adan);
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assert_eq!(Faction::from_id("f105"), Faction::Tcaf);
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assert_eq!(Faction::from_id("n050"), Faction::Neutral);
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assert_eq!(Faction::from_id("j004"), Faction::Other);
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}
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// Disc-gated: reconstruct the ADAN cruiser family from a real stage container.
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#[test]
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fn ships_from_real_stage() {
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let Ok(iso) = std::env::var("SYLPHEED_ISO") else {
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eprintln!("SYLPHEED_ISO unset — skipping");
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return;
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};
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let bytes = {
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use crate::xiso::open_iso;
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let rt = tokio::runtime::Builder::new_current_thread().build().unwrap();
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rt.block_on(async {
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let mut r = open_iso(std::path::Path::new(&iso)).await.unwrap();
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r.read_file("hidden/resource3d/Stage_S02.xpr").await.unwrap()
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})
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};
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let ships = ships_in_container(&bytes);
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assert!(!ships.is_empty(), "stage should hold ships");
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// The ADAN frigate e108 appears in S02 with hull + engine + weapon parts.
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let e108 = ships.iter().find(|s| s.id == "e108").expect("e108 present");
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assert_eq!(e108.faction, Faction::Adan);
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assert!(e108.parts.iter().any(|p| p.contains("_bdy_")));
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assert!(e108.parts.iter().all(|p| is_base_part(p)));
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}
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// Disc-gated: the scene graph must SPREAD a ship's parts, not stack them at
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// the origin. Reconstruct the ADAN frigate e106 and assert its bridge sits
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// clearly aft of its forward hull body (a real ship layout, not a pile).
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#[test]
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fn assemble_spreads_parts() {
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let Ok(iso) = std::env::var("SYLPHEED_ISO") else {
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eprintln!("SYLPHEED_ISO unset — skipping");
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return;
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};
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let bytes = {
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use crate::xiso::open_iso;
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let rt = tokio::runtime::Builder::new_current_thread().build().unwrap();
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rt.block_on(async {
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let mut r = open_iso(std::path::Path::new(&iso)).await.unwrap();
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r.read_file("hidden/resource3d/Stage_S02.xpr").await.unwrap()
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})
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};
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let placed = assemble_ship(&bytes, "e106");
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assert!(placed.len() >= 5, "e106 should place its hull + external parts");
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// The forward hull body and the bridge must land at distinct fore/aft Z.
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let z = |res: &str| placed.iter().find(|p| p.resource == res).map(|p| p.t[2]);
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let bdy = z("e106_bdy_01").expect("bdy_01 placed");
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let brg = z("e106_brg_01").expect("brg_01 placed at its GN_Bridge frame");
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assert!(
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(bdy - brg).abs() > 200.0,
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"bridge ({brg}) and forward body ({bdy}) must be far apart, not stacked"
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);
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}
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}
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