Smoke Test Hull: 2x2 side mounts on a two-cell margin; test classes read sold hulls only
The 1x1 Ballistic side mount tripped IsFilledByAgreesWithACellOracle (Shape.FitsWithin never places a design whose only cell is not its origin, so Takes and the oracle disagree on a 1x1 hardpoint); the side mounts are 2x2 now, which needs two columns of margin on each side, so every Longinus cell and hardpoint moves right by two. The two catalog-wide tests that listed every hull now list sold hulls. This commit does not pass the suite: GameData/Aetheria.cc still holds the previous hull until the next commit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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8 changed files with 68 additions and 57 deletions
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@ -24,22 +24,22 @@ public sealed class Arcs : Scenario
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public override void Stage(ScenarioStage stage)
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{
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var fighter = stage.Fit("Smoke Test Hull",
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("Cockpit 2x2", int2(2, 6), None),
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("Large Drive", int2(1, 0), Reversed),
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("Cockpit 2x2", int2(4, 6), None),
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("Large Drive", int2(3, 0), Reversed),
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("Talaria", int2(2, 14), CounterClockwise),
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("Talaria", int2(3, 14), Clockwise),
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("Core Power", int2(2, 4), None),
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("GT 3K", int2(0, 5), None),
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("GT 3K", int2(5, 5), None),
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("FastBlast+-", int2(1, 8), None),
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("FastBlast+-", int2(4, 8), None),
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("Iapyx", int2(2, 2), CounterClockwise),
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("Iapyx", int2(3, 2), Clockwise),
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("not if i see you first", int2(3, 10), None),
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("Fire Control Array", int2(1, 6), Clockwise),
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("Point Defense Gun", int2(5, 4), Clockwise),
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("Point Defense Laser", int2(0, 4), CounterClockwise));
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("Large Drive", int2(5, 0), Reversed),
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("Talaria", int2(4, 14), CounterClockwise),
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("Talaria", int2(5, 14), Clockwise),
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("Core Power", int2(4, 4), None),
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("GT 3K", int2(2, 5), None),
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("GT 3K", int2(7, 5), None),
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("FastBlast+-", int2(3, 8), None),
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("FastBlast+-", int2(6, 8), None),
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("Iapyx", int2(4, 2), CounterClockwise),
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("Iapyx", int2(5, 2), Clockwise),
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("not if i see you first", int2(5, 10), None),
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("Fire Control Array", int2(3, 6), Clockwise),
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("Autocannon", int2(8, 4), Clockwise),
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("ChargeBlast SG", int2(0, 4), CounterClockwise));
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var turret = stage.Fit("Turret",
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("ClearPath", int2(1, 2), None),
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("ClearPath", int2(5, 2), None),
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@ -18,19 +18,19 @@ public sealed class WeaponFeel : Scenario
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public override void Stage(ScenarioStage stage)
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{
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var shooter = stage.Fit("Smoke Test Hull",
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("Cockpit 2x2", int2(2, 6), None),
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("Large Drive", int2(1, 0), Reversed),
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("Cockpit 2x2", int2(4, 6), None),
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("Large Drive", int2(3, 0), Reversed),
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("Talaria", int2(2, 14), CounterClockwise),
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("Talaria", int2(3, 14), Clockwise),
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("Core Power", int2(2, 4), None),
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("ChargeBlast SG", int2(1, 17), None),
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("Autocannon", int2(3, 17), None),
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("FastBlast+-", int2(1, 8), None),
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("Iapyx", int2(2, 2), CounterClockwise),
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("Iapyx", int2(3, 2), Clockwise),
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("not if i see you first", int2(3, 10), None),
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("Fire Control Array", int2(1, 6), Clockwise));
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("Large Drive", int2(5, 0), Reversed),
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("Talaria", int2(4, 14), CounterClockwise),
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("Talaria", int2(5, 14), Clockwise),
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("Core Power", int2(4, 4), None),
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("ChargeBlast SG", int2(3, 17), None),
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("Autocannon", int2(5, 17), None),
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("FastBlast+-", int2(3, 8), None),
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("Iapyx", int2(4, 2), CounterClockwise),
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("Iapyx", int2(5, 2), Clockwise),
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("not if i see you first", int2(5, 10), None),
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("Fire Control Array", int2(3, 6), Clockwise));
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stage.Player(shooter, float2(0, 0), facing: float2(0, 1));
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stage.Place(stage.Bare("Longinus"), Target);
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