Fire control Cut 6c.1/6c.2: Resolution becomes reciprocal, targeting degrades instead of throwing
6c.1 (operator ruling 2026-09-19): Resolution stays a benefit -- higher is better -- so HitProbability derives its sensor ceiling as the reciprocal of Resolution instead of reading Resolution as the ceiling directly. The authored 1-cell/2-cell targeting systems' Resolution values move to the new scale in the next (data) commit. 6c.2: LoadoutGenerator.FillInterior no longer throws InvalidLoadoutException when no targeting-system product is available to a galaxy -- it degrades to no targeting system and logs the gap, safe only because Cut 5.1 already gave unaided fire a floor (GameplaySettings.UnaidedTracking). Adds FireControlCut6cTests.cs pinning both: HigherResolutionYieldsHigherOrEqualHitProbability (dies if Resolution is read as the ceiling directly) and NoSellerDegradesToUnaidedInsteadOfThrowing (dies if the throw is restored). dotnet test tests/Aetheria.Shared.Tests: 210 passed, 0 failed. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
parent
063804801f
commit
29fcc3ee9e
4 changed files with 313 additions and 10 deletions
|
|
@ -22,7 +22,10 @@ public class TargetingSystemData : BehaviorData
|
|||
|
||||
// The info level (see Entity.EntityInfoGathered) at which sensor state stops limiting hits. Below the
|
||||
// system's own resolution, an otherwise-earned hit still degrades on account of thin sensor data;
|
||||
// consumed by Cut 3's roll.
|
||||
// consumed by Cut 3's roll. Higher is better, same as every other stat here: Cut 6c.1 (operator ruling
|
||||
// 2026-09-19) has FireControl.HitProbability take Resolution's reciprocal to derive the actual info
|
||||
// ceiling (ceiling = detection + (1 - detection) / Resolution), so authoring a bigger number buys a lower
|
||||
// ceiling -- less info needed -- rather than the field's own value being read as the ceiling directly.
|
||||
[Inspectable, JsonProperty("resolution"), Key(2), RuntimeInspectable]
|
||||
public PerformanceStat Resolution = new PerformanceStat();
|
||||
|
||||
|
|
|
|||
|
|
@ -147,7 +147,15 @@ public static class FireControl
|
|||
|
||||
var settings = source.ItemManager.GameplaySettings;
|
||||
var info = source.EntityInfoGathered.TryGetValue(target, out var gathered) ? gathered : 0f;
|
||||
var pSensor = saturate(unlerp(settings.TargetDetectionInfoThreshold, Resolution(source), info));
|
||||
// Cut 6c, 6c.1 (operator ruling 2026-09-19): Resolution stays a benefit -- higher is better -- so the
|
||||
// formula takes its reciprocal to derive the actual info ceiling instead of reading Resolution as
|
||||
// that ceiling directly. Resolution 1 (the unaided fallback above) yields a ceiling of 1: needs
|
||||
// complete information, the floor by construction. A higher Resolution pulls the ceiling down toward
|
||||
// the detection threshold, needing less info before sensor state stops limiting hits. The max guards
|
||||
// a zero or negative authored Resolution; no authored value should ever reach it.
|
||||
var demandCeiling = settings.TargetDetectionInfoThreshold +
|
||||
(1f - settings.TargetDetectionInfoThreshold) / max(Resolution(source), 1e-3f);
|
||||
var pSensor = saturate(unlerp(settings.TargetDetectionInfoThreshold, demandCeiling, info));
|
||||
|
||||
float pSpread;
|
||||
if (weapon.Spread > 0)
|
||||
|
|
|
|||
|
|
@ -263,20 +263,35 @@ public class LoadoutGenerator
|
|||
// fire is a last resort, not an alternative loadout choice. EquipHardpoints runs before FillInterior
|
||||
// (OutfitEntity), so entity.Weapons is already populated here. Zenith and anything else with no
|
||||
// weapon hardpoints gets none.
|
||||
//
|
||||
// Cut 6c, 6c.2: this used to be `required: true` and throw InvalidLoadoutException when no seller was
|
||||
// available -- a galaxy that happened not to draw a targeting design's manufacturer failed entity
|
||||
// generation outright, a single point of failure the ten-seed smoke never sampled. It degrades instead:
|
||||
// required: false, so RandomProducts' own manufacturer-widening fallback never fires and an unmet
|
||||
// requirement returns null quietly rather than searching outside the galaxy for one. An entity that
|
||||
// ends up with no targeting system fires through FireControl's unaided fallback
|
||||
// (GameplaySettings.UnaidedTracking, Cut 5.1) rather than not firing at all -- that floor is what makes
|
||||
// this degrade safe. The gap is logged so it surfaces as content debt (AetherDb loadout reports it per
|
||||
// seed) instead of vanishing silently.
|
||||
if (entity.Weapons.Any())
|
||||
{
|
||||
emptyShape = entity.UnoccupiedSpace;
|
||||
|
||||
var (targetingProduct, targetingData) = RandomProduct<GearData>(2, item =>
|
||||
item.Behaviors.Any(b => b is TargetingSystemData) &&
|
||||
item.Shape.FitsWithin(emptyShape, out _, out _), required: true);
|
||||
if (targetingData == null) throw new InvalidLoadoutException("No compatible targeting system found for entity!");
|
||||
|
||||
targetingData.Shape.FitsWithin(emptyShape, out var targetingRotation, out var targetingPosition);
|
||||
var targetingSystem = ItemManager.CreateInstance(targetingProduct) as EquippableItem;
|
||||
targetingSystem.Rotation = targetingRotation;
|
||||
if (!entity.TryEquip(targetingSystem, targetingPosition))
|
||||
throw new InvalidLoadoutException("Failed to equip selected targeting system!");
|
||||
item.Shape.FitsWithin(emptyShape, out _, out _));
|
||||
if (targetingData == null)
|
||||
{
|
||||
ItemManager.Log("No targeting system available for armed entity; it will fire unaided.");
|
||||
}
|
||||
else
|
||||
{
|
||||
targetingData.Shape.FitsWithin(emptyShape, out var targetingRotation, out var targetingPosition);
|
||||
var targetingSystem = ItemManager.CreateInstance(targetingProduct) as EquippableItem;
|
||||
targetingSystem.Rotation = targetingRotation;
|
||||
if (!entity.TryEquip(targetingSystem, targetingPosition))
|
||||
throw new InvalidLoadoutException("Failed to equip selected targeting system!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Reference in a new issue