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:
Meta Vens 2026-09-19 18:31:46 +02:00
commit 29fcc3ee9e
4 changed files with 313 additions and 10 deletions

View file

@ -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)