Fire control Cut 6b: a shot's dice belong to the shot, and airburst resolves in the simulation

6.1 (Soul finding 6): Commit builds a local CultMath.Random from (Zone.CombatSeed,
shot.ShotId) instead of reading and writing the shared ItemManager.Random stream.
Zone exposes CombatSeed (the same expression that already seeds its own _random),
so a shot's outcome is a pure function of zone identity and shot id -- immune to
whatever else drew from the shared stream in between.

6.2 (Soul finding 5): airburst is wired into the simulation instead of back into
Projectile.cs. PendingShot gains BurstPosition/BurstRadius, frozen at Fire time
from PredictedIntercept and the weapon's authored WeaponItemData.AirburstRange
when WeaponModifiers carries Airburst. FireControl.Step resolves such a shot via
Splash instead of Apply, never both. Projectile.cs/ProjectileManager.cs drop the
dead AirburstDistance/AirburstRange fields and write-back.

Tests: FireControlCut6Tests.cs pins both rules (208 baseline + 5 new, all green).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-19 18:34:04 +02:00
commit 39ad4bfc80
6 changed files with 358 additions and 12 deletions

View file

@ -53,6 +53,12 @@ public class Zone
public GalaxyZone GalaxyZone { get; }
public Galaxy Galaxy { get; }
// Cut 6b (docs/fire-control-cut.md, 6.1, Soul finding 6): one zone, one stable identity -- a galaxy seed
// reproduces it, and nothing else in the zone (an NPC joining, a shop opening, a wormhole exit) can
// perturb it. FireControl.Commit builds its own local generator from this and the shot's own id instead
// of touching a shared stream.
public uint CombatSeed { get; }
public Zone(ItemManager itemManager, PlanetSettings settings, ZonePack pack, GalaxyZone galaxyZone, Galaxy galaxy)
{
_time = pack.Time;
@ -61,7 +67,8 @@ public class Zone
Pack = pack;
_itemManager = itemManager;
Settings = settings;
_random = new Random(galaxyZone?.Name.StableHash() ?? 1337u);
CombatSeed = galaxyZone?.Name.StableHash() ?? 1337u;
_random = new Random(CombatSeed);
var cache = itemManager.ItemData;
// Cut 5, 5.6 (docs/fire-control-cut.md, Soul finding 7; operator ruling Q3): death removes the ship,