From 7e7c08bc73e27d47c915b2b3289328d38ef0e008 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Wed, 30 Sep 2026 13:59:43 +0200 Subject: [PATCH] Scenarios Cut 1: pin that admission activates An admitted entity that was never activated tracks no hostility, so targeting and grudges never see the stance. The stance test now also reads each side's live EntityHostility, which only activation populates; dropping Activate from Zone.Admit survived the suite before this. Co-Authored-By: Claude Opus 5.5 --- tests/Aetheria.Shared.Tests/RunStartTests.cs | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/tests/Aetheria.Shared.Tests/RunStartTests.cs b/tests/Aetheria.Shared.Tests/RunStartTests.cs index 426b4654e..31030a7e8 100644 --- a/tests/Aetheria.Shared.Tests/RunStartTests.cs +++ b/tests/Aetheria.Shared.Tests/RunStartTests.cs @@ -235,6 +235,12 @@ public sealed class RunStartTests : IDisposable Assert.True(hostile.IsHostileTo(player)); Assert.False(player.IsHostileTo(neutral)); Assert.False(neutral.IsHostileTo(player)); + + // Admission activates: the live hostility each side tracks (what targeting and grudges read) agrees. + Assert.True(player.EntityHostility[hostile]); + Assert.True(hostile.EntityHostility[player]); + Assert.False(player.EntityHostility[neutral]); + Assert.False(neutral.EntityHostility[player]); } // Ambient: false keeps the stations and drops every generated ship and turret; ambient, and a plain New Game, keep