Pin the mount aim's resolved reads, the record's isolation and its Deactivate clear; delete two dead guards

Forecast and Fire drop a mount aim whose gate closed (destroyed, unidentified); a record for one Bay never hides another's mount; Deactivate clears the record. Deleted: the located-or-booked guard in RecordSeenDestroyed and the Entity == subject check in ResolvedAim (the record is read only for layout mounts; a Target change already clears the slot). Comments name AimedAt. Not built or run yet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-15 07:14:35 +02:00
commit a54e2f53df
5 changed files with 81 additions and 9 deletions

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@ -321,8 +321,8 @@ public static class FireControl
// GetBehavior<TargetingSystem> calls (Accuracy, Resolution via PSensor, Precision), at ~40 B each -- each
// one walks Entity.Equipment, a ReactiveCollection<T> whose enumerator is heap-allocated per foreach. It is
// NOT `Behaviors` (the earlier wording here was wrong): EquippedItem.Behaviors is a plain array, allocates
// nothing to enumerate. With an item aimed at, ResolveAimPoint -> CellsOf also allocates (a List, then
// ToArray) -- about 944 B per HitProbability, on top of the three GetBehavior calls. None of this is
// nothing to enumerate. With an item or a mount aimed at, ResolveAimPoint also allocates: CellsOf (a List, then
// ToArray) about 944 B per HitProbability, measured; MountCells (a LINQ Select, then ToArray) not measured. Both are on top of the three GetBehavior calls. None of this is
// Silhouette's or this pooling's cost; it predates Cut 12.2 and belongs to Entity's own collection choice
// and to CellsOf, out of this cut's scope. Cut 10's own guard is what actually matters
// operationally: HitProbability and CommitProbability both bail before Forecast is ever called for the