From b3d1e92904ecf13a0cf340e8afadde20dba4e2e1 Mon Sep 17 00:00:00 2001 From: Meta Vens Date: Thu, 8 Oct 2026 18:52:43 +0200 Subject: [PATCH] FlightTests: the patrolling fixture starts far from its circuit point At distance 0 MoveToOrbit hands back to patrol every tick and the patrol state's unconditional transition wins over the combat interrupt, so no combat transition was ever reachable in the fixture. Co-Authored-By: Claude Opus 5.5 --- tests/Aetheria.Shared.Tests/FlightTests.cs | 2 ++ 1 file changed, 2 insertions(+) diff --git a/tests/Aetheria.Shared.Tests/FlightTests.cs b/tests/Aetheria.Shared.Tests/FlightTests.cs index 40fa9fe3f..db9d9dc15 100644 --- a/tests/Aetheria.Shared.Tests/FlightTests.cs +++ b/tests/Aetheria.Shared.Tests/FlightTests.cs @@ -551,6 +551,8 @@ public sealed class FlightTests : IDisposable private Minion PatrollingMinion(Ship ship) { + // Far from the (unresolved) circuit point, so MoveToOrbit does not hand back to patrol on arrival every tick. + ship.Position = new float3(500, 0, 0); var minion = new Minion(ship, FactionDoctrine.Default(_items.GameplaySettings).Combatant) { Task = new PatrolOrbitsTask { Circuit = new CultRecordKey[1] } }; for (var i = 0; i < 4; i++) minion.Update(.1f);