R2: the shield is an interceptor. ShieldInterceptor implements IAbsorbPresenter
and converts each AbsorbEvent into a pose (intercept point projected onto the
ShieldEnvelope, normal from SurfaceNormal, size from the item's PanelRadius)
and a strike, deciding nothing else. It reuses Assets/Scripts/Prototype.cs
rather than writing a second pool.
Reuse: a second hit landing within PanelRadius*ReuseFraction of a live panel
strikes that panel (Hit only, no ResetSim) instead of spawning a new one --
this is what makes ShieldSim.compute's temper erosion observable across
multiple hits.
Pool exhaustion: when MaxLivePanels is already live, the oldest live panel
(by spawn order) is recycled in place -- reposed and re-armed for the new
intercept point -- rather than dropping the strike or growing past the
§2.3 frame budget.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>