Commit graph Aetheria/tests/Aetheria.Shared.Tests/FireControlCut8Tests.cs
Author SHA1 Message Date
soul
cc0c164574 determinism-ledger: every ItemManager states its seed; scatter on the zone's dice
- ItemManager(uint seed, ...) refuses seed 0 and seeds Random from it.
- RunStart.ItemSeed(galaxy, step) is public (formula unchanged), refuses a
  zero result; named steps ArenaStep, StageStep, ContinueStep and NoRunSeed.
- Continue seeds the item stream from the saved run's seed (ContinueStep);
  a scene with no galaxy uses NoRunSeed.
- Zone's unpack scatter draws SimulationDice.For(CombatSeed, ScatterStream,
  1-based pack ordinal), never the item stream.
- Loadout's scratch manager and AetherDb's catalog command take fixed seeds;
  every test and Editor construction gains 1u (mechanical rewrite).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 19:01:41 +02:00
Meta Vens
d23038f53c Assembly is the maker's: re-land of h1 on 0f5def17 (net diff of ae300c6a..5187a59d)
Applies the net diff of eureka/aetheria-release-assembly-from-maker (5187a59d) without its catalog blob and RunStartTests residue, git apply -3, overlaps resolved on master's side. 066fb581's message ('git log --oneline -1') was a heredoc slip; the old branch stays as it is. Drops the Rarity = fixture member from the tests master added since ae300c6a. Faction keys 19-20 here are h1's; the next commit reshapes them to one Assembly at 19.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 18:55:16 +02:00
Meta Vens
3098ff69a5 Layout-aim tests: lookalike-hull lie, asymmetric two-mount Wing hull, Entity assertions without formatting, docked stance through IsHostileTo
UnderALookalikeLieNoGearIsLocated: claimed and true hulls of one type and size with a reactor mount of equal type, position and shape. AMountAimReadsThePositionAxesInOrder and TwoMountsOfOneTypeAreTwoRows use a Wing hull off the diagonal with two Sensors mounts. Assert.Same and DoesNotContain over Entities become ReferenceEquals asserts. The docked-stance test reads IsHostileTo on a hostile-by-default subject instead of _iffOverrides. Test-only; no production change. Not yet built.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 01:39:37 +02:00
Meta Vens
5e0ec92509 Damage falloff: effective range and damage at max range replace DamageCurve
WeaponData.RangeFactor is the one function of damage over range: 0 outside
[MinRange, Range], 1 up to EffectiveRange, one lerp to DamageAtMaxRange.
DamageCurve (key 7, retired) and its formula parameters, CurveField's
BezierCurve path, and every fixture curve line are deleted. Fire freezes
damage times the factor at BurstReach; the AI's DPS reads, Combat's optimum
sampling and the properties panel chart read the same function. AetherDb
gains range-falloff (command only; the catalog is re-saved in a later commit).
Cut and wiring land in one commit rather than two; this commit has not been
built yet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 02:16:04 +02:00
Meta Vens
fbe05c7992 Merge cuts loot-1-present and loot-2 (Soul verdicts cut-loot-1-present.s1, cut-loot-2.s2)
Conflicts: Behaviors.cs keeps Union(48, PickupData) and Union(49, LaunchSuppressorData);
Zone.cs keeps the departure record on _entities with master's Visibility (emissions-heard);
ContactRevealTests.cs keeps master's removal of the emission-departure test.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 08:27:47 +02:00
Meta Vens
eebf6f375a Visibility 5: an item can be aimed at when the observer's book holds it and it is still fitted and whole
IsRevealed is now the observer's book (Entity.HasReveal) plus the live filter
(still on its ship, not IsDestroyed). The tier ladder and
GameplaySettings.TargetArmorInfoThreshold are deleted, with the 19 fixture
initializers and the Settings.asset line. Fixtures that aim at an item record
its reveal through RecordReveal; Aetheria.Shared exposes internals to
Aetheria.Shared.Tests for that. Unbuilt and untested at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 04:15:35 +02:00
Meta Vens
2565e2c5d7 Retire the test that mirrored Unity's loot handler; route FireControlCut8Tests joins through Admit
Builds: with fa911f2d this is the tests project at the head of the Zone encapsulation; fa911f2d alone does not build
(FireControlCut8Tests still called the removed Entities.Add).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:17:26 +02:00
Meta Vens
0b721d691f Tests: the VerseGrammar global replaces TestCatalogGlobal as the catalog global fixtures author
TestCatalogGlobal existed only to give the test host one [CultGlobal] routed to the catalog. VerseGrammar is the
game's first, so the test-only type is deleted and every fixture authors a VerseGrammar instead (63 call sites; the
missing-global tests assert on aetheria.verse_grammar). Stale comments about the test type are rewritten.
Builds (not yet run when committed).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 07:18:00 +02:00
Meta Vens
c86423936e Helm split, simulation: Ship.Turn is the only facing command; LookDirection becomes Aim
Ship.Update reads Turn and feeds the rotation thrusters and aether drives; it no longer reads the
look direction or snaps Direction toward it. Steering.Toward is the one law from heading to demand
(a heading astern now turns at full demand). HelmInput owns the face-the-aim state. Accelerate,
Combat and MoveTo write Turn through Steering.Toward. Entity.LookDirection is renamed Aim in the
simulation, the Unity readers and the tests. Unity player input follows in the next commit.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 12:33:20 +02:00
Meta Vens
15723f4037 Mining Cut 3: a chunk is a target, detected by reflected light
- Entity.Target is one slot of TargetRef, read-only from outside
  (IReadOnlyReactiveProperty); Entity.SetTarget is its one writer. A chunk is
  taken only while the entity can see it, so a rock in darkness cannot be
  picked. Every handler, agent, turret and test writes through SetTarget.
- Entity.ChunkInfo (Q14 A): the value the per-tick sensor rule settles at,
  computed on demand through Sensor.PassiveRate/Sensor.Gain -- sum of the
  active sensors' passive rates over (sensors x TargetInfoDecay), capped at 1.
  Stored nowhere; no per-tick loop over chunks. ChunkVisible is the detection
  threshold through the chunk path.
- The lost-track rule reads through the chunk path: Activate's reconciliation
  and a per-tick check of the one slot drop a chunk target that has gone dark.
- Entity.VisibleChunksInReach (Q13 A): visible chunks within the longest range
  among active weapons -- the one reach rule for cycling and programmatic picks.
- Entity-only readers take .Entity: TargetedBy/TargetedByCount, target items,
  the stance gate (a chunk has no stance), lock (Q12 A: never on a chunk),
  turrets, Combat, Minion, FireControl (a chunk fires untargeted until Cut 4).
  TargetRange and the arc gate read a chunk's planar position.
- ActionGameManager: the reticle and next/previous offer visible ships and
  visible chunks in reach; nearest stays enemies-only; the target panel,
  indicator and fire-control debug take TargetRef. EntityInstance reads .Entity.
- MiningCut3Tests pin parity, darkness, monotone brightness, wear and break,
  reach, the chunk query, target survival and loss, TargetRef equality, lock,
  and field-kind assignment at generation and first load.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:56:39 +02:00
Meta Vens
24b4071b69 Arming distance: no round bursts nearer than its blast radius past the shooter's hull
Operator ruling 2026-09-30. A fused round's burst is at least BlastRadius
beyond the far edge of the shooter's own hull, measured along the flight line
against the hull as it stood at fire (HullAhead's exit). A close burst -- a
target inside that distance, in or out of arc -- is pushed out along the aim
and carries no target; a contact round is floored to it too.

- The F3 trigger gate is deleted. Fire refuses a round (returns 0) whose
  arming distance exceeds Range, per round, where Range is read after Execute
  refreshed it; InstantWeapon and ConstantWeapon skip a refused round.
- PFire's range, Inspect's range and the range clamp are planar (R7).
- HullEntryDistance becomes HullAhead (entry and exit); the max(...,0) clamp
  on entry is gone, the arming floor covers it.
- ShotOutcome.HasBurstPoint names the rounds that have a frozen burst point.
- SafeAssert: the tests no longer hand xunit an Entity, PendingShot or
  ShotOutcome to format; a failing assertion had been overflowing the test
  host's stack.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 17:05:14 +02:00
Meta Vens
8a87dec90f Cut 8: a removed entity is a dead entity, and re-anchor the stranded mutations
The operator's play smoke crashed in LockWeapon reaching EntityInfoGathered
through a raw indexer as a ship vanished. Cut 5.6 moved death removal into the
simulation and did half the transition: Zone.Entities.Remove with no Deactivate,
where TryDock has always paired the two. The dead ship kept live subscriptions
and stale references while every survivor dropped it, and because Zone.Update
iterates Entities.ToArray() it received one more Update after the world had
forgotten it. Entity.Update never consulted _active; the flag existed and
nothing asked it.

Death now removes and deactivates in one transition, and a deactivated entity
does not update. Deliberately NOT a TryGetValue in LockWeapon: that silences one
call site and leaves every other behaviour running on a corpse.

Also re-anchors the seven mutations stranded by the diagnostics refactor
(72c0109c), which routed HitProbability through Inspect and rewrote the lines
four harnesses pin -- two of them no-op controls, so those harnesses were
defending nothing. The rules are unchanged; only the text moved. Anchors stay
strict: loudly stale is what surfaced this within one run.

The heat spike, motionless ships and shots that registered no hits remain
UNEXPLAINED and open. See the map's 8.3 -- unreproducible since the diagnostics
changed timing, so recorded with the unclamped dt as the place to probe rather
than patched speculatively.

226 tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 00:50:57 +02:00