soul
1f7b971966
Fire mode is one property of a weapon's data (Automatic): creation and the semi-auto floor read it, the floor holds guided, mine, launcher and charged kinds and consumables; a step's rounds apply in arrival order, ties by shot id
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:12:55 +02:00
soul
d3da985290
Fire mode is the design: Slug Rifle and Long Slug Rifle are AutoWeapons; tap and hold tests for both kinds at 15, 30 and 60 Hz; the semi-auto cooldown check
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:10:06 +02:00
soul
46912a20c8
A trigger is the weapon's own state: a tap fires one burst and a held trigger fires its cooldown's rounds at any tick; a step resolves its rounds in fire-time order; the idle-clamp test really idles
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InstantWeapon repeats while its trigger is down (Activate to Deactivate), not when it was pulled this step; AutoWeapon's override of that is gone. FireControl keeps the shot queue in fire-time order (ties by shot id) and Step walks it oldest first.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:43 +02:00
soul
99f5820565
SimRateTests: a zero cooldown ends its step
2026-10-23 06:09:41 +02:00
soul
2b09e87733
SimRateTests: rounds leave from the shooter's pose at their moment; a zero cooldown fires at the shortest cycle
2026-10-23 06:09:40 +02:00
soul
aeac4e2958
SimRateEquivalence: survivor hull and first kill are held to the 95% interval of their difference, as the win rate is
2026-10-23 06:09:39 +02:00
soul
b679a38edc
Two-AI digest repinned once for rounds-per-step; the step-cost test measures a round's birth with the shot queue grown
2026-10-23 06:09:36 +02:00
soul
b1380204a3
SimRateTests: split the step cost into a round's birth and its resolution
2026-10-23 06:09:34 +02:00
soul
d038ee393a
SimRateTests: the fixture gun's round costs what the fixture reactor can pay at 0.01 s
2026-10-23 06:09:32 +02:00
soul
a1519c9b2b
diag (temporary)
2026-10-23 06:09:31 +02:00
soul
c00be8b35c
SimRateTests: probe the fast-gun capacitor on failure
2026-10-23 06:09:30 +02:00
soul
1870e23bfd
Rounds per step: a gun's capacitor holds a step's inflow so every round of the step is paid; the mine-laying test's cooldown no longer pins the one-lay-per-step cap
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:28 +02:00
soul
3b466f8c9b
SimRateTests: step-cost test compiles
2026-10-23 06:09:25 +02:00
soul
95b7aeb7a2
Rounds per step: a held gun fires every round its cooldown allows in a step, each born at its own moment inside it; the shortest-timer pin is gone
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:22 +02:00
soul
5adaef4697
Two-AI digest repinned once at the game step (step-exact rules, 30 Hz); shortest-timer test pins the four guns authored below two steps
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:20 +02:00
soul
48ba0a6204
SimRateTests: idle banking, magazine cadence, glowing passive target; equivalence and shortest-timer tests; ping-arm trace repinned for the exact decay
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:18 +02:00
soul
549437536a
Cooldowns shorter than a step end in it; tests that pinned the old tick-quantised cadence and Euler decay follow the exact rules
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:17 +02:00
soul
b9e0e5b5eb
SimRateTests: whole-step counts by MathF.Round
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:15 +02:00
soul
f0362025d9
Step-exact rules: timers keep their overshoot, passive sensing decays exactly (group B, 60 Hz, digest not repinned)
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:14 +02:00
soul
e2f0fc9dc4
SimClock owns the game tick: TickRate, GameStep, ForGame(); the 60 default and ActionGameManager's literal step are gone
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:12 +02:00