A gun worn to half its range falls under the fuse's arming distance and FireControl refuses it, so the fixture never fired. At 95% the gun fires and its live range (38) still differs from its rated 40.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The previous commit ticked before firing and the gun never lit; the wear is attached, the gun fires, then the live range is asserted.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Enemy and own schematic rows, and the rebuild key's Item half, are pinned by fixtures whose live range differs from the rated range and whose guns share a claimed design.
- Entity.Claim refuses a hull class on a non-hull item as it refuses a non-hull class on the hull.
- ChargedWeapon live reads (DamagePerSecond, RangeDamagePerSecond) start from the uncharged damage so the charge multiplier is applied once and a nominal weapon reads its rated figure at every charge.
- RevealedWeapons orders reveals of gear the subject no longer carries after all fitted gear, then by lot.
Builds and tests unverified at this commit; verification follows.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Entity.SchematicRows(subject) owns which weapon rows a schematic shows, each row's item and
claimed design, and its range (own ship: live; any other: the claimed design's rated range).
SchematicDisplay renders SchematicRow and decides nothing. Headless tests cover default-to-truth,
a weapon claimed as another weapon, a weapon claimed as a non-weapon, own rows, and the rebuild key.
Builds on the Shared side not yet verified at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- Entity: delete _hullClaim; the hull's claim is the EquippedHull entry of _itemClaims, so ClaimOf(EquippedHull)
and ClaimedHull read one slot (hull-claim-split). Claim(HullData) writes it; a non-hull claim of the hull throws.
- RevealedWeapons orders by the subject's equipment order, not dictionary slot order (tie-order-unpinned).
- InstantWeaponData.PerRound is the one burst divisor for UpdateStats and the rated read (burst-divisor-twice).
- Tests: falling-curve, Range-span, MinRange>0 fixtures and a charged weapon in the rated tests (rated-figure-range-blind);
Combat ranks claims at the target's distance, ignores a worn target gun's live figure (live-state-unpinned),
and takes ties in equipment order.
Not yet run; may not build.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Signature, ActiveEmission and Reveal carry Claimed (the class the ship's EW claims for the item, the true item's data by default); Entity gains the claim slots and one write port; Contact gains Profile, derived from the ship's claimed hull once Identified; Entity.RevealedWeapons is the one classifying read for weapons. Combat and the enemy schematic read it; their reads of the target's live gear are cut. Weapons rate by their claimed design (ew-claim-weapon-measure-ruled, rated-design): WeaponData.RatedRangeDamagePerSecond runs the same per-kind formula as the live weapon. Aim, damage and physics keep the truth.
Not yet compiled or run at this commit; the Unity-only SchematicDisplay is unverified.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>