Commit graph

2,405 commits

Author SHA1 Message Date
Meta Vens
3d17ba035b Mining Cut 3: the parked ResourceScanner stops evaluating stats nothing reads
Chunks are detected by reflected light (Cut 3), not by a scanner. The
behavior's per-tick Update of Range, MinimumDensity and ScanDuration had no
reader anywhere; it goes, with the three properties and the interface.
ResourceScannerData stays authored.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:57:04 +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
d76756fd68 Mining Cut 3: field kinds, chunk visibility, the chunk query, and TargetRef
- FieldKindData, a catalog document (Q11): a kind's reflectivity per schematic
  cell and its generation weight. AetheriaStores routes it to the catalog.
- AsteroidBeltData.Kind, key 10 (Q16 B). FieldKinds.Assign is the one pick (a
  weighted choice by a stable hash of the belt's key); FieldKinds.Ensure gives
  a kindless belt its kind and saves it. ZoneGenerator calls it at generation
  and Zone calls it on first load, so an old belt is assigned once by the same
  rule and keeps its kind after later catalog edits.
- Zone.ChunkVisibility: Reflector's rule for a chunk -- kind cross-section x
  area in schematic cells x the light on it. Stored nowhere; a worn chunk dims,
  a broken one or a kindless belt's is dark.
- Zone.ChunksNear: the one chunk query, skipping belts whose annulus cannot
  reach. AsteroidBelt gains InnerRadius for that skip.
- TargetRef: an entity, a chunk, or none, with value equality and no ==.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:56:24 +02:00
Meta Vens
a1d27cfc04 Mining Cut 3: extract the detection gain rule into Sensor.Gain
Sensor.Execute's ping and passive gain arithmetic moves, term for term and in
the same multiplication order, into one static function, Sensor.Gain. The
entity loop calls it; Sensor.PassiveRate calls it for the on-demand chunk
query that follows. SensorGainExtractionChangesNothing holds the recorded
EntityInfoGathered trace bit for bit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:56:13 +02:00
Meta Vens
cb4a1dbd8a Mining Cut 3: record the per-tick detection trace before Sensor.Gain is extracted
SensorGainExtractionChangesNothing drives a fixed scene (two reflecting ships at
different ranges and bearings, a ping part way through) and pins the observer's
EntityInfoGathered trace, bit for bit, by hash. The golden value is recorded
against the pre-extraction Sensor.Execute.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:55:29 +02:00
Meta Vens
39cec96a1e Mining maps: Q14 A and Q16 B are operator rulings; Cut 3 unblocked
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:14:55 +02:00
Meta Vens
eb1401c20d Mining M0: correct the map against the v2 refresh
Applies corrections 1-11 of the refresh's A.1 to docs/mining-cut.md: the status
header records the 2026-09-30 rulings, Q14 and Q16 stay open (they block Cut 3),
and M-Soul content is unknown (the mutation sweep at 22fb4021 stands in). Cuts 3
and 4 are replaced with the refresh's versions; Cut 6 is deleted with a history
pointer (Q9 = C); the scanner-as-chunk-sensor plan and the fallback range tunable
are struck; Q2's detection paragraph is replaced with the operator's 2026-09-30
correction; the FireControl target table is marked history at 8bd25f6f.

The refresh's Cut 5 and Cut 7 texts are not folded in; the header says so.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-09-30 02:19:11 +02:00
Meta Vens
fc90e93618 Merge master (fire control) into codex/mining
Conflict in Zone.cs: kept master's TryGetShot, kept Cut 1's deletion of the BeltUpdates field.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-09-30 02:12:50 +02:00
Meta Vens
65c6349537 Map the scenario cut: authored arenas launched from the main menu
Imagination pass 1 against dcd7bbc5, designed from the operator's own
words (quoted in the map). Cuts 0-4; four operator questions open
(Q1 arena in a real run, Q2 who records results, Q3 test-only designs,
Q4 which ad hoc affordances retire).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 02:11:09 +02:00
Meta Vens
dcd7bbc5f6 Merge fire control (codex/fire-control-12) into master
Fire-control batches 1-8 with Soul passes, verified headless (Aetheria
Shared tests). Play smoke 2026-09-30: compile clean, steps 3-6 played
(pass/partial), steps 7-20 and fire-control checks A-F unplayed. The
operator preferred to merge now; Self ruled merge, with the unplayed
checks carried as open behaviours to verify through authored main-menu
scenarios (new Eureka cut). Report: docs/merge-to-master-checklist.md
section 8.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 01:32:19 +02:00
Meta Vens
d3075eb06d Record the play smoke stop, operator direction and stale checklist expectations
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 01:15:06 +02:00
Meta Vens
f935c29b4b Fix console text input and route give through ship commissioning
- ConsoleView appended the control characters text input delivers (\b, \r),
  so Backspace inserted a glyph and Enter's \r got every command refused
  since d503f076 made the parser refuse instead of strip. Control characters
  are no longer text; Backspace deletes like Delete.
- give reports an unknown name or a full cargo bay. A ship hull is refused
  unless docked, and when docked is commissioned through
  ActionGameManager.CommissionShip, the primitive TradeMenu.Buy now uses: a
  bare player ship moored at the docked entity, no docking bay. Non-ship
  hulls are refused.
- Record play smoke results for steps 3-6 and the docking bay finding.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 01:04:11 +02:00
Meta Vens
c6430c93e4 Make AetherDb the agent's data tool in project doctrine
Missing catalog or save capabilities are added to AetherDb as commands,
not written as scratch projects, loose scripts or byte readers. Records
the serializer options and the CultLib pin gate an agent hits on first use.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 00:08:34 +02:00
Meta Vens
22fb402139 Mining Cuts 1-2: pin five chunk-surface rules that survived mutation
Every mutant of the Cut 1-2 chunk surface (Zone.ChunkExists, ChunkRadius,
Wear, EvaluateBelt, ChunkPose, PackZone/unpack, AsteroidBelt.Pose and its
sizes, ChunkId) was run against MiningCut1Tests and MiningCut2Tests. Six
survived; five are behaviour and get a test each:

- ChunkExists is false for a body that is not a debris field (a planet) and
  for a key naming no body.
- A hit on the exact respawn instant lands on the live chunk (Wear agrees
  with ChunkExists and ChunkRadius about the boundary).
- A chunk worn after respawning packs with no BrokenUntil.
- ChunkPose carries the worn size, and zero for a broken chunk.
- Chunk rotation wraps at one turn (the fixture never reached one before).

The Cut 2 fixture gains a non-belt body, and its settings the three curves
that body's constructor reads. The sixth survivor, a ChunkId hash that
ignores the index, changes no observable behaviour.

Tests only; no production change.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 00:00:30 +02:00
Meta Vens
97edf48cec Add the debug info panel and the shield panel test rig
ARPG.unity gains Debug Info Panel and Debug Info Text, which
ActionGameManager.DebugInfoText drives as the fire-control debug HUD.
FieldShieldTest.unity gains the ShieldInterceptor, ShieldEnvelope and
Panel prototype rig from shield-panel Cut 4.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 23:38:54 +02:00
Meta Vens
e0a802084e Use the generated accessor for Cycle Target Item
Regenerate AetheriaInput.cs from the committed Aetheria.inputactions so the
wrapper carries Cycle Target Item, and bind it through Input.Player like the
other target actions. The by-name FindAction lookup was a stopgap from when
the generator could not be run outside the editor.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 23:38:48 +02:00
Meta Vens
113164fadb Record fire control batches 5-8 landing and their follow-ups
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:24:39 +02:00
Meta Vens
06001b57a8 Merge fire control fix batches 5-8: fused weapons follow player intent
One Solve decision feeds Fire, Inspect and Refuses. Literal arming distance
on every detonation path; no-lock rounds of any fuse stop at the first hull;
a round fired at a target that leaves does not burst; refusal is free,
cooldown included; AI decides per weapon and never fires a refused weapon;
the HUD shows the outcome. Soul passes 5-7; batch 8 closes their follow-ups.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:21:12 +02:00
Meta Vens
7f317bd332 Freeze a guided round that waits on its verdict and place a positionless hit at its target
After its fade a round kept integrating Velocity through the BindingLifetime wait, then a Hit (which carries
no burst point) played HitEffect at the drifted position. The wait now holds still; a hit without a point
plays the effect at the round's target position, and is skipped when the round never knew one. OnEnable resets
BindingLifetime so a pooled split child, which is never bound, does not inherit the last round's.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:15:53 +02:00
Meta Vens
742cb23f5b Gate a charged weapon's Activate on CanFire, and start a burst's cooldown with the tick it flew in
A released charge has a burst pending and no cooldown until its first round, so a second Activate in that
window started a second charge; Activate now asks CanFire. The round that starts a burst's cooldown does so
after the tick's decrement, which made every cooldown one tick long; it now charges that tick to the cooldown.
Pins both, and that a burst triggered after a fired one is not ready before its first round.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:15:51 +02:00
Meta Vens
819b282346 Pin that Combat picks no group whose weapon cannot reach the target
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:54:36 +02:00
Meta Vens
c0fb26fca1 Pin that a triggered burst is not ready before its first round
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:39:18 +02:00
Meta Vens
1c5872e7a8 Give the stance-test gun a burst and a cooldown
The default InstantWeaponData has Count 0, so the fixture gun never had a round to fire.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:35:53 +02:00
Meta Vens
c4b628fad7 Resolve the stance-test gun before triggering it
A burst is sized from stats the first Execute resolves, so the untouched fixture gun fired nothing.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:32:31 +02:00
Meta Vens
020a42fcb6 Execute the weapon directly in the stance tests
The stance fixture has a shooter the zone cannot tick; the weapon runs on its own.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:31:38 +02:00
Meta Vens
7c1b1cd3d8 Tick the zone before reading the cooldown in the stance tests
BurstCount is set by the first Execute, so a trigger pulled with no tick has no burst pending. The
tests now run one tick and read whether the cooldown started.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:27:28 +02:00
Meta Vens
0e73bbac72 Read the pending burst, not Progress, as the mark that Trigger ran; sound the charged control by its own event
The cooldown now starts at a burst's first fired round, so Progress no longer moves at the trigger.
IffAndCombatTests read CanFire (false while a burst is pending) instead, and the charged-weapon
control uses the charge-start event name the sound bank resolves.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:23:04 +02:00
Meta Vens
136fddf15a Start the cooldown at a burst's first unrefused round; refused charged weapons never charge
A burst whose every round is refused fires nothing and leaves no cooldown: the cooldown moves from
Trigger to the first round Execute does not refuse, and CanFire holds a triggered burst that has not
yet fired. ChargedWeapon.Activate asks FireControl before it starts charging, so a refused weapon pays
no charge heat or audio. InReach is deleted: Designated carries the one range test and the lock gate,
and Combat reads it. GuidedProjectile answers Resolve while alive and keeps its binding through the
shot's flight time, so a faded round still shows the simulation's detonation.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:16:52 +02:00
Meta Vens
76e78db4b2 Record that a refused round starts no cooldown
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:52:21 +02:00
Meta Vens
d00d158007 Pin the flight distance of a pushed-out no-lock round
The mutation pass on the fuse fixes left one survivor: a no-lock round whose
aim ends inside the blast radius (a designated target out of arc) flew only to
its aimed point instead of the arming distance, and nothing noticed. Its arrival
is now pinned to the arming distance, beside the targeted case.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:42:30 +02:00
Meta Vens
57c2560fc0 Fuse fixes: arming holds for every burst, no-lock rounds stop on the first hull, settle before user code
Operator ruling 2026-09-30: a no-lock round of any fuse stops at the first hull
on its aim line and detonates there (bomb fishing still bursts at max range on
a clear line). CommitBurst no longer special-cases Contact.

Soul's findings on 14f66634..7e620ff9:
- Arming (HIGH): a contact or delayed blast on a hull nearer the muzzle than the
  blast radius detonated at the hull. Armed is now the one owner of the arming
  rule; Solve plans its burst point through it and ApplyBlastHit pushes the hull
  point through it.
- A refused beam never starts (ConstantWeapon.Activate asks Refuses), so
  OnStartFiring no longer flashes visuals and audio for a beam that fires nothing.
- Step removes a shot from the queue before Apply runs damage observers, so a
  throwing observer cannot make the blast repeat every tick.
- AgentFires consults Solve for a fused weapon: a refused weapon is never fired
  and Combat's group pick no longer counts its damage.
- SingleAmmoBurst pays at its first unrefused round in Execute, judged with the
  Range that round flies with, instead of at the trigger on the previous tick's.
- Inspect reads Designated from Solve (FireSolution.Designated) instead of
  recomputing visible, in-range and locked; FireControlDiagnostic drops those
  three fields and the debug HUD shows the one. Combat's group range test is
  FireControl.InReach, the range half of Designated (a LockWeapon must be
  activated to acquire its lock, so Combat cannot ask Designated itself).

Tests pin each rule, plus the two surviving gaps: a pushed-out targeted round's
arrival at the arming distance, and the AgentMinHitProbability boundary.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:31:59 +02:00
Meta Vens
63a2fcdaa4 Guided projectile: only the simulation's detonation shows an explosion
The overshoot branch of GuidedProjectile.Update (out of range, or flown past
its target) instantiated HitEffect whatever the simulation had decided. A round
the simulation never detonated could therefore explode on screen. The branch now
fades the round out; Resolve stays the one place a HitEffect is shown for a
detonation.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:20:06 +02:00
Meta Vens
d3be00c23a Record the all-fuses first-hull ruling and the batch 5 Soul pass
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:10:06 +02:00
Meta Vens
7e620ff9f2 Run the refused-round cost test through Execute as well as the trigger
The trigger's own refusal check stopped a short-Range round before Execute
ever reached its refusal, so wear, heat, visibility and sound left ahead of
Execute's `continue` survived every mutation. The cost theory now also
authorises a burst directly, the way a trigger that passed leaves it, and the
separate ammo-only test folds into it.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 18:51:57 +02:00
Meta Vens
8c63fbe50e Guided projectile: binding lives and dies with the projectile; no explosion without a detonation
Unity-only, compile-checked by reading.

* F5: GuidedProjectile.Binding is one owner: a new binding disposes the one it
  replaces, Kill disposes it, and OnDestroy does too, so a projectile torn down
  with its scene cannot leave an observer on the zone's subjects to touch a
  destroyed transform.
* F6: Resolve takes whether the simulation detonated. A miss (a contact or
  delayed round that missed, a target that left) fades out with no explosion.
* F7: BurstAt resets the previous target position and target velocity, so the
  retarget jump does not feed the guidance a bogus target velocity.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 18:37:02 +02:00
Meta Vens
a193853d34 Fuse batch 5: agents fire per weapon, Solve owns the burst, refusal is free, arming is the blast radius
Operator rulings 2026-09-30.

* Combat and TurretController ask FireControl.AgentFires for each weapon. A
  fused weapon fires whenever its target is designated (Designated, the one
  visible / in-range / locked predicate PFire already used), whatever the arc;
  an agent never fires one at nothing. A direct-hit weapon keeps the
  AgentMinHitProbability threshold. The group's first weapon no longer speaks
  for the group, and the turret's own range test is gone.
* FireControl.Solve is the one decision about what a round does, extracted
  from Fire: Direct, Burst at a reach, or Refused. Fire, Inspect and the
  weapons' refusal check all read it. Inspect gains Outcome and BurstReach and
  the debug HUD prints them for fused weapons.
* A refused round costs nothing. InstantWeapon asks before its ammo and energy
  spend (at the trigger and at each round), ConstantWeapon folds the refusal
  into the gate its power request and Execute already share, so a refused beam
  draws no power, wear, heat or visibility and stops.
* The arming distance is BlastRadius, measured from the shooter's position and
  blind to hull size. HullAhead's exit, ArmingDistance and
  PendingShot.ArmingDistance are deleted; HullAhead survives as HullEntry for
  the contact fuse. A round fired at a valid target inside the radius is pushed
  out along its line but keeps its target, so a departed target cancels it.
* Step settles a shot's queue state before publishing about it, so a throwing
  presentation observer costs its own notification and cannot re-commit or
  re-resolve the shot on every later tick.

Tests: FireControlPerWeaponTests (new; includes a fused-beam fixture), the
arming tests in FireControlCut124Tests rewritten to the literal distance,
the hull-inclusive probe premises deleted.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 18:36:59 +02:00
Meta Vens
96c2f6ba8d Record the literal arming distance and demoted-round rulings
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 18:28:06 +02:00
Meta Vens
d6f1e19251 Record AI per-weapon firing, HUD outcome forecast, and free refusal rulings
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 17:42:49 +02:00
Meta Vens
14f666347c Pin the arming-distance boundary: a Range equal to it fires
The clean mutation run left one survivor, `>=` for `>` in Fire's refusal.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 17:27:47 +02:00
Meta Vens
543edee358 Guided rounds follow the committed burst and resolution; no-target launcher no longer throws
- GuidedProjectileManager passed target.transform to OnFireGuided for a
  no-target fused round: a NullReferenceException inside InstantWeapon.Execute
  after the shot was queued, which skipped audio, wear, heat and visibility
  and unwound Zone.Update. The tuple's transform is null-safe now, and the
  trackmissile console command falls back to the missile.
- Presentation follows the commit rather than predicting it. The manager binds
  each guided round to Zone.ShotCommitted (retarget to the burst point the
  commit names, so a Contact round bursts at its hull and a Range-clamped
  burst is not overshot) and ShotResolved (burst there, then). The binding is
  disposed when the projectile dies, so a pooled round does not accumulate them.
- Beams and barrel-fired projectiles stay with F5.

Unity-only; compile-checked by reading.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 17:05:15 +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
2d4474f859 Record out-of-arc, arming-distance and pivot-arc rulings
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 16:49:36 +02:00
Meta Vens
9c0029931a Presentation follows the committed shot, not the selection (F7)
EntityInstance handed effect managers the shooter's selected target whatever
FireControl decided. A fused round whose target was invalid or out of arc
flies at none, and GuidedProjectileManager dropped a launcher shot with no
target entirely, so a real burst had no missile.

- Zone.TryGetShot: a presentation reads the shot the simulation committed
  (its target, its burst point) by the ShotId OnFire hands it.
- EntityInstance passes the shot's own target; a launcher round with none
  flies to the shot's burst point.

Unity-only; compile-checked by reading.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 16:27:54 +02:00
Meta Vens
640fa96787 Fused rounds fire out of arc; safe fuse; proximity misses type as Burst
Operator ruling 2026-09-30: a fused weapon with a selected but out-of-arc
target fires. Its round flies along the arc-clamped aim and bursts at the
target's range. Non-fused weapons still refuse.

- FireControl.ArcPermitsFire is the one trigger arc gate (fused weapons are
  exempt); Fire reads the same InArc through PFire's new designated/inArc
  outs, which replace `bears`. No valid targeting data still bursts at Range.
- F3: a fused weapon whose effective Range does not exceed its BlastRadius
  stays safed at the trigger (FuseCanArm, read from the runtime Range). The
  catalog check on Range.Min is deleted; it read the authored floor, which
  Evaluate can scale below.
- F4: a targeted proximity burst is pulled back along its line to Range.
- F8: a proximity round that detonates commits as Burst (or Hit); Apply's
  Proximity case collapses into the Burst path via Outcome.BurstPoint.
- Tests: arc-only and LockWeapon gates, out-of-arc burst, trigger gate,
  runtime-Range refusal, Range clamp, Burst typing, commit horizon, and
  Soul's adopted probes (aim clamp edges, contact point, target leaves,
  shooter destroyed).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 16:27:46 +02:00
Meta Vens
6133a051a6 Merge origin/codex/fire-control-12 into hands/fuse-fix2 2026-09-29 16:11:47 +02:00
Meta Vens
e7bb1e14f0 Record the airburst intent ruling
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 14:02:42 +02:00
Meta Vens
91ed4ef91b Assert on the shot target and outcome identity without formatting entities
Assert.Null(shot.Target) and Assert.Same(committed, resolved) format the
entity graph when they fail, which overflows the xunit stack and crashes the
host instead of reporting a red. Use Assert.True with a message.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 13:50:41 +02:00
Meta Vens
f5c6729e7a No-lock fused rounds: aim, invalid targets, contact stops, outlived shooters
Operator rulings 2026-09-30 after Soul's pass on 8c002637:

- A no-lock round flies along Entity.LookDirection restricted by the mount's
  arc (FireControl.AimDirection: inside InArc's cone as is, outside it turned
  to the cone's edge; no aim falls back to the mount). The simulation had no
  aim clamp before; the old code used the hull-fixed mount direction.
- An invalid target (out of range, out of arc, not visible, not locked) counts
  as no lock for a fused round. PFire's gate is the one decider and now also
  reports `bears`; Fire reads it. The round carries no target afterwards.
- A no-lock Contact round bursts at the first hull its aim line crosses
  before max range, read through Lane's own cell admission (CellsOnLine,
  split out of Lane). Proximity and Delayed keep the max-range burst. Such a
  round commits at Fire, since it has no target facing to read late, and
  arrives when it has flown to the burst point. The seam for mining chunks is
  FireControl.ContactDistance.
- A round outlives its shooter: Step no longer cancels a shot whose source
  left the zone. Resolution reads the zone and the target; the shooter is an
  identity a shot carries. PendingShot.FireOrigin freezes where it left from.
- ShotOutcome.Result (Miss, Hit, Burst) replaces the stored Hit bool, which
  is now derived. A burst without a target is no longer reported as a miss,
  and the debug HUD labels it BURST.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 13:27:43 +02:00
Meta Vens
e3c9cbb282 Refuse a fused weapon whose Range does not exceed its BlastRadius
Soul: a no-lock round bursts at Range, so Range <= BlastRadius (or a zero
Range) lands the blast on the shooter. Made structurally impossible at the
catalog rather than policed at runtime: StatValidation.ValidateFuse joins
the checks CultRecordRefs.Validate runs on every Upsert, at the weakest value
the Range stat can take. Only a weapon that will detonate (a Fuse and a
BlastRadius above zero) is held to it.

AetheriaStores.Open now calls that same Validate for every equippable and
consumable document instead of carrying its own copy of the three checks, so
Upsert and Open can no longer disagree.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 13:27:42 +02:00
Meta Vens
187caa7d81 Record the no-lock fuse rulings and their Soul follow-ups (2026-09-30)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 13:11:18 +02:00