Commit graph Aetheria/tests/Aetheria.Shared.Tests/FireControlCut8Tests.cs
Author SHA1 Message Date
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