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>
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>
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>
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>
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>
- 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>
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>
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>
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>
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>
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>
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>
Proximity, contact and delayed shots fired with no target burst at Range
along a non-axis aim (2,1) and leave the shooter undamaged; the shot flies
there at the weapon's Velocity. A targeted proximity shot keeps the burst
point and the damage value measured at b66ba524 (5.65884256).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Operator ruling 2026-09-30: fused weapons without a lock explode at max
range. Fire froze BurstPosition at the shooter's own position with flight
time 0, so a proximity shot detonated on its own shooter and contact and
delayed shots did nothing.
With no target and a fuse, Fire now freezes the burst point as the mount
direction times the weapon's Range stat from the source, and flight time as
Range over Velocity. Apply sends every such shot through Detonate at that
point whatever its fuse. Targeted shots and unfused shots are untouched.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
c50029d5 committed the file with CRLF endings: the inserted paragraph had
mixed endings, and autocrlf does not normalise a mixed file. Content is
unchanged, and the net diff against c50029d5^ is the 26-line status
paragraph.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Assert.Contains on a Ship formats the whole entity graph on failure and overflowed the stack, aborting
the test run instead of reporting red; the new tests check membership with a boolean and a message. The
cockpit-kill test now gives the target a hull the blast also kills, the case where the double Death
actually occurred.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Entity.Death, the owner of the stream, now ends after its first cause. A blast that destroyed a
cockpit fired Death, which removed and deactivated the entity, and the blast's own DamageHull then
raised a second Death to every subscriber but Zone's idempotent handler. Every damage path gets the
guard because none of them raise Death themselves.
New pins: one blast killing three ships (a break after the first kill survives the old suite), a
shieldless ship outside the disc receiving nothing, a cockpit-kill blast and a direct hull kill each
raising Death exactly once.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
LaneAndSilhouetteAllocateNothingGivenAPooledBuffer failed in 1 of 12 full-suite
runs (1232 bytes over 1000 Lane calls) and in 0 of 100 runs of the test alone
or its class. The allocation is a one-off, not a per-call cost: under suite
load the runtime's background tier-up is delayed by other tests' JIT activity,
so first-use allocation lands inside the single measured window.
The rule stays: Lane and buffered Silhouette allocate nothing. The test now
measures up to 20 rounds of 1000 calls and requires the smallest round to be
zero. A per-call allocation appears in every round and still fails it.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Each rule below was protected only by a test a mutant passed. New or
strengthened tests, with the mutant each one kills:
- AContactOrDelayedBlastOnAMissDoesNothing: ApplyBlastHit's miss guard.
- ToWorldPointIsTheInverseOfToSchematicPointAtANonAxisFacing and
AContactBlastLandsOnTheCellItHitAtANonAxisFacing: ToWorldPoint's right axis,
asserted per cell at facing (2,1); TurningAfterCommit now compares per cell.
- ProximityBurstPositionIsThePredictedInterceptForAMovingTarget: a moving
target and an intercept solved in the test, not Durability <= before.
- AnUntouchedEntitysShieldIsNotConsulted: Detonate's skip of untouched
entities.
- TheFusePointStaysOnMetalAcrossAConcaveGap: the delayed point clamps at the
first gap (the lane's walk ends there).
- ShieldPaysForWhatReachesIt asserts the reserve dropped by the covered share;
AShieldRaisedBetweenCommitAndArrivalAbsorbsTheBlast and
AShieldDroppedBetweenCommitAndArrivalDoesNotAbsorbTheBlast replace the
outcome-flags-only check with the shield state flipped between commit and
arrival.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
F1: RectDiskOverlap counted a whole square when a cell edge sat exactly r from
the disc centre (`h < yhi`, `-h > ylo`). The comparisons are inclusive now, so
the chord bounds the piece. A proximity burst on an integer centre of mass
delivered 127.32 of 100 at BlastRadius 1 and 100.80 at 3.
F2: delete Detonate's distance prefilter and the radius <= 0 guard. The
prefilter measured from the centre of mass with the bounding box's
half-diagonal, which is not a bound on how far a hull's cells reach; it culled
real overlap on an L-shaped hull and on the shipped Longinus corners.
RectDiskOverlap is the single decider. An untouched entity is still skipped
(its covered list is never allocated).
F3: Detonate iterates a snapshot of zone.Entities, as Zone.Update does. A
lethal blast removed the entity from the live collection and the next MoveNext
threw, leaving the shot pending so it detonated again the next tick.
Tests: tangent discs through Fire and Detonate, an L-shaped hull, grazing
blasts at the farthest corner of Longinus and LonginusX (expected values from
a numeric overlap), and a lethal blast that must resolve once.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
One file with the checks only the operator can do before the merge,
folded into a single play session, with a map pointer on each line. It
also lists what was already done, what is not part of this merge, the
open questions, and the three uncommitted scene and input files to
decide on.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
TutorialEntranceWithNoLagrangeCandidateStillSeatsAStationWithFiniteNearbyTurrets
asserted a turret orbit's Distance matched its station's -- true unconditionally,
since PlaceTurret sets Distance from orbit.Distance directly the same way
CreateLagrangeOrbit does for the station itself, so the check could never
fail regardless of placement. Replaced with a bound on PlaceTurrets' actual
"near their station" claim: the Phase offset (20 * distanceMultiplier /
orbit.Distance), generous over PlaceTurrets' own max distanceMultiplier.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
F5: committed ThrowReachableWithAuthoredSettings (from Soul's SoulL3Census.cs)
against a real seed-1 tutorial entrance -- RosetteProbability 0 and MassFloor
1e9 leave every planet a parentless root, so even the widened candidate set
(F3's fix) is empty and the throw fires through public construction, not a
hypothetical.
F6/N1: EntranceStationSitsOnAGenuineLagrangeOrbitWheneverOneExists strengthens
the existing across-seeds test with a per-seed pin: whenever a seed's entrance
actually has a genuine (non-rosette) Lagrange candidate, its station must sit
on one, not the widened fallback.
F6/N3: MultiRootEntranceStationOrbitsAreAlwaysParentedWithPositiveDistance
authors a fragmented, heavily-rosette entrance (RosetteProbability 1, a fixed
SubZoneCount of 8) and pins that every resulting station orbit is a real,
positioned orbit -- a set Parent and a positive Distance -- regardless of
which candidate selection produced it.
F6/N9: EntranceStationPhaseDiffersFromEveryPlanetAtItsOwnDistanceAcrossSeeds
pins CreateLagrangeOrbit's own Phase offset: a docked station's Phase must
differ from every planet's Phase at the station's own (Parent, Distance),
catching a mutant that seats a station directly on its source planet's orbit
object instead of an offset copy.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
F6/N2: added WideningDoesNotLeakToANonEntranceNoLagrangeZoneThatRollsAStation.
Seed 3's "EAC-7089" (the same no-Lagrange fixture the widened-candidate test
uses) naturally has no genuine Lagrange candidate; boosting one faction's
presence there via the same public SavedGame round trip
BuildGalaxyWithForcedEntrance uses makes its station-count roll nonzero
without touching ZoneGenerator's private RNG. Verified directly: dropping
ZoneGenerator's isTutorialEntrance guard on the widening condition turns
this fixture's station count from 0 into 2, so the fixture genuinely
exercises the leak path this test pins closed.
F7: fixed the leak test's comment (the widened-candidate fixture is seed 3,
not seed 1, so it no longer claims to share a fixture with a test that
doesn't). ForcedTutorialEntranceStationDoesNotInflateEnemyCount asserted
shipCount == 2, which was pinning TutorialZoneSettings' own default
NeutralWandererCount (2), not the enemy roll baseStationCount gates -- it
now filters ShipPacks by the same nearest-faction ZoneGenerator computes
internally (EntityPack.Faction), asserting the real enemy count (0) instead.
Also (Soul's finding): IsRosetteMember's planet-orbit count
(pack.Orbits.Count minus the OrbitalEntityPack count) over-counts whenever
a station or turret loadout generator returns null, since
CreateLagrangeOrbit already appended that orbit before the null check
skips adding the entity. It now derives the set from pack.Planets' own
Orbit refs directly (Census.cs's own approach), which sidesteps the bug
entirely.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
RestoredHullsTests.Settings() hand-set thermal radiation/conduction at
their bare-class defaults (1/1/1) against the shipped 3 / 1e-8 / 0.01
(Assets/Resources/Settings.asset), so equipped parts froze toward 0 K on
real physics and every test built on that fixture ran on thermal behaviour
nobody ships. It now loads the real GameplaySettings through
AuthoredSettings (tools/AetherDb/AuthoredSettings.cs), the same headless
YAML reader tools/AetherDb already uses to inspect Settings.asset outside
Unity -- the tests project now references AetherDb.csproj to reuse it
instead of hand-copying the same fields a second time.
LonginusNeverExceedsItsRestoredTopSpeedUnderFullThrust no longer needs
OverrideShutdown to keep the ship flying (that was compensating for the
broken fixture shutting equipment down within ~1s); it now drives a
generated Longinus (seed-pinned, including ItemManager.Random, which
defaults to a DateTime.Now seed and was making item quality -- and so
the measured speed -- non-deterministic) for 5s, the window Soul measured
before this loadout's thrusters cross 386 K and shut down. The tolerance
is now asymmetric instead of the old +-10: +4 on the ceiling (the mixer's
own tick order settles real, unforced flight at the cap plus one tick's
acceleration, measured at ~103.3 for this loadout) and -3 on the floor
(tight enough to catch a nerfed TopSpeed catalog value, which +-10 or a
wider ceiling would not).
Every other test in the file now runs on real settings instead of the
frozen fixture; all 15 tests in RestoredHullsTests pass unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Geometry, absorption order, symmetry/frame, shields and fuse tests from the
cut doc's own verification list, plus Soul's three fold-in probes (a
radius-without-a-fuse damage-outcome test, a moving-target proximity-burst
pin, and Detonate's nonpositive-radius guard) and the two catalog probes
(shipped-catalog neutrality on BlastRadius/Fuse, and a WeaponFuse/BlastRadius
round-trip through a written and reopened catalog copy).
Fixture: SchematicCellSize 2, target off the origin, hull centre of mass not
an integer cell, one facing with |fx| > |fy| -- the rules the cut doc names
for every blast test. Geometry expectations come from exact half-split
symmetry where possible (TheShareOffTheHullIsLost, ShieldPaysForWhatReachesIt)
and from an independent numeric area integral otherwise (EachCellTakesItsShare
OfTheDisc, TheFusePointStaysOnMetal), never from the SUT's own overlap code.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
F3: the throw fired on selectedStationOrbits.Length == 0, which is also true
whenever stationCount rolls 0 -- an unrelated variable. It now checks
lagrangeCandidates.Length == 0 directly, the actual "no candidate orbit"
case, and the message says so.
F4: CreateLagrangeOrbit's FixedPosition copy and its comment described a
fallback orbit that no longer exists (widening always returns a real,
parented planet orbit). Deleted; nothing reads FixedPosition off a
lagrange/turret orbit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FireControl.Apply now switches on the frozen shot.Fuse: a null fuse keeps
12.3's lane path (ApplyDirectHit), a proximity fuse detonates at arrival with
no roll, and a contact or delayed fuse detonates only on a committed hit
(ApplyBlastHit), locating P through Lane and the new Reach owner (moved
verbatim from Apply's own inline penetration clip; the delayed fuse point
reads the identical rule). Step has no damage branch left.
Detonate (FireControl.cs) is the one owner of blast damage: candidates by
centre-plus-half-diagonal, exact circle/cell overlap shares computed once,
every blast's shield decided live per Q12-9 = A (including the host of a
contact/delayed blast -- Commit now gates its own shield decision on
shot.Fuse == null), armour absorbed per cell, and each item's covered cells
pooled into one ItemAbsorb call. Entity.Absorb and FireControl.Splash are
deleted; Entity gains ToSchematicPoint/ToWorldPoint for the point conversion
Detonate and the delayed fuse point need. Mine.Explode now calls Detonate.
Existing Splash/Absorb-era tests across Cut4/5/6/11/123 are rewritten or
retargeted to the new public owners; behavioural coverage for the blast
model itself lands separately.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
F1 (speed cap): assert against Longinus's legacy TopSpeed literal (100)
instead of reading the bound back out of the same catalog value being
tested -- the old assertion passed under TopSpeed=1000 because the
bound moved with the mutation. Also fixes the false "drag/thrust
balance" comment: there is no such balance near 100. At full throttle
Longinus's own thrusters heat their hull past ThermalOnline's shutdown
threshold within ~1s, and once the hull's own cell goes offline the
same way, VelocityLimit (a hull behaviour, gated identically) shuts off
with it, so the cap was only ever exercised for the first ~15 ticks.
OverrideShutdown -- a real, first-class field (the cockpit's "Override
Shutdown" control) -- forces the hull and both firing thrusters to keep
running for the whole 12s scenario, so the cap is what actually holds
speed down throughout, not an unreached ceiling.
F2 (entrance station): EntranceZoneAlwaysGetsADockedStationAcrossSeeds
now also requires the normal case to land on a genuine (non-rosette)
Lagrange orbit. Adds TutorialEntranceWithNoLagrangeCandidateStillSeats...,
built via a public SavedGame/SavedZone round trip (no reflection) that
re-targets a real galaxy's Entrance to a real zone already known to
have no Lagrange candidate (seed 3's "EAC-7089": four planets, one
rosette, no captured satellites) -- pins a docked station whose turrets
land on a real, finite, nearby orbit. Adds the leak checks (override
must not reach other tutorial zones or a non-tutorial game's own
entrance) and the enemy-count check (the override must not also raise
the enemy roll, which stays keyed to the pre-override station count).
F3 (asset identity): EveryAssetReferenceResolvesToAMetaGuid only checks
that a referenced GUID exists somewhere under Assets/, so it passed
when Djinni's Prefab was swapped for Longinus's. The new test compares
each reference against the specific legacy file's own GUID (Djinni's
own .prefab.meta; Thruster 1.prefab.meta for every restored thruster's
ParticlesPrefab).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two writers decided the tutorial entrance's station orbit: the floor
(stationCount < 1 -> 1) and a synthesized fallback orbit, each masking
bugs in the other (removing either alone still passed the entrance
test). Collapse to one rule: the floor still guarantees stationCount
>= 1, but its orbit always comes from the same Lagrange selection. When
that selection has no candidate (a zone that is entirely one rosette),
widen it to every parented planet orbit ordinary placement draws from
before the rosette filter, instead of inventing an unparented,
zero-distance orbit -- which gave PlaceTurret's phase a division by
zero and left an orphan orbit record. If even the widened set is empty,
throw loudly instead of silently omitting the entrance's station.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
WeaponItemData.AirburstRange (slot 29) becomes BlastRadius, same slot and
type so CultCache opens the catalog as compatible drift. A new nullable
slot 32 (30 and 31 belong to EquippableItemData) carries WeaponFuse?
Fuse. FireControl.Fire now decides "detonates" once, from BlastRadius
and Fuse directly, and freezes Fuse only when BlastRadius > 0 -- the
WeaponModifiers.Airburst label no longer decides anything (Q12-6).
PendingShot.BurstRadius is renamed BlastRadius and gains a Fuse field
that nothing reads yet; Step's Splash/Apply dispatch is unchanged.
No shipped weapon carries a blast radius or the Airburst label (Cut 12's
Probe4, reconfirmed against GameData/Aetheria.cc), so this is
behaviour-neutral on shipped content. Apply's fuse switch and deleting
Splash are Cut 12.4(b).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Imagination pass: every anchor is re-probed; a disc runs armour per cell, then pools
each item through ItemAbsorb; Entity.Absorb dies with Splash; the penetrator's
fuse point reads the same Reach owner as the direct-hit walk; the ledger now
carries actuals for 12.1-12.3; Q12-9 (the host's shield for a blast) is opened.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FixedPointItemResolution now throws "the model never meets a cycle" if a pool
is still open after its fixed point settles, instead of silently
force-settling in the reverse of first-encountered order. The sweep already
gates its own draws (LanesReaching) so a genuine cross-item cycle is never
actually presented to the model; a thrown exception here means the gating
missed a real case, not a numbers question the model should answer with its
own competing tie-break. The stale "opposite tie-break" comment describing
the deleted behaviour is gone with it.
Three of Soul's five probes (soul125-FireControlCut123Tests.probe.cs) are
committed here, ported from reflection onto the public Fire/Commit/Apply path
this file's own tests already use -- FireCentre/FireUntilHit retries until
the committed hit lands on the expected column, the same idiom
ZeroDepositDoesNotStall and PooledPathHonoursTheItemThresholdLikeTheSoloPath
already use, never a direct call into the private Apply:
- ZeroDepositContributorFiresNoItemDamageEvent (P3): a zero-deposit
contributor must not fire a phantom ItemDamage event. Kills Entity.cs's
`incoming[i] > 0f` boundary flipped to `>=`, and a swap that reports the
post-split share instead of the incoming one (F2).
- ClippedLaneDoesNotHoldThePool (P4): an item beyond every lane's own
penetration clip must never be waited on.
- OwnRepeatVisitDoesNotHoldThePool (P5): a lane's own later visit to an item
must not hold that item's pool open -- only other lanes are future
reachers. Kills FireControl.cs's `alreadyContributed` guard being deleted
(F1).
The other two probes (Soul5_AngledMirrorAndConservationWithSharedItems,
Soul5_AngledMirrorCycleShapes) are NOT committed. They drive Apply directly
through reflection with a hand-built PendingShot.Outcome so they can sweep
1400 exact, mirrored (bearing, lateral) pairs per test and compare against an
independent model -- Commit's own bearing is reachable through the public
path (shooter/target positioning), but its lateral is a random draw from the
per-shot RNG, not a value either test can set or predict without either
control of that RNG's seed and Silhouette's exact sigma, or a decoy Apply
entry point. Reaching them without reflection needs one of:
(a) `[InternalsVisibleTo]` for Aetheria.Shared.Tests on FireControl.Apply, or
(b) a public/internal test seam that takes a pre-built ShotOutcome (bearing,
lateral) and runs Apply's own walk against it.
Neither is authorized by this fix batch's map; this is reported rather than
silently reflected. The Soul5_Alloc benchmark (also reflection-based, and not
one of P1-P5) is likewise left uncommitted.
Mutation verification (docs/fire-control-cut.md, Cut 12.3, one-apply-path):
F1 and both F2 mutants confirmed killed by the new tests; the earlier
fix batch's own forced-sequential, resolve-one-pool-only, and cycle-throws
mutants (Soul's M3/M4/M6 family) still die against CycleTieBreakIsMirrorSymmetric
and friends.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Entity.ItemAbsorb's `item == null` guard is unreachable: both callers (Absorb,
and FireControl.ApplyPooled's Resolve) already guarantee a non-null item
before calling in. Its `total > 0f ? ... : 0f` divide guard is unreachable
too -- the function already returned above whenever total <= 0.1f, so the
divide never sees zero. Both deleted; the surrounding comment now says why
instead of describing a guard that no longer exists.
ArmorAbsorb's own comment was stale from before the "one code path" ruling:
it described the item phase as deferred only for a cell shared with another
lane, when every occupied cell now defers to ItemAbsorb's pool, a lane that
turns out to be the sole contributor included (a pool of one, not a separate
solo path).
Soul's findings (docs/fire-control-cut.md, Cut 12.3): F4, F6.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ApplyPooled.Resolve no longer calls FinishLane directly -- AdvanceLane is now
the single place that checks pointer >= walked and finishes a lane, so lane
completion has one writer instead of two. StillReachableByAnotherLane's own
`blocked ? pointer+1 : pointer` collapses to plain `pointer[li2]`: the
alreadyContributed check just above it already excludes a lane that is
blocked on the very item being asked about, so `pointer[li2]` is never that
item's own cell by the time the +1 would have mattered.
Soul's findings (docs/fire-control-cut.md, Cut 12.3): F4.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Four tests against the real shipped catalog and the tutorial construction path, each pinning one
of this campaign's rules:
- EveryAssetReferenceResolvesToAMetaGuid: every hull's Prefab, every ThrusterData.ParticlesPrefab,
and every non-empty Schematic names a GUID an Assets/**/*.meta actually carries. Adapted from
Soul's own probe (AssetGuidsResolve); it is what caught Djinni's fabricated Prefab GUID and the
five restored thrusters' null ParticlesPrefab.
- EntranceZoneAlwaysGetsADockedStationAcrossSeeds: replaces
TutorialZoneGenerationCanProduceADockedStation, which never used the tutorial construction path
and only claimed a docking bay shows up somewhere in 25 zone-name variants. This builds the real
tutorial Galaxy with Assets/Resources/Settings.asset's own values and generates the Entrance zone
the way ActionGameManager.StartGame/PopulateLevel does, requiring a docked station in every run
that gets that far. Galaxy zone-graph generation has its own pre-existing, seed-dependent
flakiness (a disconnected zone graph throws inside the Galaxy constructor on roughly 1 seed in
15) confirmed unrelated to this cut by reproducing identically against the pre-fix-batch catalog;
that failure belongs to Galaxy.cs and is skipped rather than asserted on, with a floor requiring
at least 15 of 25 seeds to actually produce a Galaxy.
- LonginusNeverExceedsItsRestoredTopSpeedUnderFullThrust: straight-line full-thrust run against the
restored VelocityLimitData cap (100).
- LoadoutGeneratorFillsEveryThrusterHardpointAcrossSeeds: LoadoutGenerator, filtered to each
restored hull, fills every thruster hardpoint across ten seeds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>