Commit graph Aetheria/tests/Aetheria.Shared.Tests/BallisticFlightTests.cs
Author SHA1 Message Date
Meta Vens
6b36835953 Ballistic flight r3: name CultMath.float2x2.Rotate in full (the math.float2x2 method shadows the type)
The previous commit (2dcb7b20) does not build: DrawAhead.cs CS0119.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 23:29:32 +02:00
Meta Vens
2dcb7b2078 Ballistic flight r3: DrawAhead draws a round from the sim's facts, a hit ends at its impact cell; FireControl draws nothing
FireControl.RoundEnd and RoundAt leave FireControl (RoundEnd to DrawAhead verbatim, RoundAt as DrawAhead's private Line);
DrawAhead.Round takes the published outcome, steers a hit or burst from its frozen line at the commit tick onto its
end (burst point, else the impact cell on the target's drawn pose), and RoundStop is deleted. Projectile caches the
last published ShotOutcome and calls DrawAhead only. BallisticFlightTests move to the new signatures; the frozen-line
moving-target test is replaced by impact-cell, steer and no-drawing-function tests. Unverified: not yet built or run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 23:27:22 +02:00
Meta Vens
d98818ea0c BallisticFlightTests: a receding proximity target puts the burst point off the arrival line
The contact-burst fixture cannot tell RoundStop's burst point from the line at
arrival (CommitBurst puts both at the same distance), so a stop that ignored the
burst point survived. A targeted proximity round at a target receding faster
than the round closes bursts at the pulled-back range point while arriving at
the fired-at distance; this test pins the stop to the sim's burst point.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 22:56:51 +02:00
Meta Vens
f9483181f2 BallisticFlightTests: the moving target crosses at 10, below the round's speed, so an intercept exists
Spec r2 said 30 against a round speed of 20: no first-order intercept exists
there (the target outruns the round sideways), so the round did not lead.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 22:35:37 +02:00
Meta Vens
a9f1196472 BallisticFlightTests: using UniRx for the Subscribe lambda
Builds headless; Unity still on the old Projectile at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 22:33:51 +02:00
Meta Vens
85e57aef78 BallisticFlightTests: using System for the Subscribe lambda; DrawAhead comment names no frame clock
Builds headless; Unity still on the old Projectile at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 22:32:08 +02:00
Meta Vens
60aacfdc35 FireControl.RoundEnd states a round's end; DrawAhead draws rounds as pure statics
RoundEnd(shot, known) is the one statement of when a ballistic round's drawn
flight ends: arrival for a hit, burst or unpublished outcome, the frozen range
(never short of arrival) for a miss. RoundAt takes the known outcome and clamps
at RoundEnd. DrawAhead gains Round, RoundStop, RoundOver (pure, no state) so the
blend, stop and done rules are headless-testable. Seven new tests (ten cases).

Unity build: Projectile.cs still calls the old RoundAt, so this commit does not
compile in Unity (the headless test project does not include Projectile). The
next commit moves Projectile onto the statics.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 22:31:12 +02:00
Meta Vens
e56f9c8be5 BallisticFlightTests: move the shooter after Fire so a live-origin RoundAt fails
The origin-from-live-shooter hand mutant survived against a stationary shooter. Builds: yes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 20:56:01 +02:00
Meta Vens
2b03d90812 RoundAt clamps at the weapon's frozen Range (PendingShot.MaxRange), not FireRange
FireRange is the distance to the engaged target and 0 for a round with none, so a no-lock burst round and a
round that misses never flew. MaxRange = weapon.Range is frozen at Fire beside Speed. Unity compile not yet run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 20:35:37 +02:00
Meta Vens
0e89dd1673 FireControl.RoundAt: the one statement of where a fired round is at a sim time
PendingShot freezes the weapon's Velocity as Speed at Fire; RoundAt(shot, time) reads the frozen origin,
direction, speed and fire time, clamped to the FireRange point. Step, Commit and Apply do not call it.
BallisticFlightTests pin the line against the shooter position, aim and authored velocity.
Builds: yes. Presenters still fly their own rounds at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 20:19:22 +02:00