Commit graph Aetheria/tests/Aetheria.Shared.Tests/InputCapacitorTests.cs
Author SHA1 Message Date
Meta Vens
0b721d691f Tests: the VerseGrammar global replaces TestCatalogGlobal as the catalog global fixtures author
TestCatalogGlobal existed only to give the test host one [CultGlobal] routed to the catalog. VerseGrammar is the
game's first, so the test-only type is deleted and every fixture authors a VerseGrammar instead (63 call sites; the
missing-global tests assert on aetheria.verse_grammar). Stale comments about the test type are rewritten.
Builds (not yet run when committed).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 07:18:00 +02:00
Meta Vens
b7743789c8 Fire control Cut 3: hit authority moves to FireControl
Deletes the Unity physics hit path (HullCollider.Hit/Splash, and the
raycast/shield/SendHit blocks in Projectile, GuidedProjectile, Laser and
Lightning) and replaces it with a single owner in the same cut: FireControl
now decides whether a shot hits, Zone owns the pending-shot lifecycle, and
Entity.DamageSchematic/ApplyHit (moved verbatim from EntityInstance) apply the
result. Presentation subscribes to Zone.ShotCommitted/ShotResolved and applies
nothing.

FireControl.HitProbability is the pure targeting solution (Accuracy * pSensor
* pSpread, gated by detection/range/lock/arc). FireControl.Fire freezes the
weapon's payload and the shooter's resolved targeting stats at the instant the
trigger is pulled (Q6), computes the predicted intercept through the one
shared PredictedIntercept function (CombatState now calls the same function
instead of duplicating first_order_intercept), and queues a PendingShot.
FireControl.Step commits each shot's outcome at ArrivalTime - CommitHorizon --
deviation from the predicted intercept, measured once, live, at that instant
-- and applies it at ArrivalTime. A shot whose flight is shorter than the
horizon commits and resolves in the same tick it fires. Rolls draw from the
shooter's own ItemManager.Random (Q5, seeded and reproducible); an out-of-arc
or otherwise gated shot draws nothing.

Player fire is arc-gated through the same predicate AI and turret fire use
(Weapon.ArcAllowsFire, checked in InstantWeapon.Trigger -- the one point every
shooter's trigger passes through), closing Q2.

Adds GameplaySettings.CommitHorizon, SchematicCellSize and
AgentMinHitProbability (first guesses; the headless suite is the tuning
harness, operator play smoke is the arbiter).

FORK reported, not worked around silently: HullCollider.SendHit/SendSplash
cannot be deleted yet without breaking ConstantLaser.cs, ConstantLightning.cs,
ConstantParticleWeapon.cs, HitscanEffect.cs and Mine.cs, which still call them
from their own live Physics queries -- that's Cut 4's migration. They fire
into the void today: nothing subscribes to Hit/Splash any more for the four
weapon kinds this cut owns.

tests/Aetheria.Shared.Tests/FireAuthorityTests.cs pins the roll's seeding, the
gate-consumes-no-draw rule, resolve-on-arrival, the commit horizon and its
evasion window, short-flight degradation, the frozen-payload snapshot, aimed
hits, the item-then-hull damage order, the planar penetration march and the
shield-absorbs branch. FireControlTests.cs and InputCapacitorTests.cs are
updated for the new AI gate and OnFire(int) signature.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 14:07:07 +02:00
Meta Vens
b0e67cb36f Shield reserve is authored: Capacity/RefillDuration/RestoreDuration, and a broken state
Operator ruling, 2026-09-19, supersedes Cut 4's derived reserve (EnergyUsage refilling
every second, flagged as a guess). ShieldData now authors the reserve size and two
recharge speeds directly; EnergyUsage stays the per-damage-point cost multiplier.

A hit the reserve cannot fully cover now breaks the shield instead of a silent,
charge-preserving refusal. Two follow-up rulings settle the fork the first left open:
the breaking hit passes through in full (no partial absorption -- TakeHit never runs
for it), and the reserve empties to zero on break so RestoreDuration means the same
thing every time regardless of how full the shield was.

InputCapacitorTests' shield fixture now authors the three new fields explicitly --
without them the reserve defaults to zero capacity and breaks on every hit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 02:46:17 +02:00
Meta Vens
8dacabb3d8 Cut 4: input capacitors close the last direct capacitor spend
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.

InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.

Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 22:52:15 +02:00