Entity.HearingMultiple is now the largest of 1 (any active sensor) and each active
listener's Multiple. sensor-stat-set authors every sensor design's InterceptFactor
as a quality-ranged emission-discipline stat plus the Passive Array and its
products. Not yet built or run; the catalog is not yet regenerated.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Conflicts: Behaviors.cs keeps Union(48, PickupData) and Union(49, LaunchSuppressorData);
Zone.cs keeps the departure record on _entities with master's Visibility (emissions-heard);
ContactRevealTests.cs keeps master's removal of the emission-departure test.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Fixes finding shield-ripple-draws-on-untracked. ShieldManager already reaches
ActionGameManager (Clock), so DrawsAt stays the one owner. Unity code; compile
verified separately.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
beam-corner-claim-loop: InBeam is the one region predicate; Select claims from it and the pre-pull cancel holds the item only while it stays in it (an item at 74 along, 20 off is collected, not claimed and dropped every other tick).
full-hold-regrab-pins-and-blocks: Select skips an item no cargo bay can store whole, asked of the bay's own TryFindSpace (the test TryStore opens with), per ruling beam-skips-unstorable-items; a hold that fills mid-grab still cancels at the end.
pickup-test-gaps: smoothstep pose, spin-down while the gear is inactive, Remove freeing only the removed holder's items.
phase-ticks-not-rate-invariant: the claim is corrected in the tests; each phase fires on the first tick at or after its boundary, pinned at 1/60, 1/600 and an uneven dt cycle.
Builds; not yet run (the verify job follows).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Selection is nothing the selected ship can sense: TargetedBy, TargetedByCount, their subscriptions and the music
read of them are deleted. Indicator fills, the target panel, the compass, music and the enemy schematic rows now
read CurrentEntity's ContactOf / RevealsOf / RevealedSubjects (new, the book's keys); the schematic rows are built
by one builder from the book and rebuilt when the revealed set changes. Impact hull effect and projectile hit
effects at another ship's position draw only through ActionGameManager.DrawsAt (the player's own ship or a Tracked
contact). Builds untested in Unity at this commit; tests NothingReadsSelection and RevealedSubjectsListsTheBook.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GenerateShipLoadout equips one gear whose behaviours include PickupData after the shared outfitting
(stations and turrets get none). The pickup-catalog command (retired in the next commit after apply) edits
the existing Tractor Beam. PickupTests: two fixes found by group A's run (equip is refused once a ship is
deployed, and the freeing tick takes one step). PickupGenerationTests needs the applied catalog and is
red until the catalog commit; the catalog itself is not in this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LaunchSuppressorData (union key 49; key 48 is held by cut loot-2 on eureka/aetheria-release-loot-2)
and LaunchSuppressor: Entity.SetSignature folds each light signature through the equipped
suppressors in equipment order. Only LaunchFlash is scaled, only while the item is Active and at
or below its rated temperature; each pays (removed x HeatPerUnit) through Behavior.AddHeat.
Fixture gear and LaunchSuppressorTests added. Not yet built or run (verify job follows).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GrabEvent carries a FloatingBodyId; Zone gains TryHold/SetHeldProgress/Free and places a held item instead of
integrating it; Entity.TractorPower is derived from Pickup.Power and TractorCommand is the pilot's input
(ActionGameManager writes it undamped, the Time.deltaTime ramp is deleted). Binder and FieldTester change the
delegate type only. PickupTests and a save round-trip pin for the player's zone index.
Group A builds; no beam is on any generated ship until group B.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
IsRevealed is now the observer's book (Entity.HasReveal) plus the live filter
(still on its ship, not IsDestroyed). The tier ladder and
GameplaySettings.TargetArmorInfoThreshold are deleted, with the 19 fixture
initializers and the Settings.asset line. Fixtures that aim at an item record
its reveal through RecordReveal; Aetheria.Shared exposes internals to
Aetheria.Shared.Tests for that. Unbuilt and untested at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Conflict: ContactRevealTests Locker fixture. Kept the branch's Locker(name, interceptFactor) helper and added master's five munition parts to it (as master's Locker carries them since missile-stats).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Builds: Unity batchmode compile green (smoke run unity-smoke5 compiled and passed at this commit).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ZoneRenderer draws one ItemPickup per FloatingItem (load, ObserveAdd, ObserveRemove, ClearZone); ItemPickup.Bind places it
from the sim body and spins it for show. EntityInstance's drop loops, ShieldManager's pickup branch (the whole
OnCollisionEnter, which did nothing else), ZoneRenderer.DropItem/DestroyLoot/_loot, TractorBeam's pull, and
GameSettings' three loot fields are deleted; WireFloatingItems stripped GridObject from the five pickup prefabs and
reassigned ZoneRenderer's four pickup fields in ARPG.unity; FloatingItemsDrawnSmoke (play session, batchmode) pins the
lowering. GridObject and TimedDestroy were deleted in fa911f2d, so fa911f2d and 2565e2c5 do not build in Unity.
Assets/Resources/Settings.asset keeps three stale serialized GameSettings fields Unity ignores (LFS object, not rewritten).
Builds: Unity batchmode compile green at this commit; dotnet green at 2565e2c5.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Entities is a MemberView with no mutating member; Admit installs the death watch with the
membership and refuses a member already present, Remove takes it away with the membership.
The Reset and duplicate-Add bypass paths of the death watch cannot be spelled any more.
Tests move to Admit/Remove; Admit also activates, so the explicit Activate calls that followed
a raw Add are dropped. Unity call sites route through Zone.Remove.
Builds: unverified at this commit (verified in the job at the head).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Entity.Emit posts an ActiveEmission (item, range / InterceptFactor) from Sensor's sweep and LockWeapon's
Track paint; Sense hears every other ship's emissions within HearRange x HearingMultiple x obscuration
through RecordReveal, bearing only, feeding no track. SensorData key 13 and LockWeaponData key 34 carry
InterceptFactor (absent reads 1). Unverified at this commit: the headless suite has not run yet.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
WatchDeath returns when the entity already holds a watch, so a duplicate
Entities.Add neither throws nor leaves a second live subscription;
Entities.Clear (ObserveReset) disposes every watch. Adds
AMemberAddedTwiceStillDropsEachItemOnce, AClearedZoneDropsNothingWhenAFormerMemberDies
(finding duplicate-add-leaks-second-watch) and
APickUpOfExactlyTheRoomLeftFitsAndOneMoreChangesNothing (finding
pickup-room-arithmetic-unpinned, from Soul's boundary probe). Unverified
until the Yggdrasil job; no commit here is known not to build.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Catalog taken from master (2e2d927a); the branch's catalog change is replayed by the next commit. Scenarios.cs: both lists unioned.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
RigChains.Actuates/Drives/Actuator are the one definition of actuator kinds; ValidateRig, BindRig and ShipModPlan consume
it, and the hand-derived gun-versus-row check and the chain stop are deleted. A nested actuator is now refused, as ruling
one-joint-one-actuator says. Findings nested-actuators-accepted and actuator-kinds-spelled-in-four-places.
Builds; the tests of the previous batch that pinned nesting are red until the next commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ImpactPresenter (bound on every EntityInstance by SetEntity through the one CapabilityPresentationBinder) renders
feedback-1's absorbs: Feedback.Cue decides intensity and shake, DrawAhead.Carried the drawn point; a hull absorb
spawns ImpactFeedback's pooled effect under the instance, and a cue with shake raises a Cinemachine impulse.
ShieldManager ripples on a Shield-layer absorb. MainMenu gains a Screen Shake slider that persists on Back.
Editor: WireImpactFeedback (scene wiring, scene diff in the next commit) and ImpactPresenterSmoke.
Unity batchmode compile 0 error CS; ImpactPresenterSmoke exit 0. The scene is not yet wired in this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
SetSignature refuses Emission; Sensor.PingVisibility (key 7) is retired and
Ping() writes no signature; Sense's Emission skip, the departure subtraction
and SignatureOn are deleted. Tests: SetSignatureRefusesEmission,
APingNoLongerBrightensThePinger; fixtures drop PingVisibility.
Not yet built or tested at this commit (verify job follows).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
EquippedCargoBay.TryStore(SimpleCommodity) now returns false before touching anything when
TryFindSpace says the whole quantity does not fit (its documented contract: true only when ALL
is stored), so Zone.TryPickUp keeps "first accepting bay, otherwise nothing changes" with no
rollback in Zone. Tests: refused pickup of a stackable item changes nothing; a stack plus free
cell stores whole; first accepting bay; headings cover the circle; the loot stream is not the
mine stream; dock/undock and jump drop once and only in the zone the ship is in.
Untested on this commit: not yet built (verify job follows).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One conflict, Zone.cs death subscription against contact-reveals' _departures insert: kept both.
The resolution already routes the death subscription through WatchDeath/UnwatchDeath (next
commit's fix target is the same line, so this commit resolves it in that shape).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ShipAuthoringStore.ValidateLoaded is the one composition of hull Validate and ValidateProducts;
Read and the draft branch of ship-authoring validate both call it (ValidateProducts is private).
Tests: a draft with an unnamed hull is refused; blank product name and key collision with the
offending product not first (both makers in turn); a negative hull price refused.
Builds untested here; the verify job runs at the end.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- finding joint-moved-by-two-actuators (ruling one-joint-one-actuator): RigChains.Driven names every actuator's joint (weapon-mount and
thruster-emitter anchors), so YawReach's chain stops at a thruster row's joint as it does at a gun's; Validate refuses a gun and a
thruster row on one joint. The test that pinned the mixed joint as accepted is replaced.
- finding row-of-one-arc-uncapped: Validate refuses any Thruster hardpoint with FiringArc above 360, row or not; the named-row check keeps only
the above-0 rule.
- finding row-rules-pinned-at-fixture-sizes: tests at row sizes 3 to 5, arcs 10 to 360, hair-width arc gaps, every non-thruster type, case-distinct rows.
All three findings land in this one commit (the edits share hunks in ShipAuthoring.cs and ShipRigTests.cs). Not yet built here; verified on Yggdrasil after.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Ruling ship-bounce-restitution-setting: j = -(1+e)(v_rel.n)/(1/m1+1/m2), applied only while closing. The old
exchange formula (PostCollisionVelocity) is deleted. ContactTests now pin momentum, frame shift, restitution,
no impulse while separating, slow closing, tangent of both bodies, inactive hulls, the contact point radius
and the three-body pile. Not yet built or run; verification follows.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Contacts.Step exchanges normal velocity between touching hull discs (PostCollisionVelocity moved verbatim
from ShieldManager) and publishes Zone.Contacted; ShieldManager presents it; HullCollider.OnCollisionEnter
and ShieldManager's ship-on-ship branch are deleted. Not yet built or tested (verification follows).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
OpacityAt is already saturated to 0..1 by the sim, so a 0.3 vent reads thinner than a full
cloud and nothing above full draws thinner. Builds (Unity compile run after).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Keycaps and the other body-font-based sequences now collapse: 25 failures become 13. The 13 FE0F+ZWJ sequences still show three pieces. Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Adds tools/emoji/emoji-sequences.txt (2760 fully-qualified multi-code-point sequences from the pinned emoji-test.txt), written by fetch_emoji_font.py and recorded in the lock. Not compiled yet (first Unity pass follows); the asset changes land in a later commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Thrust, DodgeFrequency and MissileVelocity are gone from LauncherData (keys 29-31) and GuidedWeaponData (keys 24-26), keys
reserved. GuidedProjectileManager flies the round from MunitionParts.Of: Acceleration, MaxSpeed and EvasionFrequency,
evaluated through the item. munition-parts-migrate is deleted with the fields it read.
The shipped catalog still carries the dead keys in this commit; the next commit re-saves it. The Unity assembly was not compiled.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Zone.Release is the one adder, StepFloatingItems and TryPickUp the only removers; DropLoot runs from the one
death subscription before the entity leaves the zone. Three C# default settings. Unity's drop path is untouched
(loot-1-present deletes it). Not yet built or run at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
MunitionHullData, MunitionThrusterData, MunitionSeekerData, MunitionControlData (with Cognition) and MunitionFuelData
(Behaviors union 43-47), read through MunitionParts.Of. StatValidation.ValidateMunitionParts refuses a launcher design
without exactly one of each and any other design carrying one, at catalog load and Upsert. AetherDb gains
munition-parts-migrate; LauncherRoles names the part's thruster stats by type and field (Range and Visibility also name
the seeker's and plume's flat stats, which RolesBackfill must not range).
Does not pass tests on its own: the shipped catalog is migrated in the next commit, and until then it fails the new gate at load.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>