Commit graph Aetheria/tests/Aetheria.Shared.Tests/FireControlCut9Tests.cs
Author SHA1 Message Date
Meta Vens
b0fd3cd06c Cut 11 second round: one owner for PBase, and tests for what the 51 survivors showed
Inspect.PBase is HitProbability's own answer instead of a second product of
the factors. New behavioural tests pin a beam shot carrying its override
damage, a fitted targeting system forgiving a jink, a shot orphaned before
commit committing as a plain miss, and the HUD's arrival countdown. The
tautological damage assertion in BeamRollsPerInterval is deleted.

Stryker on FireControl.cs: 51 survivors to 43, all triaged in the map.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 16:39:52 +02:00
Meta Vens
1b187db45b Cut 11.3: fix the degenerate fixtures that made mutants indistinguishable
Most of Stryker's surviving mutants in FireControl.cs traced to a handful of
fixture constants that make a mutant compute exactly the same number as the
original -- the same defect class as the zero-velocity target and the damage
that happened to equal an item's durability, found here as a pattern.

- The kernel fixture's shooter sat at float3.zero, where `target - source` and
  `target + source` are the same vector. HitProbabilityMatchesInspect gains a
  configuration with the shooter far from the origin: the correct separation is
  500, in range; the mutated sum is 1300, out of range.
- The kernel fixture's Resolution was 1000, which saturates pSensor to exactly 1
  above the detection threshold, so multiplying and dividing by it agreed. Now 2.
- EvasionCountsUntilCommitAndNotAfter fired at zone time 0, so `now - FireTime`
  equalled `now + FireTime`. Cut 5 gave this test a moving target to defend its
  own declared mutation and it still survived; the clock now advances first.
- Every fixture used zero spread and a cell size of 1, leaving the whole spread
  term untested. PSpreadIsTheSilhouettesShareOfTheSpreadCone pins what pSpread
  means -- a silhouette filling the cone scores 1, half the cone scores .5, and
  a bigger one saturates -- rather than how it is computed.

Triaged as equivalent, not chased: the float-threshold boundary flips, and the
three MixSeed mutants that turn a right shift left -- measured, the die stays
fair under all three (worst deviation from p .017-.030 against .022 correct), so
killing them would mean pinning the mixer's bit arithmetic, not its behaviour.

Recorded, not fixed: FireControl.Apply's derivation of hitDirection from the two
positions has no geometry test through the FireControl path, and
StatResolverTests.AModifierThatTargetsItsOwnMagnitudeStatIsRefusedAtEquip fails
intermittently in the full suite -- likely cross-class pollution through
CultCache's process-wide document registry.

241 tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 16:20:45 +02:00
Meta Vens
b15cbbe5de Cut 10: the hot path stops looking like, and costing like, a diagnostic
The diagnostics refactor (72c0109c) kept the debug HUD and the simulation on one
fire-control model by routing HitProbability THROUGH Inspect. That was the right
invariant implemented at the wrong level: every AI and turret evaluation, per
weapon per tick, built the full diagnostic struct and ran IsRevealed's sort, the
aim-point cell walk and HullKernel's allocations and per-cell exp -- and only
then checked whether the target was even in range. A Soul pass measured 9.87 us
and 448 B per call on paths that used to bail in nanoseconds. Operator: it made
the hot path look like a diagnostic one.

One model is now shared at the level of its factors. HitProbability runs its
cheap gates first and bails, exactly as it did before the refactor, and computes
PSensor, PSpread and POnHull only for a shot that is actually possible. Inspect
calls the same four factor functions and fills the struct unconditionally,
because a HUD wants to see why a shot is impossible. The HUD panel and its one
test consumer are unchanged.

Two tests make the design enforced rather than conventional:
- HitProbabilityMatchesInspect: exact equality across 21 configurations covering
  every gate the hot path bails on plus Precision and info sweeps. Dies when a
  factor changes in only one caller.
- GatedOutHitProbabilityAllocatesNothing: 1000 out-of-range calls allocate zero
  bytes. Dies when HitProbability is routed back through Inspect.

Both mutations verified RED and distinguished from a compile failure, with
restores checked against a hash taken before mutating.

231 tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 15:18:12 +02:00
Meta Vens
6db6dc78f3 Cut 9: the die is not a die
9.1, blocking. FireControl seeded CultMath's xorshift32 per shot and drew once.
NextFloat returns the top 24 bits of the FIRST round, and one round cannot carry
ShotId's low-bit variation into the high bits -- so every zone's hit roll spanned
about an eighth, with the threshold fixed at zone creation. A shot was a step
function of p: below the band it never hit, above it always did. An unaided
shooter hit 0 of 18,926 shots. That is the operator's "no hits registering," and
being stable per zone is why it came and went.

The seed derivation is unchanged -- still a pure function of (zone, shot id),
Cut 6b's rule -- and only its diffusion into the first output changes, via an
fmix32 finalizer. Measured across six zone seeds: hit fraction at p=.3 went from
0.0% in five of six zones to 29-31%, and at p=.6 to 58-61%, with the roll
spanning the full range.

The defect survived three cuts because nothing in the campaign measured a
distribution -- every fixture uses accuracy 1 or 0, and a constant satisfies a
determinism test perfectly. TheDieIsUniform now asserts the observed hit
fraction is within .08 of p across several zone seeds, which is the test whose
absence was the real defect.

9.2. Sigma is floored at half a cell. HullKernel approximates a continuous
Gaussian with a discrete sum over occupied cells, and that sum collapses once
sigma falls well under one cell against an aim point that is not exactly on a
cell centre -- true of every shipped hull. Past Precision ~4, pOnHull went to
zero and a better targeting system made the weapon unable to hit anything.

9.3. An active entity's Target is now always a live entity it has info on.
Cut 8's _active guard could never have fixed the operator's LockWeapon crash --
that code only runs on active entities, and cut8's own harness header says so.
The live route was dock, target dies, undock; Deactivate disposed the
subscription that nulls a stale Target and Activate reseeded EntityInfoGathered
without reconciling it. Still not a TryGetValue in LockWeapon.

229 tests pass.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 02:33:22 +02:00