soul
ade0b0fbf3
Merge eureka/aetheria-arena-sim-rate: the game ticks at 30 Hz; one owner of the rate; timers carry overshoot; guns fire every round their cooldown allows; plain guns are semi-auto
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 06:31:10 +02:00
soul
9036d39f30
Two-AI digest repinned once for arrival-order application (commits of a step precede its applies)
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:22:01 +02:00
soul
62a641bf15
Catalog: Slug Rifle and Long Slug Rifle are AutoWeapons (auto-guns apply on master's catalog)
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:12:57 +02:00
soul
1f7b971966
Fire mode is one property of a weapon's data (Automatic): creation and the semi-auto floor read it, the floor holds guided, mine, launcher and charged kinds and consumables; a step's rounds apply in arrival order, ties by shot id
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:12:55 +02:00
soul
e92c2140b4
SemiAutoCatalogTests: the shipped catalog holds no plain gun, only guns
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:10:07 +02:00
soul
d3da985290
Fire mode is the design: Slug Rifle and Long Slug Rifle are AutoWeapons; tap and hold tests for both kinds at 15, 30 and 60 Hz; the semi-auto cooldown check
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:10:06 +02:00
soul
5367c899a6
auto-guns: copy the plain gun's fields
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:53 +02:00
soul
35ef321ff3
A plain InstantWeapon is semi-automatic; AutoWeapon repeats while held; the shortest semi-auto cooldown is a named constant with a catalog check; auto-guns command
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:52 +02:00
soul
0d8457bc34
SignatureTests: only a gun is tapped; a beam burns while its trigger is held
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:46 +02:00
soul
1aceaa576d
Two-AI digest repinned once for resolving a step's rounds in fire-time order (the trigger change alone moves nothing)
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:45 +02:00
soul
43042177d6
Tests that press a trigger once release it: a held trigger keeps firing now
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:44 +02:00
soul
46912a20c8
A trigger is the weapon's own state: a tap fires one burst and a held trigger fires its cooldown's rounds at any tick; a step resolves its rounds in fire-time order; the idle-clamp test really idles
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InstantWeapon repeats while its trigger is down (Activate to Deactivate), not when it was pulled this step; AutoWeapon's override of that is gone. FireControl keeps the shot queue in fire-time order (ties by shot id) and Step walks it oldest first.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:43 +02:00
soul
37a7bb76f7
Scenario tests step the arena at SimClock.GameStep, the rate the game runs
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:42 +02:00
soul
99f5820565
SimRateTests: a zero cooldown ends its step
2026-10-23 06:09:41 +02:00
soul
2b09e87733
SimRateTests: rounds leave from the shooter's pose at their moment; a zero cooldown fires at the shortest cycle
2026-10-23 06:09:40 +02:00
soul
aeac4e2958
SimRateEquivalence: survivor hull and first kill are held to the 95% interval of their difference, as the win rate is
2026-10-23 06:09:39 +02:00
soul
b679a38edc
Two-AI digest repinned once for rounds-per-step; the step-cost test measures a round's birth with the shot queue grown
2026-10-23 06:09:36 +02:00
soul
c1f9c05c48
Entity.GetBehavior walks Equipment by index: the per-round targeting-system reads no longer allocate an enumerator
2026-10-23 06:09:35 +02:00
soul
b1380204a3
SimRateTests: split the step cost into a round's birth and its resolution
2026-10-23 06:09:34 +02:00
soul
d038ee393a
SimRateTests: the fixture gun's round costs what the fixture reactor can pay at 0.01 s
2026-10-23 06:09:32 +02:00
soul
a1519c9b2b
diag (temporary)
2026-10-23 06:09:31 +02:00
soul
c00be8b35c
SimRateTests: probe the fast-gun capacitor on failure
2026-10-23 06:09:30 +02:00
soul
93f69ecb80
Rounds per step: a held weapon asks the bus for its step's whole inflow; mine-laying test cooldown stays inside one activation's two steps
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:29 +02:00
soul
1870e23bfd
Rounds per step: a gun's capacitor holds a step's inflow so every round of the step is paid; the mine-laying test's cooldown no longer pins the one-lay-per-step cap
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:28 +02:00
soul
04128e2f81
InstantWeapon: a pull is held through its step
2026-10-23 06:09:26 +02:00
soul
3b466f8c9b
SimRateTests: step-cost test compiles
2026-10-23 06:09:25 +02:00
soul
de9e1ba2f9
Projectile: a round is told of its shot by its manager's one subscription, and first seen where its barrel was when the sim fired it inside the step
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:24 +02:00
soul
95b7aeb7a2
Rounds per step: a held gun fires every round its cooldown allows in a step, each born at its own moment inside it; the shortest-timer pin is gone
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:22 +02:00
soul
3d4508d196
ChargedWeapon: a failed charge's cooldown restarts through InstantWeapon.StartCountdown and carries its overshoot
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:21 +02:00
soul
5adaef4697
Two-AI digest repinned once at the game step (step-exact rules, 30 Hz); shortest-timer test pins the four guns authored below two steps
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:20 +02:00
soul
ed5dd92283
Game tick lowered to 30 Hz (ruling tick-rate-stays-30); digest repin follows
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:19 +02:00
soul
48ba0a6204
SimRateTests: idle banking, magazine cadence, glowing passive target; equivalence and shortest-timer tests; ping-arm trace repinned for the exact decay
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:18 +02:00
soul
549437536a
Cooldowns shorter than a step end in it; tests that pinned the old tick-quantised cadence and Euler decay follow the exact rules
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:17 +02:00
soul
b9e0e5b5eb
SimRateTests: whole-step counts by MathF.Round
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:15 +02:00
soul
f0362025d9
Step-exact rules: timers keep their overshoot, passive sensing decays exactly (group B, 60 Hz, digest not repinned)
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:14 +02:00
soul
e2f0fc9dc4
SimClock owns the game tick: TickRate, GameStep, ForGame(); the 60 default and ActionGameManager's literal step are gone
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:12 +02:00
soul
a19d0eb73b
Arena: sim-rate map and target section 7 (sim rate cut, step part of A-pure)
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:11 +02:00
soul
a487f6c0a4
Merge eureka/aetheria-living-world-recipe-schema-and-checks: recipe and outside-market records; catalog checks for sources and sinks, productivity, recipes, lore and consumer demand
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 05:21:37 +02:00
soul
e2e01b2266
Merge eureka/aetheria-release-nakovalnya-boss-loadout: Zhestokost's demo boss is the Nakovalnya Boss loadout
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 05:15:41 +02:00
soul
084c77fb12
Boss loadout tests: shipped catalog now holds the demo boss; tests that wrote their own loadouts count only those
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 04:38:27 +02:00
soul
79caa8b32d
Zhestokost boss: the Nakovalnya Boss Loadout, committed through loadout-commit --boss-of; RunGoal tests reach it
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 04:32:46 +02:00
soul
5584c0d7c8
Merge eureka/aetheria-release-loadout-commit: AetherDb loadout-commit with --boss-of; Loadouts.Commit accepts package designs
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
# Conflicts:
# tools/AetherDb/Program.cs
2026-10-23 04:27:12 +02:00
soul
6b89019c02
Economy checks: an undefined radius refuses; factor refusal says why
2026-10-23 04:24:32 +02:00
soul
c6c8b4465b
Economy checks: pins from mutation testing; drop two redundant guards
2026-10-23 04:14:42 +02:00
soul
cdee1a27f8
LoadoutTests: a commit over a loadout written after the read writes nothing (kills the dropped-Expect mutant)
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 03:43:55 +02:00
soul
3506d48b1f
Spectral radius: converge on the vector, not on two equal maxima
2026-10-23 02:50:57 +02:00
soul
91f9b5553c
Economy fixture: keyed writes through UpsertAsync
2026-10-23 02:46:19 +02:00
soul
263fa02a73
EconomyFixture is public for the theory data
2026-10-23 02:45:24 +02:00
soul
bacb56c613
Recipe schema and catalog checks: RecipeData, OutsideMarketData, role counts, EconomyChecks over fixture catalogs
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Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 02:43:35 +02:00
soul
d233194cb2
Merge eureka/aetheria-living-world-station-kind-datum: station kinds are one catalog list; stations and fields are placed by seed; bad station packages are excluded by name
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Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-23 02:14:33 +02:00