Missing catalog or save capabilities are added to AetherDb as commands,
not written as scratch projects, loose scripts or byte readers. Records
the serializer options and the CultLib pin gate an agent hits on first use.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ARPG.unity gains Debug Info Panel and Debug Info Text, which
ActionGameManager.DebugInfoText drives as the fire-control debug HUD.
FieldShieldTest.unity gains the ShieldInterceptor, ShieldEnvelope and
Panel prototype rig from shield-panel Cut 4.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Regenerate AetheriaInput.cs from the committed Aetheria.inputactions so the
wrapper carries Cycle Target Item, and bind it through Input.Player like the
other target actions. The by-name FindAction lookup was a stopgap from when
the generator could not be run outside the editor.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
One Solve decision feeds Fire, Inspect and Refuses. Literal arming distance
on every detonation path; no-lock rounds of any fuse stop at the first hull;
a round fired at a target that leaves does not burst; refusal is free,
cooldown included; AI decides per weapon and never fires a refused weapon;
the HUD shows the outcome. Soul passes 5-7; batch 8 closes their follow-ups.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
After its fade a round kept integrating Velocity through the BindingLifetime wait, then a Hit (which carries
no burst point) played HitEffect at the drifted position. The wait now holds still; a hit without a point
plays the effect at the round's target position, and is skipped when the round never knew one. OnEnable resets
BindingLifetime so a pooled split child, which is never bound, does not inherit the last round's.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A released charge has a burst pending and no cooldown until its first round, so a second Activate in that
window started a second charge; Activate now asks CanFire. The round that starts a burst's cooldown does so
after the tick's decrement, which made every cooldown one tick long; it now charges that tick to the cooldown.
Pins both, and that a burst triggered after a fired one is not ready before its first round.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A burst is sized from stats the first Execute resolves, so the untouched fixture gun fired nothing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
BurstCount is set by the first Execute, so a trigger pulled with no tick has no burst pending. The
tests now run one tick and read whether the cooldown started.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The cooldown now starts at a burst's first fired round, so Progress no longer moves at the trigger.
IffAndCombatTests read CanFire (false while a burst is pending) instead, and the charged-weapon
control uses the charge-start event name the sound bank resolves.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A burst whose every round is refused fires nothing and leaves no cooldown: the cooldown moves from
Trigger to the first round Execute does not refuse, and CanFire holds a triggered burst that has not
yet fired. ChargedWeapon.Activate asks FireControl before it starts charging, so a refused weapon pays
no charge heat or audio. InReach is deleted: Designated carries the one range test and the lock gate,
and Combat reads it. GuidedProjectile answers Resolve while alive and keeps its binding through the
shot's flight time, so a faded round still shows the simulation's detonation.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The mutation pass on the fuse fixes left one survivor: a no-lock round whose
aim ends inside the blast radius (a designated target out of arc) flew only to
its aimed point instead of the arming distance, and nothing noticed. Its arrival
is now pinned to the arming distance, beside the targeted case.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Operator ruling 2026-09-30: a no-lock round of any fuse stops at the first hull
on its aim line and detonates there (bomb fishing still bursts at max range on
a clear line). CommitBurst no longer special-cases Contact.
Soul's findings on 14f66634..7e620ff9:
- Arming (HIGH): a contact or delayed blast on a hull nearer the muzzle than the
blast radius detonated at the hull. Armed is now the one owner of the arming
rule; Solve plans its burst point through it and ApplyBlastHit pushes the hull
point through it.
- A refused beam never starts (ConstantWeapon.Activate asks Refuses), so
OnStartFiring no longer flashes visuals and audio for a beam that fires nothing.
- Step removes a shot from the queue before Apply runs damage observers, so a
throwing observer cannot make the blast repeat every tick.
- AgentFires consults Solve for a fused weapon: a refused weapon is never fired
and Combat's group pick no longer counts its damage.
- SingleAmmoBurst pays at its first unrefused round in Execute, judged with the
Range that round flies with, instead of at the trigger on the previous tick's.
- Inspect reads Designated from Solve (FireSolution.Designated) instead of
recomputing visible, in-range and locked; FireControlDiagnostic drops those
three fields and the debug HUD shows the one. Combat's group range test is
FireControl.InReach, the range half of Designated (a LockWeapon must be
activated to acquire its lock, so Combat cannot ask Designated itself).
Tests pin each rule, plus the two surviving gaps: a pushed-out targeted round's
arrival at the arming distance, and the AgentMinHitProbability boundary.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The overshoot branch of GuidedProjectile.Update (out of range, or flown past
its target) instantiated HitEffect whatever the simulation had decided. A round
the simulation never detonated could therefore explode on screen. The branch now
fades the round out; Resolve stays the one place a HitEffect is shown for a
detonation.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The trigger's own refusal check stopped a short-Range round before Execute
ever reached its refusal, so wear, heat, visibility and sound left ahead of
Execute's `continue` survived every mutation. The cost theory now also
authorises a burst directly, the way a trigger that passed leaves it, and the
separate ammo-only test folds into it.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Unity-only, compile-checked by reading.
* F5: GuidedProjectile.Binding is one owner: a new binding disposes the one it
replaces, Kill disposes it, and OnDestroy does too, so a projectile torn down
with its scene cannot leave an observer on the zone's subjects to touch a
destroyed transform.
* F6: Resolve takes whether the simulation detonated. A miss (a contact or
delayed round that missed, a target that left) fades out with no explosion.
* F7: BurstAt resets the previous target position and target velocity, so the
retarget jump does not feed the guidance a bogus target velocity.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Operator rulings 2026-09-30.
* Combat and TurretController ask FireControl.AgentFires for each weapon. A
fused weapon fires whenever its target is designated (Designated, the one
visible / in-range / locked predicate PFire already used), whatever the arc;
an agent never fires one at nothing. A direct-hit weapon keeps the
AgentMinHitProbability threshold. The group's first weapon no longer speaks
for the group, and the turret's own range test is gone.
* FireControl.Solve is the one decision about what a round does, extracted
from Fire: Direct, Burst at a reach, or Refused. Fire, Inspect and the
weapons' refusal check all read it. Inspect gains Outcome and BurstReach and
the debug HUD prints them for fused weapons.
* A refused round costs nothing. InstantWeapon asks before its ammo and energy
spend (at the trigger and at each round), ConstantWeapon folds the refusal
into the gate its power request and Execute already share, so a refused beam
draws no power, wear, heat or visibility and stops.
* The arming distance is BlastRadius, measured from the shooter's position and
blind to hull size. HullAhead's exit, ArmingDistance and
PendingShot.ArmingDistance are deleted; HullAhead survives as HullEntry for
the contact fuse. A round fired at a valid target inside the radius is pushed
out along its line but keeps its target, so a departed target cancels it.
* Step settles a shot's queue state before publishing about it, so a throwing
presentation observer costs its own notification and cannot re-commit or
re-resolve the shot on every later tick.
Tests: FireControlPerWeaponTests (new; includes a fused-beam fixture), the
arming tests in FireControlCut124Tests rewritten to the literal distance,
the hull-inclusive probe premises deleted.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
- GuidedProjectileManager passed target.transform to OnFireGuided for a
no-target fused round: a NullReferenceException inside InstantWeapon.Execute
after the shot was queued, which skipped audio, wear, heat and visibility
and unwound Zone.Update. The tuple's transform is null-safe now, and the
trackmissile console command falls back to the missile.
- Presentation follows the commit rather than predicting it. The manager binds
each guided round to Zone.ShotCommitted (retarget to the burst point the
commit names, so a Contact round bursts at its hull and a Range-clamped
burst is not overshot) and ShotResolved (burst there, then). The binding is
disposed when the projectile dies, so a pooled round does not accumulate them.
- Beams and barrel-fired projectiles stay with F5.
Unity-only; compile-checked by reading.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Operator ruling 2026-09-30. A fused round's burst is at least BlastRadius
beyond the far edge of the shooter's own hull, measured along the flight line
against the hull as it stood at fire (HullAhead's exit). A close burst -- a
target inside that distance, in or out of arc -- is pushed out along the aim
and carries no target; a contact round is floored to it too.
- The F3 trigger gate is deleted. Fire refuses a round (returns 0) whose
arming distance exceeds Range, per round, where Range is read after Execute
refreshed it; InstantWeapon and ConstantWeapon skip a refused round.
- PFire's range, Inspect's range and the range clamp are planar (R7).
- HullEntryDistance becomes HullAhead (entry and exit); the max(...,0) clamp
on entry is gone, the arming floor covers it.
- ShotOutcome.HasBurstPoint names the rounds that have a frozen burst point.
- SafeAssert: the tests no longer hand xunit an Entity, PendingShot or
ShotOutcome to format; a failing assertion had been overflowing the test
host's stack.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
EntityInstance handed effect managers the shooter's selected target whatever
FireControl decided. A fused round whose target was invalid or out of arc
flies at none, and GuidedProjectileManager dropped a launcher shot with no
target entirely, so a real burst had no missile.
- Zone.TryGetShot: a presentation reads the shot the simulation committed
(its target, its burst point) by the ShotId OnFire hands it.
- EntityInstance passes the shot's own target; a launcher round with none
flies to the shot's burst point.
Unity-only; compile-checked by reading.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Operator ruling 2026-09-30: a fused weapon with a selected but out-of-arc
target fires. Its round flies along the arc-clamped aim and bursts at the
target's range. Non-fused weapons still refuse.
- FireControl.ArcPermitsFire is the one trigger arc gate (fused weapons are
exempt); Fire reads the same InArc through PFire's new designated/inArc
outs, which replace `bears`. No valid targeting data still bursts at Range.
- F3: a fused weapon whose effective Range does not exceed its BlastRadius
stays safed at the trigger (FuseCanArm, read from the runtime Range). The
catalog check on Range.Min is deleted; it read the authored floor, which
Evaluate can scale below.
- F4: a targeted proximity burst is pulled back along its line to Range.
- F8: a proximity round that detonates commits as Burst (or Hit); Apply's
Proximity case collapses into the Burst path via Outcome.BurstPoint.
- Tests: arc-only and LockWeapon gates, out-of-arc burst, trigger gate,
runtime-Range refusal, Range clamp, Burst typing, commit horizon, and
Soul's adopted probes (aim clamp edges, contact point, target leaves,
shooter destroyed).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Assert.Null(shot.Target) and Assert.Same(committed, resolved) format the
entity graph when they fail, which overflows the xunit stack and crashes the
host instead of reporting a red. Use Assert.True with a message.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Operator rulings 2026-09-30 after Soul's pass on 8c002637:
- A no-lock round flies along Entity.LookDirection restricted by the mount's
arc (FireControl.AimDirection: inside InArc's cone as is, outside it turned
to the cone's edge; no aim falls back to the mount). The simulation had no
aim clamp before; the old code used the hull-fixed mount direction.
- An invalid target (out of range, out of arc, not visible, not locked) counts
as no lock for a fused round. PFire's gate is the one decider and now also
reports `bears`; Fire reads it. The round carries no target afterwards.
- A no-lock Contact round bursts at the first hull its aim line crosses
before max range, read through Lane's own cell admission (CellsOnLine,
split out of Lane). Proximity and Delayed keep the max-range burst. Such a
round commits at Fire, since it has no target facing to read late, and
arrives when it has flown to the burst point. The seam for mining chunks is
FireControl.ContactDistance.
- A round outlives its shooter: Step no longer cancels a shot whose source
left the zone. Resolution reads the zone and the target; the shooter is an
identity a shot carries. PendingShot.FireOrigin freezes where it left from.
- ShotOutcome.Result (Miss, Hit, Burst) replaces the stored Hit bool, which
is now derived. A burst without a target is no longer reported as a miss,
and the debug HUD labels it BURST.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Soul: a no-lock round bursts at Range, so Range <= BlastRadius (or a zero
Range) lands the blast on the shooter. Made structurally impossible at the
catalog rather than policed at runtime: StatValidation.ValidateFuse joins
the checks CultRecordRefs.Validate runs on every Upsert, at the weakest value
the Range stat can take. Only a weapon that will detonate (a Fuse and a
BlastRadius above zero) is held to it.
AetheriaStores.Open now calls that same Validate for every equippable and
consumable document instead of carrying its own copy of the three checks, so
Upsert and Open can no longer disagree.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Proximity, contact and delayed shots fired with no target burst at Range
along a non-axis aim (2,1) and leave the shooter undamaged; the shot flies
there at the weapon's Velocity. A targeted proximity shot keeps the burst
point and the damage value measured at b66ba524 (5.65884256).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Operator ruling 2026-09-30: fused weapons without a lock explode at max
range. Fire froze BurstPosition at the shooter's own position with flight
time 0, so a proximity shot detonated on its own shooter and contact and
delayed shots did nothing.
With no target and a fuse, Fire now freezes the burst point as the mount
direction times the weapon's Range stat from the source, and flight time as
Range over Velocity. Apply sends every such shot through Detonate at that
point whatever its fuse. Targeted shots and unfused shots are untouched.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
c50029d5 committed the file with CRLF endings: the inserted paragraph had
mixed endings, and autocrlf does not normalise a mixed file. Content is
unchanged, and the net diff against c50029d5^ is the 26-line status
paragraph.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Assert.Contains on a Ship formats the whole entity graph on failure and overflowed the stack, aborting
the test run instead of reporting red; the new tests check membership with a boolean and a message. The
cockpit-kill test now gives the target a hull the blast also kills, the case where the double Death
actually occurred.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Entity.Death, the owner of the stream, now ends after its first cause. A blast that destroyed a
cockpit fired Death, which removed and deactivated the entity, and the blast's own DamageHull then
raised a second Death to every subscriber but Zone's idempotent handler. Every damage path gets the
guard because none of them raise Death themselves.
New pins: one blast killing three ships (a break after the first kill survives the old suite), a
shieldless ship outside the disc receiving nothing, a cockpit-kill blast and a direct hull kill each
raising Death exactly once.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
LaneAndSilhouetteAllocateNothingGivenAPooledBuffer failed in 1 of 12 full-suite
runs (1232 bytes over 1000 Lane calls) and in 0 of 100 runs of the test alone
or its class. The allocation is a one-off, not a per-call cost: under suite
load the runtime's background tier-up is delayed by other tests' JIT activity,
so first-use allocation lands inside the single measured window.
The rule stays: Lane and buffered Silhouette allocate nothing. The test now
measures up to 20 rounds of 1000 calls and requires the smallest round to be
zero. A per-call allocation appears in every round and still fails it.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Each rule below was protected only by a test a mutant passed. New or
strengthened tests, with the mutant each one kills:
- AContactOrDelayedBlastOnAMissDoesNothing: ApplyBlastHit's miss guard.
- ToWorldPointIsTheInverseOfToSchematicPointAtANonAxisFacing and
AContactBlastLandsOnTheCellItHitAtANonAxisFacing: ToWorldPoint's right axis,
asserted per cell at facing (2,1); TurningAfterCommit now compares per cell.
- ProximityBurstPositionIsThePredictedInterceptForAMovingTarget: a moving
target and an intercept solved in the test, not Durability <= before.
- AnUntouchedEntitysShieldIsNotConsulted: Detonate's skip of untouched
entities.
- TheFusePointStaysOnMetalAcrossAConcaveGap: the delayed point clamps at the
first gap (the lane's walk ends there).
- ShieldPaysForWhatReachesIt asserts the reserve dropped by the covered share;
AShieldRaisedBetweenCommitAndArrivalAbsorbsTheBlast and
AShieldDroppedBetweenCommitAndArrivalDoesNotAbsorbTheBlast replace the
outcome-flags-only check with the shield state flipped between commit and
arrival.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
F1: RectDiskOverlap counted a whole square when a cell edge sat exactly r from
the disc centre (`h < yhi`, `-h > ylo`). The comparisons are inclusive now, so
the chord bounds the piece. A proximity burst on an integer centre of mass
delivered 127.32 of 100 at BlastRadius 1 and 100.80 at 3.
F2: delete Detonate's distance prefilter and the radius <= 0 guard. The
prefilter measured from the centre of mass with the bounding box's
half-diagonal, which is not a bound on how far a hull's cells reach; it culled
real overlap on an L-shaped hull and on the shipped Longinus corners.
RectDiskOverlap is the single decider. An untouched entity is still skipped
(its covered list is never allocated).
F3: Detonate iterates a snapshot of zone.Entities, as Zone.Update does. A
lethal blast removed the entity from the live collection and the next MoveNext
threw, leaving the shot pending so it detonated again the next tick.
Tests: tangent discs through Fire and Detonate, an L-shaped hull, grazing
blasts at the farthest corner of Longinus and LonginusX (expected values from
a numeric overlap), and a lethal blast that must resolve once.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
One file with the checks only the operator can do before the merge,
folded into a single play session, with a map pointer on each line. It
also lists what was already done, what is not part of this merge, the
open questions, and the three uncommitted scene and input files to
decide on.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>