ScenarioStage.Approach(entity, target) states a piloted entity's task as a follow task on the target, passed through Zone.Admit to the flight as the member's baseline task; it replaces Patrol(entity, orbit) and the orbit index, and RunStart's post-admit circuit overwrite. LockOn stages at .6, the quality Crossing and the other RunStart scenarios use (its brief states none), not .8 picked by outcome.
The bearing check keeps well-law r4's intent (measure against the hostile's actual pose, not the staged line) but reads the poses of the tick before the paint was first seen, which is the tick it was stamped in, with a .05 deg limit for float error; the live-pose check at .5 deg spent its budget on the paint inbox's deliberate one-tick delay. LockOnHoldsUnderOnePercentOfEachStagedInput moves hostile x, y and quality by 1% each way.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ScenarioStage.Patrol(entity, near) states a piloted entity's patrol order (the orbit nearest a point) and RunStart applies it over the drawn circuit. LockOn stages its fit at .6 and the hostile on the orbit by the player. Tests: every SimulationDice stream draws independently of every other (they already did: the stream is mixed into the hash), the pilot's sample offset is on its own stream's grid, a patrol circuit does not move with items minted first, Crossing.ProjectorRange is read against the live range.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Merged into master f937662d. No textual conflicts (auto-merged: ActionGameManager.cs,
Belt.cs, LockOn.cs, RunStartTests.cs, ScenarioTests.cs, AetherDb/Program.cs).
GameData/Aetheria.cc untouched by the merge.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Belt: seed 86 (484 rocks, scanned over seeds 1-90). Lock On: seed 1 (the staged hostile settles below the detection threshold).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The staged line stopped being the hostile's line once consumable-ai r3 gave it a flanking approach. The message records the drift from the staged line. LockOn.cs's 5-degree staged-match claim is removed. Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Under the potential-owner field the zone pulls everywhere (about 1.4 u/s^2 even in
its weakest places), so the staged runs bend. Crossing's player sat on the star at the
arena's origin and fell in; its crosser, braked by its pilot, never reached the bow
line from 150 m to port. The crosser now starts 96.5 m to port and 70 m ahead of a
player staged 250 m or more from every body, which keeps the pass at 3.2 s and 40 m
(the test's 3.0-4.2 s and 30-60 m unchanged). Lock On's hostile started on the side
where the zone bends its run by 7 degrees; the lock warning must point within 5 degrees
of where the hostile was staged. It now starts ahead and to port, where the bend is under
one degree and the lock comes at about 14 s. No assertion, limit or gravity is changed.
Not built or run locally; verified in the Yggdrasil job.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LockOn.cs hardpoint rows (Talaria, Core Power, GT 3K, FastBlast+-, Iapyx, not if i see you first, PotaT+-,
Store-All Plus) and LaunchSuppressorCatalogTests' SensorName take the generic names. Product-name literals in
CatalogRoleTests and GenericDesignsCommandTests stay: they are brands, not designs. Does not pass the scenario
tests until the catalog commit renames the designs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Update(0) checks could not fail and the 40..200 tick window was tuning. The test now asks the hostile's
PassiveInfo for the player's signature against the detection threshold after the first real tick, asserts the
hostile has no track then, pins the facing, and asserts the Track paint's Strength rises. The hostile is staged at
(1500, 3700) facing the player. The unsound comment about the player's sight is corrected.
Builds: not yet verified (verify job follows).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The hostile starts 4000 m ahead with no track of the player; stepped headlessly it
sees the player at tick 81 and paints a Track lock at tick 83. LockOnSituation pins
the staging, the absence of a paint at Update(0), and the lock's bearing and timing.
LockOn.cs.meta is provisional until the Unity compile on Starfire writes its own.
Builds: yes (not yet run; verification follows).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>