- ActionGameManager: the visible hostile/friendly indicators and MenuMap.Position read DrawAhead.Position at Clock.Lead.
- DrawAhead.Round drops its lead parameter: the target's lead is the drawn time less its zone's step time, derived inside,
so a caller cannot pass two times that disagree. Projectile and BallisticFlightTests updated; the hit tests derive their
lead from the drawn time; two assertions that only varied the now-absent lead are removed.
- Zone.RailAt logs "Requested orbit is not part of this zone!" for a missing parent again (DrawnPoseTests.AMissingParentOrbitIsLoggedAtADrawnTime).
Builds: not yet compiled at this commit (verified by the run that follows).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
HUD target, lock, incoming-lock, bearing and sweep markers anchor on DrawAhead.Position / AtBearing at Clock.Lead.
GravityLowering's record fill is DrawAhead.Well (pure, pinned at non-zero lead). Rounds take DrawAhead.Time
instead of float Zone.Time + lead. Sensor ping, shield hit, compass icons, wormhole bearing, loot ViewOrigin and
the guided-projectile aim read the drawn pose. Not built in Unity yet.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FireControl.RoundEnd and RoundAt leave FireControl (RoundEnd to DrawAhead verbatim, RoundAt as DrawAhead's private Line);
DrawAhead.Round takes the published outcome, steers a hit or burst from its frozen line at the commit tick onto its
end (burst point, else the impact cell on the target's drawn pose), and RoundStop is deleted. Projectile caches the
last published ShotOutcome and calls DrawAhead only. BallisticFlightTests move to the new signatures; the frozen-line
moving-target test is replaced by impact-cell, steer and no-drawing-function tests. Unverified: not yet built or run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The contact-burst fixture cannot tell RoundStop's burst point from the line at
arrival (CommitBurst puts both at the same distance), so a stop that ignored the
burst point survived. A targeted proximity round at a target receding faster
than the round closes bursts at the pulled-back range point while arriving at
the fired-at distance; this test pins the stop to the sim's burst point.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Spec r2 said 30 against a round speed of 20: no first-order intercept exists
there (the target outruns the round sideways), so the round did not lead.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
RoundEnd(shot, known) is the one statement of when a ballistic round's drawn
flight ends: arrival for a hit, burst or unpublished outcome, the frozen range
(never short of arrival) for a miss. RoundAt takes the known outcome and clamps
at RoundEnd. DrawAhead gains Round, RoundStop, RoundOver (pure, no state) so the
blend, stop and done rules are headless-testable. Seven new tests (ten cases).
Unity build: Projectile.cs still calls the old RoundAt, so this commit does not
compile in Unity (the headless test project does not include Projectile). The
next commit moves Projectile onto the statics.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FireRange is the distance to the engaged target and 0 for a round with none, so a no-lock burst round and a
round that misses never flew. MaxRange = weapon.Range is frozen at Fire beside Speed. Unity compile not yet run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PendingShot freezes the weapon's Velocity as Speed at Fire; RoundAt(shot, time) reads the frozen origin,
direction, speed and fire time, clamped to the FireRange point. Step, Commit and Apply do not call it.
BallisticFlightTests pin the line against the shooter position, aim and authored velocity.
Builds: yes. Presenters still fly their own rounds at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>