- ItemManager(uint seed, ...) refuses seed 0 and seeds Random from it.
- RunStart.ItemSeed(galaxy, step) is public (formula unchanged), refuses a
zero result; named steps ArenaStep, StageStep, ContinueStep and NoRunSeed.
- Continue seeds the item stream from the saved run's seed (ContinueStep);
a scene with no galaxy uses NoRunSeed.
- Zone's unpack scatter draws SimulationDice.For(CombatSeed, ScatterStream,
1-based pack ordinal), never the item stream.
- Loadout's scratch manager and AetherDb's catalog command take fixed seeds;
every test and Editor construction gains 1u (mechanical rewrite).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Pins the survivors soul-ai-consumes-item-stream and soul-patrol-same-for-every-pilot of verdict s1.
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>
Combat.SampleDps and Zone.CreateAgent's patrol circuit drew from the item stream, so minting items moved
how a pilot fights and where it patrols. Both now draw SimulationDice.For(CombatSeed, stream, Agent.Id);
Agent.Id is the zone-scoped ordinal Zone.NextAgentId gives a pilot at admission (ruling
ai-sample-offset-off-item-stream).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Applies the net diff of eureka/aetheria-release-assembly-from-maker (5187a59d) without its catalog blob and RunStartTests residue, git apply -3, overlaps resolved on master's side. 066fb581's message ('git log --oneline -1') was a heredoc slip; the old branch stays as it is. Drops the Rarity = fixture member from the tests master added since ae300c6a. Faction keys 19-20 here are h1's; the next commit reshapes them to one Assembly at 19.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Combat.cs: master's lazy optimum-range owner kept, the OptimumRange accessor beside it. FireControlPerWeaponTests: the exponent test runs the first Update before reading the optimum (master derives it there).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Flight anchors a blind member on an Engaged track before a nearer Hailing one and keeps its anchor only while nothing outranks it. Doctrine.cs states the trespass rule as the zone owner's permission. DoctrineCatalog matches the faction by exact name and its comment names the landed Pirates record. VerseGrammarCommand gains the follow verb. Tests pin default and authored standoff, Grace against ComplySpeed, nearest hail, the Identified boundary, off-origin direction and anchor choice and switch, the unseen-member rule across geometry, combat from follow, the doctrine-catalog dry run and the turret's global hit threshold.
Not yet run: this commit's tests have not been built.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Conflicts: GameData/Aetheria.cc takes master's blob (doctrine-catalog and verse-grammar re-applied in a later commit, follow-up catalog-blob-merge-order); IffAndCombatTests NewShip admits through zone.Admit(ship, piloted); Program.cs keeps master's cases plus doctrine-catalog; FireControlPerWeaponTests keeps master's asserts with the branch's Minion constructor. Master-only compile sites adapted: Minion(ship, doctrine) in FireControlPerWeaponTests, LayoutAimTests, ScannerTests; AgentFires threshold in SolutionTests; Zone.Remove and VerseGrammar in FlightTests.
Not verified to build until the verify run at the end of the pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Removes EquippedItem's SoundBank, AudioEvents/AudioParameters, every
FireAudioEvent/PlaySound/StopSound/SetAudioParameter overload and Update's
AudioStats loop, the four audio enums, WwiseMetadata and WwiseSoundBinding,
the weapon/reactor/thruster call sites, and the Wwise Sounds counters in
FireControlPerWeaponTests (Announced and Starts keep the refused-round pins).
Catalog keys 21, 22 and 13-15 stay, unread.
Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GameplaySettings carries ShipLayerHeight 3, OrbitalLayerHeight 15, FloaterLayerHeight 0 (authored in Settings.asset).
Entity.LayerHeight (Ship, OrbitalEntity) is the one offset RideHeight adds; DrawAhead.FloaterHeight is the floater
height ItemPickup and MineInstance draw at. HullData.GridOffset (Key 26) and the pickup/mine/prefab GridOffset fields
are gone with every reader. Fixtures (DrawnPose, FireControl*, ImpactFeedback) take heights from the layer owner;
LayerTests pin each kind's layer. FloatingItemsDrawnSmoke follows. ItemPickup/MineInstance.Bind take the settings from
ZoneRenderer. Builds as one commit with its tests; not compile-verified until the cut's head run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Combat and TurretController spelled GetHeight + GridOffset inline; they call target.RideHeight now. The drawn-ship test authors a hull with GridOffset 2.5 on the well's slope. Two new tests aim at a target hull raised 40 u.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A no-lock fused round reads RangeFactor in CommitBurst at the distance it travelled to the hull it stops on; every round whose point
Solve plans reads it once at Fire (PendingShot.DeliveredAtCommit says which). Lay reads it at its own distance 0. PerformanceStat.Evaluate
no longer interpolates a single-value span, so an unauthored +infinity stat evaluates unequipped. Tests: the round that stops short, the
Fused Rounds hull ahead, a mine layer's authored ranges, the group pick at the target's real distance, unequipped SRMM72/Mine Launcher.
Not yet built (verify job follows).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
WeaponData.RangeFactor is the one function of damage over range: 0 outside
[MinRange, Range], 1 up to EffectiveRange, one lerp to DamageAtMaxRange.
DamageCurve (key 7, retired) and its formula parameters, CurveField's
BezierCurve path, and every fixture curve line are deleted. Fire freezes
damage times the factor at BurstReach; the AI's DPS reads, Combat's optimum
sampling and the properties panel chart read the same function. AetherDb
gains range-falloff (command only; the catalog is re-saved in a later commit).
Cut and wiring land in one commit rather than two; this commit has not been
built yet.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Conflicts: Behaviors.cs keeps Union(48, PickupData) and Union(49, LaunchSuppressorData);
Zone.cs keeps the departure record on _entities with master's Visibility (emissions-heard);
ContactRevealTests.cs keeps master's removal of the emission-departure test.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
IsRevealed is now the observer's book (Entity.HasReveal) plus the live filter
(still on its ship, not IsDestroyed). The tier ladder and
GameplaySettings.TargetArmorInfoThreshold are deleted, with the 19 fixture
initializers and the Settings.asset line. Fixtures that aim at an item record
its reveal through RecordReveal; Aetheria.Shared exposes internals to
Aetheria.Shared.Tests for that. Unbuilt and untested at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Entities is a MemberView with no mutating member; Admit installs the death watch with the
membership and refuses a member already present, Remove takes it away with the membership.
The Reset and duplicate-Add bypass paths of the death watch cannot be spelled any more.
Tests move to Admit/Remove; Admit also activates, so the explicit Activate calls that followed
a raw Add are dropped. Unity call sites route through Zone.Remove.
Builds: unverified at this commit (verified in the job at the head).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
VisibilitySources holds Signature (channel, strength, item); the eight direct writes
go through the one writer; Visibility stays the sum; SignatureOn(channel) splits it.
VisibilityData gains Key(3) Channel. No number changes. Not yet built or tested at this
commit (verification follows).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
TestCatalogGlobal existed only to give the test host one [CultGlobal] routed to the catalog. VerseGrammar is the
game's first, so the test-only type is deleted and every fixture authors a VerseGrammar instead (63 call sites; the
missing-global tests assert on aetheria.verse_grammar). Stale comments about the test type are rewritten.
Builds (not yet run when committed).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FactionDoctrine/RoleDoctrine (Faction key 17), Flight as the only writer of
members' Target and Task, hail/grace/compliance, FollowTask/FollowState,
agent removal on Entities removal, doctrine-catalog command, FlightTests.
Not yet built or run; verification follows in later commits.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Ship.Update reads Turn and feeds the rotation thrusters and aether drives; it no longer reads the
look direction or snaps Direction toward it. Steering.Toward is the one law from heading to demand
(a heading astern now turns at full demand). HelmInput owns the face-the-aim state. Accelerate,
Combat and MoveTo write Turn through Steering.Toward. Entity.LookDirection is renamed Aim in the
simulation, the Unity readers and the tests. Unity player input follows in the next commit.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
- Entity.Target is one slot of TargetRef, read-only from outside
(IReadOnlyReactiveProperty); Entity.SetTarget is its one writer. A chunk is
taken only while the entity can see it, so a rock in darkness cannot be
picked. Every handler, agent, turret and test writes through SetTarget.
- Entity.ChunkInfo (Q14 A): the value the per-tick sensor rule settles at,
computed on demand through Sensor.PassiveRate/Sensor.Gain -- sum of the
active sensors' passive rates over (sensors x TargetInfoDecay), capped at 1.
Stored nowhere; no per-tick loop over chunks. ChunkVisible is the detection
threshold through the chunk path.
- The lost-track rule reads through the chunk path: Activate's reconciliation
and a per-tick check of the one slot drop a chunk target that has gone dark.
- Entity.VisibleChunksInReach (Q13 A): visible chunks within the longest range
among active weapons -- the one reach rule for cycling and programmatic picks.
- Entity-only readers take .Entity: TargetedBy/TargetedByCount, target items,
the stance gate (a chunk has no stance), lock (Q12 A: never on a chunk),
turrets, Combat, Minion, FireControl (a chunk fires untargeted until Cut 4).
TargetRange and the arc gate read a chunk's planar position.
- ActionGameManager: the reticle and next/previous offer visible ships and
visible chunks in reach; nearest stays enemies-only; the target panel,
indicator and fire-control debug take TargetRef. EntityInstance reads .Entity.
- MiningCut3Tests pin parity, darkness, monotone brightness, wear and break,
reach, the chunk query, target survival and loss, TargetRef equality, lock,
and field-kind assignment at generation and first load.
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>
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>
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 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>
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>