- 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>
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>
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>
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>
DrawAhead moved xz ahead but carried the last step's y, so on a slope the ship's height stepped once per sim tick.
Entity.RideHeight is the one owner of 'an unparented entity sits on the field'; the step and DrawAhead both call it.
A child is drawn where its parent is drawn.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Entity.AimedAt (AimTarget: a revealed item or a believed mount) replaces
TargetItem. Two writers, TrySelectTargetItem (IsRevealed) and TrySelectMount
(in LayoutOf, not seen destroyed); ResolvedAim re-validates both on every read.
AimCycle is SchematicRows' enemy rows minus mounts in the observer's
seen-destroyed record, written only in Sense through PerceivesDestroyed.
SchematicRows drops its covering filter. IsLocated and AimsAtMount are deleted;
PendingShot.AimedMount and Silhouette's HardpointData mount replace the bool.
The cycle key calls Entity.CycleAim; the schematic marks read ResolvedAim.
Entity.ToString names an entity (follow-up entity-formats-safely).
The slot is AimedAt, not Aim: Entity.Aim is the pilot's pointing direction.
Not yet built or run; ActionGameManager and SchematicDisplay are uncompiled
without Unity.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GravityField is the law of one well (logarithmic tail, softened core).
Zone.GetForce and GetHeight sum it over the bodies; GetNormal derives from
the force for ship tilt; Flow and Ship read GetForce. Well strength, core
radius and Roche limit are PlanetSettings curves of mass, height
exaggeration K one global. Deletes GravityAcceleration, GravityReferenceRate,
GravityStrength, the PowerPulse well, GetNormal's finite differences and
BodyData.GravityDepthExponent. Settings.asset carries the calibrated curves.
Tests: PotentialOwnerTests, the moon's moon placement, retired keys over every
BodyData type, a body-derived giant sweep. Not yet built or run (verify job
follows); this commit may not build.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
OrbitData and BodyData are run-store types; a cache opened with a catalog
only has no home for the well body. The six fixtures that dig a well now
open with a run path. The previous commit does not pass its tests.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GetHeight sums body wells only. Removes RadialWaves, GasGiant wave fields,
GasGiantData keys 14-17, PlanetSettings Zone*/Wave* fields, the minimap
gravity range, the Boundary brush and Gravity Waves objects from the scene
and both prefabs. The five bowl fixtures become one WellFixture well at the
origin with unchanged expected numbers. Not yet built or tested: this commit
has not been through the Yggdrasil job.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Units cannot be lifted by hand (Entity.Update resets Position.y to the zone's height), so the first version of the test never put the target off the plane. The zone's depth now does it, and the Dart claim's Range is set between the two distances.
Builds: yes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The planar-distance mutant survived the first mutation table; no test put a target off the ground plane.
Builds: yes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
EffectiveRange takes Range's role in the roles maps; the lock weapon's array
header grows to 37 with the weapon base's new keys; the AI test builds its
gun's effective range in the encounter fixture. Not yet verified.
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>
- Entity: delete _hullClaim; the hull's claim is the EquippedHull entry of _itemClaims, so ClaimOf(EquippedHull)
and ClaimedHull read one slot (hull-claim-split). Claim(HullData) writes it; a non-hull claim of the hull throws.
- RevealedWeapons orders by the subject's equipment order, not dictionary slot order (tie-order-unpinned).
- InstantWeaponData.PerRound is the one burst divisor for UpdateStats and the rated read (burst-divisor-twice).
- Tests: falling-curve, Range-span, MinRange>0 fixtures and a charged weapon in the rated tests (rated-figure-range-blind);
Combat ranks claims at the target's distance, ignores a worn target gun's live figure (live-state-unpinned),
and takes ties in equipment order.
Not yet run; may not build.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Signature, ActiveEmission and Reveal carry Claimed (the class the ship's EW claims for the item, the true item's data by default); Entity gains the claim slots and one write port; Contact gains Profile, derived from the ship's claimed hull once Identified; Entity.RevealedWeapons is the one classifying read for weapons. Combat and the enemy schematic read it; their reads of the target's live gear are cut. Weapons rate by their claimed design (ew-claim-weapon-measure-ruled, rated-design): WeaponData.RatedRangeDamagePerSecond runs the same per-kind formula as the live weapon. Aim, damage and physics keep the truth.
Not yet compiled or run at this commit; the Unity-only SchematicDisplay is unverified.
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>
The first form let the Combat-side IsRevealed check be removed unseen,
because TrySelectTargetItem refuses an unrevealed pick anyway. A destroyed gun
left in the raw aim field distinguishes Combat's own choice. Builds.
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>
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>
Holding heading after a state stops piloting (SteeringTests, and a Minion that
loses its target), Combat leading a moving target, MoveTo's Aim and Turn in the
low-delta regime, the behind-the-hull threshold, the Turn clamp, and the hold
branch clearing a stale MovementDirection.
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>
Deletes the Unity physics hit path (HullCollider.Hit/Splash, and the
raycast/shield/SendHit blocks in Projectile, GuidedProjectile, Laser and
Lightning) and replaces it with a single owner in the same cut: FireControl
now decides whether a shot hits, Zone owns the pending-shot lifecycle, and
Entity.DamageSchematic/ApplyHit (moved verbatim from EntityInstance) apply the
result. Presentation subscribes to Zone.ShotCommitted/ShotResolved and applies
nothing.
FireControl.HitProbability is the pure targeting solution (Accuracy * pSensor
* pSpread, gated by detection/range/lock/arc). FireControl.Fire freezes the
weapon's payload and the shooter's resolved targeting stats at the instant the
trigger is pulled (Q6), computes the predicted intercept through the one
shared PredictedIntercept function (CombatState now calls the same function
instead of duplicating first_order_intercept), and queues a PendingShot.
FireControl.Step commits each shot's outcome at ArrivalTime - CommitHorizon --
deviation from the predicted intercept, measured once, live, at that instant
-- and applies it at ArrivalTime. A shot whose flight is shorter than the
horizon commits and resolves in the same tick it fires. Rolls draw from the
shooter's own ItemManager.Random (Q5, seeded and reproducible); an out-of-arc
or otherwise gated shot draws nothing.
Player fire is arc-gated through the same predicate AI and turret fire use
(Weapon.ArcAllowsFire, checked in InstantWeapon.Trigger -- the one point every
shooter's trigger passes through), closing Q2.
Adds GameplaySettings.CommitHorizon, SchematicCellSize and
AgentMinHitProbability (first guesses; the headless suite is the tuning
harness, operator play smoke is the arbiter).
FORK reported, not worked around silently: HullCollider.SendHit/SendSplash
cannot be deleted yet without breaking ConstantLaser.cs, ConstantLightning.cs,
ConstantParticleWeapon.cs, HitscanEffect.cs and Mine.cs, which still call them
from their own live Physics queries -- that's Cut 4's migration. They fire
into the void today: nothing subscribes to Hit/Splash any more for the four
weapon kinds this cut owns.
tests/Aetheria.Shared.Tests/FireAuthorityTests.cs pins the roll's seeding, the
gate-consumes-no-draw rule, resolve-on-arrival, the commit horizon and its
evasion window, short-flight degradation, the frozen-payload snapshot, aimed
hits, the item-then-hull damage order, the planar penetration march and the
shield-absorbs branch. FireControlTests.cs and InputCapacitorTests.cs are
updated for the new AI gate and OnFire(int) signature.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
One check per rule Cut 1 lands, each with a stated mutation that would
defeat it: mount direction follows the item's authored rotation and not
the hull's facing (ArcFollowsMountRotation), FiringArc is a full width so
the boundary sits at half of it (ArcBoundaryIsHalfWidth), the arc test is
planar per R7 (ArcIsPlanar), and a per-hardpoint override wins over the
default while an authored 0 still means "use the default" rather than a
zero-width arc (HardpointOverrideBeatsDefault).
CombatStateStepsHeadless is the cut's real deliverable: a Minion with a
target in range steps through two Zone.Update ticks without Combat.cs
throwing (the KeyNotFoundException this cut exists to unbreak), and the
fight actually decides to fire, not just avoids a crash.
Builds its own hull/catalog rather than reusing IffAndCombatTests'
private BuildWorld/NewShip (fixed to one hardpoint) -- and along the way,
surfaces three catalog-authoring gotchas any headless-combat fixture
needs: Mass defaults to 0 (NaNs UpdateTemperature via ThermalMass),
default temperature bounds [0,100] don't cover wherever the heat model
settles, and Entity._orderedEquipment is only ever populated by TryEquip
so an entity that never equips anything throws on its first Update.
docs/fire-control-cut.md, Cut 1.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>