Commit graph Aetheria/tests/Aetheria.Shared.Tests/ImpactFeedbackTests.cs
Author SHA1 Message Date
Meta Vens
be7f2b0787 Layers: one owner puts orbitals above the ship plane and floaters below; per-hull GridOffset is deleted
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>
2026-10-16 02:35:07 +02:00
Meta Vens
76aeeabfca EW 2: claims ride the act into the book; schematic and AI classify from them
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>
2026-10-13 18:17:14 +02:00
Meta Vens
fbe05c7992 Merge cuts loot-1-present and loot-2 (Soul verdicts cut-loot-1-present.s1, cut-loot-2.s2)
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>
2026-10-13 08:27:47 +02:00
Meta Vens
07854ed5ad ImpactFeedbackTests: the marker fixture records the reveal that makes it aimable
Master's feedback tests aimed at a marker the shooter's book never held; the reveals
rule (book holds the item, fitted, not destroyed) refuses that. Same fixture step the
FireControlCut12 tests use (RecordReveal via LaunchFlash).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 04:15:38 +02:00
Meta Vens
fa911f2d85 Zone.Entities read-only outside Zone: Admit and Remove are the only membership writers
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>
2026-10-13 02:13:43 +02:00
Meta Vens
789fe9fcdc Turn the shooter to the heading the direct-absorb test fires along
The mount fires inside an arc about the shooter's facing; the first version fired backwards and found no hit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 21:09:13 +02:00
Meta Vens
446f84458c Pin the feedback-1 cue path's remaining mutants (follow-up feedback-1-test-gaps)
A direct absorb's heading and damage type are the shot's, on both layers (non-Kinetic weapon, both heading
components negative); a blast absorb carries the blast's damage type and the target's height on both layers;
DrawAhead.Impact sits at the hull's height. Tests only; every commit builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 20:57:56 +02:00
Meta Vens
88dfd1da30 ImpactFeedbackTests: pin shield-layer absorb fields, blast order, impact height and cue saturation edges
Test-only; builds. Ports Soul's feedback-1 s2 probes as behavioural tests that
observe where each rule is decided (the published AbsorbEvent, the handler's
view of hull and shield, Feedback.Cue, DrawAhead.Carried). The blast shield
Magnitude is read against an unshielded twin's totalShare so a scale mutant
fails. Covers findings shield-layer-fields-unpinned, blast-order-unpinned,
height-fixtures-at-zero and cue-saturation-edges-unpinned.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 19:31:29 +02:00
Meta Vens
6eebec78f9 ImpactFeedbackTests: direct-hit tests aim at an off-centre marker item so the production lateral draw lands the cell off centre
Moving the target after Fire never changed the cell: the lateral is drawn in the hull's frame about the aimed point. Builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 05:49:43 +02:00
Meta Vens
4c893b2a45 ImpactFeedbackTests: the target steps aside after Fire so direct hits land off the hull's centre
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 04:33:28 +02:00
Meta Vens
de7e4a0261 ImpactFeedbackTests: direct, shield, blast, mine and ordering absorbs; Cue, ScreenShake, Carried
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 03:58:37 +02:00