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>
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>
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>
Entity.HardpointTransforms was written only by Unity (EntityInstance.cs),
so the simulation's notion of where a gun points was a readback from a
renderer that never runs headless -- Combat.cs threw KeyNotFoundException
on the first combat tick outside Unity. Deletes the field, its writer, and
the readback branch in Behavior.Direction, leaving the item-rotation path
(the same convention reaction thrusters use, R6) as the only source of
mount direction.
Adds FireControl (ServerShared), a static class owning whether a weapon
bears on a point: MountDirection (planar, from ItemRotation), ArcFor (the
per-hardpoint HardpointData.FiringArc override, falling back to the new
GameplaySettings.FiringArc default of 120), and InArc (the planar dot-cone
test, R7 -- target height never enters it, and an arc of 360+ passes
unconditionally so a turret hardpoint needs no new type, just a number).
Combat.cs and TurretController.cs now gate AI fire through InArc instead
of the old hardcoded 0.99 dot-product test against a live Unity transform.
Settings.cs drops AgentFiringMinDot, which was declared and read by
nothing.
docs/fire-control-cut.md, Cut 1.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
AetheriaMath predates the CultMath swap and re-implemented helpers CultMath
now owns. Callers use CultMath directly: decay (Ship, AetherDrive, Entity),
damp (VelocityConversion, FieldTester, FieldDriver), first_order_intercept
(TurretController, Combat, GuidedProjectile), quadratic_bezier (FieldDriver)
and smootherstep (Ship). Parameter order matches in every case, and those
formulas have the same float evaluation order, so behaviour is unchanged.
Galaxy's commented-out segment check names distance_to_segment.
The other overloads had no callers and are dropped without a CultMath
counterpart being needed: the double Damp overloads, FindDistanceToSegment,
GetCatmullRomPosition, GetCubicSplinePosition, Smoothstep(x), and the
Deg2Rad/Rad2Deg constants.
AetherDb census, factions and hardpoint-fit are byte-identical to the
pre-cut captures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Every Unity.Mathematics using, alias and qualified name under Assets\Scripts
and tools now names CultMath. The nine `using static ...noise;` lines are
gone: snoise lives on CultMath's math. UnityExtensions loses float4.ToColor
and Color.ToFloat4, which duplicate the bridge's ToColor and ToCultMath; the
float3 colour pair stays because the bridge has none.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Implemented hostility system - entities can mark each other as friend or foe depending on changing conditions (currently only depends on local security level)
Added "friendly" target indicators in blue
Refactor item instance to use DatabaseLink
Labels now pop up when aiming at loot
Yeeted HUD trigger group UI into the abyss
Created rebindable action bar (missing: assigning actions)
Created Consumable Items
Refactored behaviors to work on consumable items
Implemented Velocity Conversion Behavior
Added Aetheric Drive hardpoint and item behavior
Added Drive RPM UI to HUD
Fixed death not disabling continue option
Disabling global input when dialog is visible
Fixed loadout generator failure when zero price item present
Replaced fixed top speed with drag coefficients
Ships are now more visible in lit areas (depending on cross section stat in Reflector behavior)
Refactored all behaviors to remove context & entity references (can get them from equipped item reference if needed)
Fixed crash when enemy dies of heatstroke while targeted
Exponential decay for visibility now uses correct time-independent formula
Refactored item inspection in properties panel (now consistent between equipped items vs. inventory and store items, shows effect of heat on stats)
Reordered item properties and added spacing between groups
Items will switch themselves off below a customizable threshold to avoid damage
Player can toggle thermal override to disable safety shutdown
Selecting an item allows player to select whether the item will override
Clicking on the background of an inventory panel will display general ship settings (including thermal shutdown threshold)
Performance Stat evaluation has been moved to EquippedItem, slight performance improvement
Item online and active status are now reactive properties
Created player settings file to store e.g. shutdown threshold
Fixed crash when entering wormhole while enemies are visible
Added heat variation option for Performance Stats
Ability to toggle radiators on/off using H key
Item durability loss (Wear) is now heat dependent and incurred only when used
Restricted equip/unequip to docked (inactive) entities
Fixed race condition causing exceptions in database sync code
Created wwise project
Integrated inventory UI sounds
Improved projectile weapon behavior (randomized start position, stopped them from self-destructing at target range when airburst is disabled)
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged
Added machine gun weapon & VFX
Moved third party code to Plugins folder to improve compile times
Weapons are now monolithic behaviors
Various new weapon behavior types implemented
All weapons have optional magazine and reload mechanic
Visibility now decays globally
Created TurretController, which performs basic combat for fixed orbital installations
Projectiles self-destruct at maximum range
Created turret prefab
Outfitted turret in game manager
Entity position is now 3D
Entities responsible for updating their own position and orientation
Barrel positions and orientations available from entity code
Inventory code will display modal dialog for invalid item moves instead of breaking
Yaw articulation working (full 360 rotation still borked)