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>
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>
Presence in the galaxy no longer gates gear (ruling gear-without-presence).
Delete the IsPrelude exception, Galaxy.ContainsFaction with its cache, and
the AetherDb loadout exclude-sellers mode that existed to exercise the
presence gate. An absent maker weighs as one jump beyond the farthest zone
the generator's zone reaches. Not yet verified; may not build.
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>
6c.1 (operator ruling 2026-09-19): Resolution stays a benefit -- higher is
better -- so HitProbability derives its sensor ceiling as the reciprocal of
Resolution instead of reading Resolution as the ceiling directly. The
authored 1-cell/2-cell targeting systems' Resolution values move to the new
scale in the next (data) commit.
6c.2: LoadoutGenerator.FillInterior no longer throws InvalidLoadoutException
when no targeting-system product is available to a galaxy -- it degrades to
no targeting system and logs the gap, safe only because Cut 5.1 already gave
unaided fire a floor (GameplaySettings.UnaidedTracking).
Adds FireControlCut6cTests.cs pinning both: HigherResolutionYieldsHigherOrEqualHitProbability
(dies if Resolution is read as the ceiling directly) and
NoSellerDegradesToUnaidedInsteadOfThrowing (dies if the throw is restored).
dotnet test tests/Aetheria.Shared.Tests: 210 passed, 0 failed.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>