Expiry fires when the remaining duration reaches zero (<= 0), so behaviours execute on
Duration/dt ticks and not one more. AConsumableRunsForExactlyItsDurationInTicks pins it
with 0.25 s ticks. Builds; verified in the next run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The first draft activated the second effect so late it was not yet attached when the
first detached, so the shared-entry guard mutants survived it. Builds; tests green
status is in the next verification run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Entity.Activate re-initialises the running consumable effects through the same
InitializeBehaviors that initialises gear and ActivateConsumable, so a consumable
active across deactivate/refit/activate retargets to the new items.
ConsumableTests gains the stackable overlap/multiply, shared-entry detach,
expiry-boundary, per-design cooldown and refit facts. StatResolverTests' expiry
test builds its consumable through ItemManager.CreateInstance.
Not yet built or run; verification follows in a later commit message.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 1x1 interior fixture could not store the second consumable the
non-stackable test needs. Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ActivateConsumable runs Initialize on the effect's behaviours; expiry disposes
them before Resolver.Forget, so a consumable's modifiers exist exactly while
its effect is active. ItemManager.CreateInstance returns a ConsumableItem for a
consumable design. StatResolver.DetachModifier drops an entry left with
nothing attached, so ModifierEntryCount returns to baseline. LoadoutTests'
hand-built ConsumableItem goes through CreateInstance. Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Adds AConsumableModifierBoostsUntilExpiry, ABoughtConsumableActivates and
ANonStackableConsumableRefusesASecondActivation. This commit builds; its tests
fail until the host cut lands.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>