- 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 ruling 2026-09-30. A fused round's burst is at least BlastRadius
beyond the far edge of the shooter's own hull, measured along the flight line
against the hull as it stood at fire (HullAhead's exit). A close burst -- a
target inside that distance, in or out of arc -- is pushed out along the aim
and carries no target; a contact round is floored to it too.
- The F3 trigger gate is deleted. Fire refuses a round (returns 0) whose
arming distance exceeds Range, per round, where Range is read after Execute
refreshed it; InstantWeapon and ConstantWeapon skip a refused round.
- PFire's range, Inspect's range and the range clamp are planar (R7).
- HullEntryDistance becomes HullAhead (entry and exit); the max(...,0) clamp
on entry is gone, the arming floor covers it.
- ShotOutcome.HasBurstPoint names the rounds that have a frozen burst point.
- SafeAssert: the tests no longer hand xunit an Entity, PendingShot or
ShotOutcome to format; a failing assertion had been overflowing the test
host's stack.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
FireControl.Apply now switches on the frozen shot.Fuse: a null fuse keeps
12.3's lane path (ApplyDirectHit), a proximity fuse detonates at arrival with
no roll, and a contact or delayed fuse detonates only on a committed hit
(ApplyBlastHit), locating P through Lane and the new Reach owner (moved
verbatim from Apply's own inline penetration clip; the delayed fuse point
reads the identical rule). Step has no damage branch left.
Detonate (FireControl.cs) is the one owner of blast damage: candidates by
centre-plus-half-diagonal, exact circle/cell overlap shares computed once,
every blast's shield decided live per Q12-9 = A (including the host of a
contact/delayed blast -- Commit now gates its own shield decision on
shot.Fuse == null), armour absorbed per cell, and each item's covered cells
pooled into one ItemAbsorb call. Entity.Absorb and FireControl.Splash are
deleted; Entity gains ToSchematicPoint/ToWorldPoint for the point conversion
Detonate and the delayed fuse point need. Mine.Explode now calls Detonate.
Existing Splash/Absorb-era tests across Cut4/5/6/11/123 are rewritten or
retargeted to the new public owners; behavioural coverage for the blast
model itself lands separately.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Inspect.PBase is HitProbability's own answer instead of a second product of
the factors. New behavioural tests pin a beam shot carrying its override
damage, a fitted targeting system forgiving a jink, a shot orphaned before
commit committing as a plain miss, and the HUD's arrival countdown. The
tautological damage assertion in BeamRollsPerInterval is deleted.
Stryker on FireControl.cs: 51 survivors to 43, all triaged in the map.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Most of Stryker's surviving mutants in FireControl.cs traced to a handful of
fixture constants that make a mutant compute exactly the same number as the
original -- the same defect class as the zero-velocity target and the damage
that happened to equal an item's durability, found here as a pattern.
- The kernel fixture's shooter sat at float3.zero, where `target - source` and
`target + source` are the same vector. HitProbabilityMatchesInspect gains a
configuration with the shooter far from the origin: the correct separation is
500, in range; the mutated sum is 1300, out of range.
- The kernel fixture's Resolution was 1000, which saturates pSensor to exactly 1
above the detection threshold, so multiplying and dividing by it agreed. Now 2.
- EvasionCountsUntilCommitAndNotAfter fired at zone time 0, so `now - FireTime`
equalled `now + FireTime`. Cut 5 gave this test a moving target to defend its
own declared mutation and it still survived; the clock now advances first.
- Every fixture used zero spread and a cell size of 1, leaving the whole spread
term untested. PSpreadIsTheSilhouettesShareOfTheSpreadCone pins what pSpread
means -- a silhouette filling the cone scores 1, half the cone scores .5, and
a bigger one saturates -- rather than how it is computed.
Triaged as equivalent, not chased: the float-threshold boundary flips, and the
three MixSeed mutants that turn a right shift left -- measured, the die stays
fair under all three (worst deviation from p .017-.030 against .022 correct), so
killing them would mean pinning the mixer's bit arithmetic, not its behaviour.
Recorded, not fixed: FireControl.Apply's derivation of hitDirection from the two
positions has no geometry test through the FireControl path, and
StatResolverTests.AModifierThatTargetsItsOwnMagnitudeStatIsRefusedAtEquip fails
intermittently in the full suite -- likely cross-class pollution through
CultCache's process-wide document registry.
241 tests pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Nine tests, each stating as behaviour a rule a real Stryker mutant survived:
- A shield that absorbs must eventually run dry, on both the discrete path and
Splash's (whose absorb branch had no coverage at all). Deleting Shield.TakeHit
survived because earlier tests asserted only that the hull was untouched.
- Splash damages the side the blast came from, across five facings and both
sides. Flipping the sign of `right` survived every suite, and it survives at
the default facing (0, 1) too: the flip only changes the damaged side when a
ship faces more along world x than z. So the test spins the target through
facings where it bites. The current code is correct; it can no longer regress.
- Different zones roll differently. Replacing `CombatSeed *` with `/` dropped the
zone from the seed and survived, because the die test checks one zone only.
- A shot whose target left the zone resolves as a miss.
That last one is a real defect (Soul C4), fixed here. Step rewrote the outcome
only for uncommitted shots, so a hit committed inside the horizon and then
orphaned by its target dying was republished as a hit -- a hit marker on a
corpse. The resolution is now a fresh miss; the committed outcome is left
untouched, since R4 makes it immutable.
The fixture puts the shooter off the origin on purpose: at float3.zero,
`target - source` equals `target + source`, which is how four position mutants
survived.
240 tests pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>