- 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>
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>
WeaponItemData.AirburstRange (slot 29) becomes BlastRadius, same slot and
type so CultCache opens the catalog as compatible drift. A new nullable
slot 32 (30 and 31 belong to EquippableItemData) carries WeaponFuse?
Fuse. FireControl.Fire now decides "detonates" once, from BlastRadius
and Fuse directly, and freezes Fuse only when BlastRadius > 0 -- the
WeaponModifiers.Airburst label no longer decides anything (Q12-6).
PendingShot.BurstRadius is renamed BlastRadius and gains a Fuse field
that nothing reads yet; Step's Splash/Apply dispatch is unchanged.
No shipped weapon carries a blast radius or the Airburst label (Cut 12's
Probe4, reconfirmed against GameData/Aetheria.cc), so this is
behaviour-neutral on shipped content. Apply's fuse switch and deleting
Splash are Cut 12.4(b).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FireControl.Commit used to place a hit with a coin flip between exactly
the aimed item and a uniform-random hull cell -- no spatial term, so a
near-miss on a stern item was as likely to land in the bow as the stern.
One Gaussian kernel, in hull-schematic cell units, now decides both
halves of "where will this shot go": w(cell) = exp(-d^2/2*sigma^2) over
every occupied cell, sigma = 1/Precision. HitProbability folds the
kernel's on-hull mass share (pOnHull) into PBase at fire time (R10/Q6
unaffected); Commit draws the landing cell from the same weights. A shot
that passes the roll always lands on metal -- the off-hull chance is
priced into that one roll, never resolved as a second miss stage. The
uniform-random branch is deleted outright, not demoted.
Precision now feeds every shot's pOnHull, aimed or not, so its unaided
fallback (FireControl.Precision) reads GameplaySettings.UnaidedPrecision
instead of a bare 0 -- the same shape as the existing UnaidedAccuracy/
UnaidedTracking floors. pOnHull is saturated: the discrete sum over-
estimates the continuous kernel's integral once sigma drops below about
one cell, and a mass share cannot exceed the whole kernel.
Existing fixtures across FireAuthorityTests, FireControlCut4/5/6Tests and
TargetingSystemTests authored Precision as 0 (or relied on the old 0
fallback) purely as a don't-care value under the coin-flip rule, where it
only gated the aimed-item branch. Under the kernel it drives every shot's
sigma, so those fixtures are re-authored to keep pOnHull near its
ceiling and stay pinned on what they actually test.
mutation_tests_fire_control_cut3.sh's two anchors into HitProbability's
return line and the deleted coin-flip branch are updated to the
equivalent lines/mutations on the new code.
6.1 (Soul finding 6): Commit builds a local CultMath.Random from (Zone.CombatSeed,
shot.ShotId) instead of reading and writing the shared ItemManager.Random stream.
Zone exposes CombatSeed (the same expression that already seeds its own _random),
so a shot's outcome is a pure function of zone identity and shot id -- immune to
whatever else drew from the shared stream in between.
6.2 (Soul finding 5): airburst is wired into the simulation instead of back into
Projectile.cs. PendingShot gains BurstPosition/BurstRadius, frozen at Fire time
from PredictedIntercept and the weapon's authored WeaponItemData.AirburstRange
when WeaponModifiers carries Airburst. FireControl.Step resolves such a shot via
Splash instead of Apply, never both. Projectile.cs/ProjectileManager.cs drop the
dead AirburstDistance/AirburstRange fields and write-back.
Tests: FireControlCut6Tests.cs pins both rules (208 baseline + 5 new, all green).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>