Commit graph Aetheria/tests/Aetheria.Shared.Tests/FireControlCut6cTests.cs
Author SHA1 Message Date
Meta Vens
04d2947a80 Gear without presence: IsAvailable reaches by allegiance alone
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>
2026-10-08 14:10:58 +02:00
Meta Vens
15723f4037 Mining Cut 3: a chunk is a target, detected by reflected light
- 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>
2026-09-30 12:56:39 +02:00
Meta Vens
29fcc3ee9e Fire control Cut 6c.1/6c.2: Resolution becomes reciprocal, targeting degrades instead of throwing
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>
2026-09-19 18:31:46 +02:00