Commit graph Aetheria/tests/Aetheria.Shared.Tests/FireControlPerWeaponTests.cs
Author SHA1 Message Date
Meta Vens
c86423936e Helm split, simulation: Ship.Turn is the only facing command; LookDirection becomes Aim
Ship.Update reads Turn and feeds the rotation thrusters and aether drives; it no longer reads the
look direction or snaps Direction toward it. Steering.Toward is the one law from heading to demand
(a heading astern now turns at full demand). HelmInput owns the face-the-aim state. Accelerate,
Combat and MoveTo write Turn through Steering.Toward. Entity.LookDirection is renamed Aim in the
simulation, the Unity readers and the tests. Unity player input follows in the next commit.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 12:33:20 +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
742cb23f5b Gate a charged weapon's Activate on CanFire, and start a burst's cooldown with the tick it flew in
A released charge has a burst pending and no cooldown until its first round, so a second Activate in that
window started a second charge; Activate now asks CanFire. The round that starts a burst's cooldown does so
after the tick's decrement, which made every cooldown one tick long; it now charges that tick to the cooldown.
Pins both, and that a burst triggered after a fired one is not ready before its first round.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:15:51 +02:00
Meta Vens
819b282346 Pin that Combat picks no group whose weapon cannot reach the target
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:54:36 +02:00
Meta Vens
c0fb26fca1 Pin that a triggered burst is not ready before its first round
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:39:18 +02:00
Meta Vens
0e73bbac72 Read the pending burst, not Progress, as the mark that Trigger ran; sound the charged control by its own event
The cooldown now starts at a burst's first fired round, so Progress no longer moves at the trigger.
IffAndCombatTests read CanFire (false while a burst is pending) instead, and the charged-weapon
control uses the charge-start event name the sound bank resolves.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:23:04 +02:00
Meta Vens
136fddf15a Start the cooldown at a burst's first unrefused round; refused charged weapons never charge
A burst whose every round is refused fires nothing and leaves no cooldown: the cooldown moves from
Trigger to the first round Execute does not refuse, and CanFire holds a triggered burst that has not
yet fired. ChargedWeapon.Activate asks FireControl before it starts charging, so a refused weapon pays
no charge heat or audio. InReach is deleted: Designated carries the one range test and the lock gate,
and Combat reads it. GuidedProjectile answers Resolve while alive and keeps its binding through the
shot's flight time, so a faded round still shows the simulation's detonation.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:16:52 +02:00
Meta Vens
57c2560fc0 Fuse fixes: arming holds for every burst, no-lock rounds stop on the first hull, settle before user code
Operator ruling 2026-09-30: a no-lock round of any fuse stops at the first hull
on its aim line and detonates there (bomb fishing still bursts at max range on
a clear line). CommitBurst no longer special-cases Contact.

Soul's findings on 14f66634..7e620ff9:
- Arming (HIGH): a contact or delayed blast on a hull nearer the muzzle than the
  blast radius detonated at the hull. Armed is now the one owner of the arming
  rule; Solve plans its burst point through it and ApplyBlastHit pushes the hull
  point through it.
- A refused beam never starts (ConstantWeapon.Activate asks Refuses), so
  OnStartFiring no longer flashes visuals and audio for a beam that fires nothing.
- Step removes a shot from the queue before Apply runs damage observers, so a
  throwing observer cannot make the blast repeat every tick.
- AgentFires consults Solve for a fused weapon: a refused weapon is never fired
  and Combat's group pick no longer counts its damage.
- SingleAmmoBurst pays at its first unrefused round in Execute, judged with the
  Range that round flies with, instead of at the trigger on the previous tick's.
- Inspect reads Designated from Solve (FireSolution.Designated) instead of
  recomputing visible, in-range and locked; FireControlDiagnostic drops those
  three fields and the debug HUD shows the one. Combat's group range test is
  FireControl.InReach, the range half of Designated (a LockWeapon must be
  activated to acquire its lock, so Combat cannot ask Designated itself).

Tests pin each rule, plus the two surviving gaps: a pushed-out targeted round's
arrival at the arming distance, and the AgentMinHitProbability boundary.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:31:59 +02:00
Meta Vens
7e620ff9f2 Run the refused-round cost test through Execute as well as the trigger
The trigger's own refusal check stopped a short-Range round before Execute
ever reached its refusal, so wear, heat, visibility and sound left ahead of
Execute's `continue` survived every mutation. The cost theory now also
authorises a burst directly, the way a trigger that passed leaves it, and the
separate ammo-only test folds into it.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 18:51:57 +02:00
Meta Vens
a193853d34 Fuse batch 5: agents fire per weapon, Solve owns the burst, refusal is free, arming is the blast radius
Operator rulings 2026-09-30.

* Combat and TurretController ask FireControl.AgentFires for each weapon. A
  fused weapon fires whenever its target is designated (Designated, the one
  visible / in-range / locked predicate PFire already used), whatever the arc;
  an agent never fires one at nothing. A direct-hit weapon keeps the
  AgentMinHitProbability threshold. The group's first weapon no longer speaks
  for the group, and the turret's own range test is gone.
* FireControl.Solve is the one decision about what a round does, extracted
  from Fire: Direct, Burst at a reach, or Refused. Fire, Inspect and the
  weapons' refusal check all read it. Inspect gains Outcome and BurstReach and
  the debug HUD prints them for fused weapons.
* A refused round costs nothing. InstantWeapon asks before its ammo and energy
  spend (at the trigger and at each round), ConstantWeapon folds the refusal
  into the gate its power request and Execute already share, so a refused beam
  draws no power, wear, heat or visibility and stops.
* The arming distance is BlastRadius, measured from the shooter's position and
  blind to hull size. HullAhead's exit, ArmingDistance and
  PendingShot.ArmingDistance are deleted; HullAhead survives as HullEntry for
  the contact fuse. A round fired at a valid target inside the radius is pushed
  out along its line but keeps its target, so a departed target cancels it.
* Step settles a shot's queue state before publishing about it, so a throwing
  presentation observer costs its own notification and cannot re-commit or
  re-resolve the shot on every later tick.

Tests: FireControlPerWeaponTests (new; includes a fused-beam fixture), the
arming tests in FireControlCut124Tests rewritten to the literal distance,
the hull-inclusive probe premises deleted.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 18:36:59 +02:00