58 KiB
Fire Control: Cut Map
Date: 2026-09-19
Status: Imagination pass, cut map. Nothing here has landed. Ends are owned by
docs/three-gates-scope.md ("Fire control") and
docs/shield-presentation-contract.md ("The commit window"); this document owns
the means.
Anchors are against codex/item-provenance HEAD 8a00fc92, read-only. Nothing was
built in the main tree and Unity was not run. Claims marked (probe) were measured
by running tools/AetherDb (census, hardpoint-fit) against the live catalog
GameData/Aetheria.cc from the free worktree F:\Projects\Aetheria-stats, CultLib
pinned at the shared 45c2f40 worktree. Claims marked (read) come from reading
source at the cited anchor.
This map supersedes Cut 2 of docs/headless-playground-cut.md
(:490-810, anchored to 562cdcf2). That draft is now history for three reasons:
its anchors predate the stats-and-power campaign, which moved most of the code it
cites; it predates the commit-window ruling of 2026-09-18, which changes the shape of
a shot from an instant to a lifecycle; and it predates the per-hardpoint arc override
and 360-degree turret rulings. Its substrate probes are still good and are carried
forward below with citations. Where the two disagree, this document wins; nobody
should be reading two live designs.
Scope: fire control only. What a presentation does with a committed outcome is the
capability/presentation seam's business (docs/shield-presentation-contract.md).
Faction territory is the campaign after this. §6 names every seam and stops there.
Rulings this map is built on (do not re-litigate)
From docs/three-gates-scope.md:47-99 and docs/shield-presentation-contract.md:34-57:
- R1. Hit detection goes. Operator, 2026-09-17: "We wanted to get rid of hit detection anyway... Just roll the dice based on weapon stats, targeting system stats (new subsystem) and sensor state."
- R2. Targeting systems are a new subsystem, interior
Toolgear. - R3. A shot resolves on arrival, hit chance reduced by how far the target deviated from the predicted intercept. Manoeuvring is evasion.
- R4. The outcome commits a short fixed time before impact. Operator, 2026-09-18: "That hybrid is the way." Deviation feeds the roll up to that horizon; after it the result stands and the rest of the flight is choreography. The horizon is one authored fire-control setting. A commit is authoritative; presentations perform it and never predict.
- R5. Subsystems reveal between
TargetArmorInfoThresholdandTargetGearInfoThreshold, and both the player and the AI may aim at a revealed subsystem. - R6. Per-hardpoint firing arcs. Mount direction from the item's
ItemRotation, as reaction thrusters do; default 120 degrees fromGameplaySettings; an optional per-hardpoint override; turrets 360. - R7. The simulation is 2D. The 3D is set dressing.
- R8. Unity weapon effects and
HullColliderbecome presentation only. TheirPhysics.*queries stop deciding damage. - R9. Every weapon type in the catalog's history stays
(
docs/headless-playground-cut.mdfork E). Nothing is deleted for being unused.
From docs/stats-and-power-cut.md:996-1030, the seam the stats campaign left:
- R10. Fire control must snapshot what it rolled over. The resolver hands out a current value; it does not promise that value is still current a second later.
- R11. A starved weapon does not fire (Cut 4 of that campaign: no fraction of a shot). A degraded shot instead is a ruling against that map, not a thing to work around here. See Q6.
0. Substrate
0.1 What decides a hit today, end to end
Nothing in ServerShared does. The whole chain is Unity (read):
InstantWeapon.Execute(Assets/Scripts/ServerShared/Behaviors/InstantWeapon.cs:216-237) walks the burst and raisesOnFire(:228), a parameterlessevent Actiondeclared at:73. It carries no outcome and nothing inServerSharedsubscribes.Assets/Scripts/Gameplay/EntityInstance.cs:203-204subscribes and callsInstantWeaponEffectManager.Fire(weapon, item, source, target)(Assets/Scripts/Gameplay/Weapons/InstantWeaponEffectManager.cs:7). The constant family goes the same way at:232-235.- The manager spawns an effect and copies the weapon's resolved numbers onto it.
ProjectileManager.cs:18-25jitters the barrel forward vector byRandom.Range(±Spread/2)on all three Euler axes — that is the entire aiming model. - The effect raycasts.
Projectile.cs:58,GuidedProjectile.cs:153,Laser.cs:40,Lightning.cs:34,ConstantLaser.cs:74,ConstantLightning.cs:54,HitscanEffect.cs:31,Mine.cs:68,92, plusProjectile.cs:114for airburst. - On a hull collider it calls
HullCollider.SendHit(Assets/Scripts/Gameplay/HullCollider.cs:18-30), orSendSplash(:32-41). EntityInstance.cs:316-396subscribes to those subjects, converts a UV texture coordinate into schematic cells, expands byDamageSpread, marches a penetration ray, and calls the local functionDamageSchematic(:277-314), which is the only writer ofArmor, itemDurabilityandHull.Durabilityfrom combat.- Death:
EntityInstance.cs:405-439subscribes toHullDamage, rolls loot withUnityEngine.Random, and callsentity.Zone.Entities.Remove(entity)(:437).
Authority versus presentation in that chain. Everything from step 3 down is
authority wearing a presentation costume. The shield branch repeated in all seven
effects (Projectile.cs:60-80 and its copies) is the absorb rule, duplicated seven
times. DamageSchematic is the damage rule. EntityInstance.cs:437 is the death rule.
Genuine presentation is narrow: trail rendering, line renderers, the lightning compute
animation, hit effect prefabs, ShieldManager.ShowHit, and the destroy effect.
The 2D/3D violation. EntityInstance.cs:323 and :380 call
transform.InverseTransformDirection to get a hit direction into the ship's frame. That
is a 3D rotation standing in for the planar rotation R7 says the simulation is made of.
0.2 What already exists of targeting
Entity.Target—Assets/Scripts/ServerShared/Entity.cs:46, aReactiveProperty<Entity>. Cleared when the target leavesVisibleEnemies(:196,:222).TargetRangeis recomputed each tick at:920.Entity.EntityInfoGathered—Entity.cs:57, aReactiveDictionary<Entity, float>in [0,1], accumulated with decay bySensor.Execute(Assets/Scripts/ServerShared/Behaviors/Sensor.cs:152-184).TargetDetectionInfoThresholdgatesVisibleEnemiesatEntity.cs:232-246.TargetArmorInfoThresholdandTargetGearInfoThresholdare authored and read by no code. They are declared atAssets/Scripts/ServerShared/Settings.cs:212-213and appear nowhere else inAssets/Scripts(read). R5's reveal tiers are unwired settings.LockWeapon—Assets/Scripts/ServerShared/Behaviors/LockWeapon.cs. Integrates a 0..1_lockscaled bypow(EntityInfoGathered[target], SensorImpact)(:92), gated by aLockAnglecone offEntity.LookDirection(:88-89).CanFire(:56) requires_lock > .99fand range within[MinRange, Range]. This is the closest thing in the codebase to a to-hit probability, and it is per-weapon rather than per-ship.TurretController—Assets/Scripts/ServerShared/Behaviors/TurretController.cs.TurretControllerDatahas no fields (:15-25). It writesEntity.LookDirectionto a first-order intercept (:67-72) and fires each weapon whendot(x.Direction, Entity.LookDirection) > .99f(:81-83).Sensor— sensitivity, ping boost/energy/visibility/range/cooldown, allPerformanceStat(Sensor.cs:16-34).- Player target selection:
Assets/Scripts/Gameplay/ActionGameManager.cs:368-403(reticle, nearest, next, previous). Player fire is not arc-gated at all. - No targeting-system item, behavior or stat exists anywhere in code or catalog. A
repo-wide grep for
Targeting|FireControl|Accuracy|Aimfinds one#region Targetinglabel atActionGameManager.cs:368and nothing else; the same grep over the catalog returns zero (probe).
0.3 Where hardpoint rotation and arcs live
HardpointData—Assets/Scripts/ServerShared/ItemData.cs:538-545:Type,Position,Shape,Transform(a prefab node name),Rotation(ItemRotation),Armor. There is no arc field onHardpointData,WeaponData, or any effect. A per-hardpoint override attaches here, as catalog data already authored per hull.ItemRotationis four-way (Assets/Scripts/ServerShared/Enums.cs:7);Extensions.cs:135-166givesNone= forward,Reversed= aft,Clockwise= right,CounterClockwise= left.Agent.cs:72readsClockwiseas right andThrusteruses the same convention for mount direction, which is the precedent R6 names.Behavior.Direction(Assets/Scripts/ServerShared/Behaviors/Behaviors.cs:24-44) has two paths. The first (:30-34) readsEntity.HardpointTransforms; the second (:37-38) is the item-rotation fallback R6 wants.Entity.HardpointTransforms(Entity.cs:58-59) is written only by Unity, atEntityInstance.cs:514-517, from the firstWeaponHardpoint.FiringPointbarrel's world forward. Headless it is empty. That single dictionary is whyCombat.cs:100-102throwsKeyNotFoundExceptionon the first combat tick outside Unity, and why the simulation's own notion of where a gun points is a readback from a renderer.- Barrel swing is
ArticulationPoint, yawing and pitching towardLookAtPoint(EntityInstance.cs:400-403,:519-520). Authored limits on the Longinus energy barrels are yaw [-1, 1] — effectively fixed forward — while the Turret prefab's yaw pivot is [-720, 720] (docs/headless-playground-cut.md:533-545, prefab probe, not re-measured here). That is presentation and stays. AgentFiringMinDot(Settings.cs:218) is declared and read by nothing (read).
0.4 What the catalog ships in weapons
(probe), tools/AetherDb census and hardpoint-fit over GameData/Aetheria.cc:
51 designs, 37 products, of which 18 are weapons.
| Hardpoint kind | Designs | Sellers |
|---|---|---|
| Ballistic | 6 | Zhestokost 2, Lightsail 1, AU 1, DME 1, unsold 1 |
| Energy | 7 | NiteLife 3, Lucent 1, Adrasteia 1, Alakrita 1, unsold 1 |
| Launcher | 5 | DME 1, R&D 1, unsold 3 |
Unsold, therefore unspawnable: Autocannon, SRMM72, LRMM72, plight, pswarm.
The earlier behaviour-class breakdown (8 ProjectileManager, 3 LaserManager at
velocity 0, 5 GuidedProjectileManager, 1 LightningGunManager, and no design using
ConstantWeaponData, HitscanEffect, Mine, airburst or MIRV) is carried from
docs/headless-playground-cut.md:500-506 and was not re-measured; the census agent
could not reproduce it because census buckets by HardpointType and the one command
that prints behaviour fields was blocked. Cut 4's safety argument depends on that
claim, so Hands re-measures it before Cut 4 (§4, First).
Stats a roll can read today (Weapon.cs:22-68, all PerformanceStat unless noted):
Damage, Penetration, DamageSpread, MinRange, Range, Energy, Heat,
Visibility, Spread (an angular cone in degrees), Velocity; plus DamageCurve
(a BezierCurve, damage against normalized range), MagazineSize, ReloadTime,
AmmoType. InstantWeaponData adds Count, BurstTime, Cooldown
(InstantWeapon.cs:13-22). LockWeaponData adds LockSpeed, SensorImpact,
LockAngle, DirectionImpact, Decay (LockWeapon.cs:13-25). The item carries
WeaponRange, WeaponCaliber, WeaponType, WeaponFireTypes, WeaponModifiers
(ItemData.cs:476-492).
Note against a misreading: DamageSpread is not damage variance. It is the
footprint, in schematic cells: EntityInstance.cs:372-375 expands the hit shape
round(hit.Spread) times, where hit.Spread is the weapon's DamageSpread.
What is missing from the authored data for a roll to be meaningful:
- No accuracy stat on anything. No weapon, hull, cockpit or sensor contributes a to-hit number. This is what R2's targeting system exists to supply, and it is the whole reason the subsystem is required content rather than a nice-to-have.
- No target-size term. A roll that ignores how big the target is will feel wrong at
every range. The hull
Shapeand a cell size give an angular radius;SchematicCellSizedoes not exist and must be authored (Q4). - No tracking or angular-velocity stat, so nothing yet reads R3's deviation. The targeting system supplies it.
- Beams have nothing beam-specific.
ConstantWeaponDataadds onlyAmmoInterval(ConstantWeapon.cs:15);Spreadis inherited and unread by any beam code, andVelocityis meaningless for one. There is no dwell or wander stat. Unused today, so Cut 4 gives beams the plainest possible rule and authors nothing new. ChargedWeaponData.ChargeFiringSpreadMultiplieris a plainfloat(ChargedWeapon.cs:34), not aPerformanceStat, so unlike every other combat number it cannot vary with quality or wear. Noted, not fixed here.- Lock is binary at 0.99 (
LockWeapon.cs:56). There is no stat turning partial lock into hit chance, andGuidedWeaponData(Launcher.cs:37-55) has no lock stats at all.
0.5 Can the headless sim step a full engagement today
No, and two specific things stop it (read):
Combat.cs:100-102indexesHardpointTransforms, which only Unity writes (§0.3).MinionentersCombatStateas soon asVisibleEnemiesis non-empty, so any NPC that sees an enemy throws on the tick it sees them.- There is no owner between
InstantWeapon.OnFireandEntity.HullDamage. The onlyServerSharedwriters of durability are the repair consumable (Behaviors.cs:67,72-73).
Everything else is already there and already exercised.
tests/Aetheria.Shared.Tests/IffAndCombatTests.cs:52 (BuildWorld) opens the real
catalog, builds an ItemManager and a Zone, and :73 (NewShip) equips a gun on a
hardpoint and activates the ship — two ships, positions, look directions, sensor info,
targets and IFF, headless. :241 and :255 assert on weapon.Progress after
Activate(), because a cooldown starting is the only observable consequence of firing
that exists. That fixture is this campaign's harness; it does not need to be built.
Zone.Update (Zone.cs:126-151) steps orbits, belts, agents, then entities.
ItemManager.Random is still clock-seeded (ItemManager.cs:19), so a seeded-roll test
needs a seed argument — see Q5.
The xunit project is tests/Aetheria.Shared.Tests/Aetheria.Shared.Tests.csproj
(net10.0, xunit), referencing Aetheria.Shared/Aetheria.Shared.csproj
(netstandard2.1, noEngineReferences mirrored by
Assets/Scripts/ServerShared/Aetheria.Shared.Unity.asmdef). The mutation harnesses are
tests/mutation_tests_*.py, 17 of them, each patching a named source anchor and
asserting a named test goes red with a no-op control.
Rulings (operator and Self, 2026-09-19)
- Q4, unaided accuracy: really, really bad. Operator: "Targeting with the mark one eyeball should be really, really bad." A ship with no targeting system can hit something close, slow and unaware, and little else. That makes the targeting subsystem required equipment rather than an upgrade: every hull needs somewhere to put one, the catalog needs them at several price points, and a stripped hull is a genuine handicap. Hands picks the other two balance numbers; this one is authored to make unaided fire a last resort, and the operator tunes it in play.
- Q1, turrets: author
FiringArc: 360. No new type for what a number already says. - Q2, player fire is arc-gated like everyone else's. Manual and programmatic must not be two truths.
- Q3, death removes the ship, and loot stays as it is until the pickup cut.
- Q5, seed the rolls in this campaign. Two lines here beats waiting on an unstarted cut.
- Q6, snapshot at fire, not at commit (Self, accepting Imagination's counter-proposal to
the stats map's §8 seam). A shot carries the gun that fired it: its parameters freeze when
the trigger is pulled, and nothing about the shooter's heat, power or wear changes them
mid-flight. Evasion still decides the outcome, because deviation is measured at arrival
against the predicted intercept.
docs/stats-and-power-cut.md§8 said "snapshot at commit"; that is superseded, and the resolver's promise (a current value, not a stable one) is honoured either way. - Q7, mine proximity physics: leave it.
0b. Identity, lifecycle, authority
One row per kind this campaign introduces. No cut below is mapped with a cell empty.
| Kind | What names it | What happens to it over time | Who decides |
|---|---|---|---|
| A shot in flight | PendingShot, a struct in Zone.PendingShots (a List<PendingShot>), identified by a monotonic int ShotId from Zone. Nothing outside Zone holds a reference. |
Born in FireControl.Fire when a weapon's burst step fires, carrying a payload snapshot frozen at that instant. Ages by dt in FireControl.Step, called from Zone.Update after entities. Reaches its commit horizon, then its arrival time, then is removed the same tick it resolves. A shot whose source or target entity leaves the zone resolves as a miss and is removed. Never serialised: a zone saved mid-flight loses its shots, which is correct — a save is a scene boundary. |
Zone owns the collection and the identity. FireControl owns the transitions. Nothing else may add, remove or mutate one. |
| A roll | Nothing. It is not a thing; it is one draw from ItemManager.Random inside FireControl.Commit, and only its result is named. |
Exists for the duration of one call. Its inputs are the payload snapshot plus deviation measured at that instant; its output is written into the shot's Outcome and never recomputed. |
FireControl alone. No behaviour, agent, presentation or UI may draw for a hit. |
| A commit | ShotOutcome { int ShotId; Entity Source; Entity Target; EquippedItem Weapon; bool Hit; bool Shielded; EquippedItem Aimed; int2 Cell; float ArrivalIn; DamageType DamageType; }, published on Zone.ShotCommitted (a Subject<ShotOutcome>). |
Created once, at ArrivalTime - CommitHorizon, or at fire time when the flight is shorter than the horizon. Immutable from then on. Published once. Read by presentations and by nothing else. Dies with the shot. |
FireControl creates it and is the only writer. Presentations are the only readers. Nothing outside presentation may read a commit to change state (docs/shield-presentation-contract.md:57). |
| A targeting solution | Not a stored object. FireControl.HitProbability(weapon, source, target) is a pure function, recomputed on demand. |
Has no lifetime. AI reads it to decide whether to fire; the HUD reads it to draw a number; FireControl.Fire reads it once per shot and freezes the result into the payload. Two reads a tick apart may differ; nothing caches one. |
FireControl. The targeting-system behaviour owns only its own resolved stats; it does not compute probability. |
| Target data / knowledge of a subsystem | Entity.EntityInfoGathered[other] (existing, Entity.cs:57) is the knowledge. FireControl.IsRevealed(observer, item) is the derived predicate over it. The current aim point is Entity.TargetItem, a ReactiveProperty<EquippedItem>. |
Info accumulates and decays continuously under Sensor (Sensor.cs:152-184); ownership of that does not change. Reveal is derived on every read, never stored and never cached, so it falls back the moment info decays. TargetItem is written only by Entity.TrySelectTargetItem, nulled when Target changes, and read through a derived accessor that returns null if the item is no longer revealed or no longer belongs to the target — no loop clears it. |
Sensor owns info. FireControl owns the reveal rule and the thresholds it reads. Entity owns the selection slot; TrySelectTargetItem is its only writer. Player input, CombatState and the test harness are its three callers. |
| A hardpoint arc | HardpointData.FiringArc, a float on catalog data (ItemData.cs:538-545), zero meaning "use the default". Resolved through FireControl.ArcFor(item). |
Authored once, in the catalog. Immutable at runtime. Read per shot and per AI fire decision; never stored on the entity. Mount direction is likewise derived per read from Behavior.Direction's item-rotation path. |
The catalog authors it; FireControl resolves and applies it; GameplaySettings.FiringArc supplies the default. No prefab, transform, articulation limit or renderer may influence it. |
Cut order
- Mount direction and arc become simulation data. Deletes
HardpointTransformsand the Unity readback; adds the arc gate; unbreaks headless combat. - Targeting system and reveal. The new subsystem, the reveal rule, the selection slot, and the two dead settings wired up.
- Hit authority moves. The Physics path in the four effects the catalog actually
uses is deleted and
FireControlplus the shot lifecycle replaces it, in one cut, so damage is never applied twice. - The unused kinds join the same path. Beams, hitscan, mines, splash and airburst stop querying Physics. They keep existing (R9).
Cuts 3 and 4 cannot be swapped, and 3 cannot be split into "roll" and "delete the old path": a cut boundary between them is a cut boundary with two damage owners.
Cut 1. Mount direction and arc become simulation data
- Repo/branch:
Aetheria, branchcodex/fire-controlfromcodex/item-provenance8a00fc92. Depends on nothing. - First: update
F:\Projects\Aetheria-statsto HEAD (it sits 11 commits behind atc4f6029e); captureAetherDb census,loadout 1,danglingas the before side.
Deletes first:
Assets/Scripts/ServerShared/Entity.cs:58-59—HardpointTransforms(2).Assets/Scripts/Gameplay/EntityInstance.cs:514-517— its only writer (4).Assets/Scripts/ServerShared/Behaviors/Behaviors.cs:30-35— the readback branch inBehavior.Direction(6). The item-rotation path at:37-38becomes the whole body.Assets/Scripts/ServerShared/Agents/States/Combat.cs:100-102— theHardpointTransformsdot test (3).Assets/Scripts/ServerShared/Behaviors/TurretController.cs:81-83— the.99fdot test (3).Assets/Scripts/ServerShared/Settings.cs:218—AgentFiringMinDot, read by nothing (1).
Adds:
Assets/Scripts/ServerShared/FireControl.cs— a new static class, this cut holding only geometry:MountDirection(EquippedItem)(the planar unit vector fromBehavior.Direction),ArcFor(EquippedItem)andbool InArc(EquippedItem weapon, float3 toTarget), which testsdot(normalize(weapon.Direction.xz), normalize(toTarget.xz)) >= cos(radians(arc/2)). The test is planar (R7); target height never enters it. An arc of 360 or more passes unconditionally.HardpointData.FiringArc(ItemData.cs:545, nextKey) — full width in degrees,0meaning "useGameplaySettings.FiringArc".GameplaySettings.FiringArc = 120(Settings.cs, after:214).GameplaySettings.AgentMinHitProbabilityis not added here; Cut 1's AI gate isInArcalone, which is strictly closer to today's behaviour than a probability the roll does not yet produce.
Per-file changes (against 8a00fc92):
Combat.cs:100-102:shouldFire = FireControl.InArc(testWeapon.Item, toTarget). The intercept prediction at:84-98stays — it still aimsLookDirection, and under R3 it becomes the predicted intercept a deviation is measured against.TurretController.cs:81-83: the same call. Under the default arc a turret hull, whoseDirectionnever rotates (TurretControllerwrites onlyLookDirection), would engage only within 60 degrees of its spawn facing. R6 says turrets are 360; the turret hull's hardpoints authorFiringArc: 360. See Q1.- Catalog: author
FiringArcon theTurrethull's two Ballistic hardpoints. Follows the Cut C precedent — a Hands scratch console upserts, Unity and Studio closed.
Authority map:
- Owner:
FireControlowns whether a weapon bears on a point.HardpointDataauthors the arc;ItemRotationauthors the mount direction. - Inputs: the equipped item's hardpoint rotation,
HardpointData.FiringArc,GameplaySettings.FiringArc, the planar vector to the target. - Outputs: one bool, consumed by
CombatState,TurretController, and from Cut 3 byFireControl.Fire. - Derived state:
Behavior.Directionbecomes purely derived from item rotation. - Forbidden writers: no Unity transform,
ArticulationPoint,WeaponHardpointor prefab node may influence aim.Barrels,GetBarrelandArticulationPointsurvive as presentation and must never be read byServerShared. - Shared paths: player fire, AI fire and turret fire all go through
InArc. Player fire is arc-gated for the first time; see Q2. - Deletion line:
HardpointTransformsand its writer and readers are gone beforeFireControl.csis written.
Verification:
- builds:
Aetheria.Shared/Aetheria.Shared.csproj,tests/Aetheria.Shared.Tests,tools/AetherDb. - tests, each named with the rule it pins:
ArcFollowsMountRotationpins mount direction is the item's rotation, not the hull's facing: a fixture hull with one weapon on aNonehardpoint and one on aClockwisehardpoint; a target 90 degrees to starboard passes only for theClockwiseweapon, a target dead ahead only for theNoneweapon. Mutation: makeInArcuseEntity.Direction; swapRotate'sClockwise/CounterClockwisecases.ArcBoundaryIsHalfWidthpinsFiringArcis full width: at 120, a target 59 degrees off passes and one at 61 does not. Mutation: compare againstcos(radians(arc)).ArcIsPlanarpins R7: a target inside the arc horizontally but far above the firer still passes. Mutation: use the 3D vector.HardpointOverrideBeatsDefaultpins the per-hardpoint override wins: the same weapon on a hardpoint withFiringArc: 360passes at 170 degrees, and fails there on a hardpoint with0. Mutation: ignore the field; treat0as an arc of zero.CombatStateStepsHeadlesspins the simulation decides aim without Unity: aMinionwith a target in range steps throughZone.Updatewithout throwing. Mutation: restore theHardpointTransformsread.
- negative:
rg -n "HardpointTransforms" Assets/Scriptsempty;rg -n "ArticulationPoint|FiringPoint|WeaponHardpoint" Assets/Scripts/ServerSharedempty;rg -n "AgentFiringMinDot" Assets/Scriptsempty. (\.99fis not a safe negative grep — it occurs legitimately inLockWeapon.cs:56. Grep the two files by name instead.) - operator: in Unity, side-mounted weapons still fire at targets abeam; a turret still tracks all the way around; nothing fires through the hull.
Risk: this cut changes what the AI fires at before the roll exists, so combat feel shifts once and shifts again in Cut 3. That is the price of deleting the obsolete authority first, and it is the right price.
Cut 2. Targeting system and reveal
- Repo/branch: continues Cut 1. Depends on Cut 1 (uses
FireControl.cs), and on provenance Cut C if that has not landed, because Cut C re-upserts everyItemData. - First:
AetherDb censusandloadout 1over several seeds, as the before side.
Deletes first: nothing. This cut is entirely additive, which needs its account (CODE IS A LIABILITY): the invariant it buys is R5, which cannot be purchased by moving authority, because no authority for it exists — two authored settings are read by nothing and there is no subsystem to carry accuracy. Cut 3 is where the subtraction is.
Adds:
-
Assets/Scripts/ServerShared/Behaviors/TargetingSystem.cs—TargetingSystemData : BehaviorData(next freeUnionindex onBehaviorData; Hands reads the current list inBehaviors.csrather than trusting the number 39 quoted in the superseded draft) plus aTargetingSystem : Behaviorthat resolves and exposes:Accuracy(0..1) — the ceiling on hit probability.Resolution(detection threshold..1) — the info level at which sensor state stops limiting hits.Precision(0..1) — the chance a hit lands on the aimed item rather than a random cell.Tracking— how much deviation it forgives (consumed in Cut 3).
All four are
PerformanceStat, so lot quality, wear, heat andPowerSupplyreach them throughEquippedItem.Evaluate— that is the brownout ruling applied to accuracy, and it is why a starved targeting system rolls worse instead of switching off. Energy and heat come from the existingEnergyDrawandHeatbehaviours on the item; the subsystem adds no power machinery of its own. -
GameplaySettings.UnaidedAccuracy— what an entity with no working targeting system fires with. Such an entity usesResolution = 1andPrecision = 0: it can still select a revealed item, and its hits scatter. -
FireControl.IsRevealed(Entity observer, EquippedItem item)— derived, never cached:- Rank the target's non-hull equipment: hardpoint-mounted first, then size descending, then equipment index.
- Item
iofNis revealed wheninfo >= lerp(TargetArmorInfoThreshold, TargetGearInfoThreshold, i / max(1, N - 1)).
This is the first and only reader of
Settings.cs:212-213. -
Entity.TargetItem(ReactiveProperty<EquippedItem>, besideTargetatEntity.cs:46) andbool Entity.TrySelectTargetItem(EquippedItem), the only writer. It accepts null, or an item ofTarget.ValuethatIsRevealed. ATargetchange nulls it. The read accessor returns null when the item is no longer revealed, so decay drops the aim point without a loop. -
Player input: a select/cycle command beside
ActionGameManager.cs:368-403, callingTrySelectTargetItem. The target schematic (Assets/Scripts/UI/HUD/SchematicDisplay.cs:109-119, which today lists only weapon items) shows revealed items and marks the selection. That is presentation; it decides nothing. -
AI:
CombatStateselects the revealed targetWeaponitem with the highestRangeDamagePerSecond(range), or null. -
Catalog: two targeting-system designs, 1-cell and 2-cell, each with products from at least the manufacturers that sell the capacitor, so
IsAvailablefinds one in every galaxy.LoadoutGenerator.FillInteriorpicks one withrequired: truefor every entity withWeapons— the starting LonginusX, NPC ships and turrets. Zenith, with no weapon hardpoints, gets none.
Authority map:
- Owner:
FireControlowns the reveal rule.Entityowns the selection slot.TargetingSystemowns nothing but its own resolved stats. - Inputs:
EntityInfoGathered, the two threshold settings, the target's equipment list and item sizes. - Outputs: a bool per (observer, item); a nullable
EquippedItemper entity. - Derived state: reveal is derived on read.
TargetItem's validity is derived; only the slot is stored. - Forbidden writers: the HUD may not write
TargetItemexcept throughTrySelectTargetItem; no code may store a reveal result; no code may read the two thresholds exceptIsRevealed. - Shared paths: player selection, AI selection and the test harness use one writer.
- Deletion line: none, and that is stated rather than hidden.
Verification:
- builds: as Cut 1.
- tests:
SelectionNeedsRevealpins you cannot aim at what you have not resolved: below the item's tierTrySelectTargetItemreturns false; above it, true; a target change nulls it; info decaying below the tier makes the read null. Mutation:IsRevealedreturns true; theTargetchange skips the null; the accessor returns the stored value without re-checking.RevealOrderpins the big obvious things resolve first: hardpoint items reveal before interior items, larger before smaller. Mutation: drop the ordering.RevealSpansBothThresholdspins the tiers are the authored ones: with N items, the first reveals atTargetArmorInfoThresholdand the last atTargetGearInfoThreshold. Mutation: swap them; use the detection threshold.UnaidedFiresWorsepins the subsystem is what supplies accuracy: an entity with no targeting system resolvesUnaidedAccuracyandPrecision0; one with a destroyed or offline system resolves the same. Mutation: fall back to the system's stats when offline.StarvedTargetingRollsWorsepins the brownout ruling on accuracy: with anAccuracystat carrying aPowerSupplyterm, a half-grant halves it rather than switching the item off. Mutation: gate onPowerSupply <= 1e-4.EveryArmedLoadoutGetsATargetingSystempins the required-item rule across seeds. Mutation: droprequired: true.
- negative:
rg -n "TargetArmorInfoThreshold|TargetGearInfoThreshold" Assets/ScriptsreturnsSettings.csandFireControl.csonly. - operator:
AetherDb censusshows 2 more designs;loadout 1shows one more interior item per armed entity;danglingis 0; reopen reports 0 schema issues; CultCache Studio renders the new behaviour union (an operator check, because Studio's handling of a new union index is not something this map can promise).
Risk: LoadoutGenerator.EquipHardpoints can already fit the Tractor Beam into
LonginusX's only Sensors slot, leaving an NPC that gathers no info and therefore reveals
nothing and hits nothing (docs/headless-playground-cut.md:520-523). Check loadout
over several seeds. The fix is data or EquipHardpoints, not fire control.
Cut 3. Hit authority moves
The rebuild. The old path is deleted and the new owner added in the same cut, because any boundary between them is a boundary with two damage owners.
- Repo/branch: continues Cut 2. Depends on Cuts 1 and 2.
- First: capture a Unity play smoke of current combat feel (kill time against one NPC, roughly) as the before side, since this cut changes feel more than anything in the campaign.
Deletes first (paths and line counts against 8a00fc92):
Assets/Scripts/Gameplay/EntityInstance.cs:277-396—DamageSchematicand bothHullCollidersubscriptions (120).Assets/Scripts/Gameplay/HullCollider.cs:13-14,18-41,48-65—Hit,Splash,SendHit,SendSplashand both argument classes (~45 of 65).OnCollisionEnter(:43-46) stays; ship collision is a deferred Unity-physics surface.Assets/Scripts/Gameplay/Weapons/Projectile.cs:57-103— the raycast, shield branch andSendHit(47).:109-122(airburst) is Cut 4's.Assets/Scripts/Gameplay/Weapons/GuidedProjectile.cs:152-189— the same (38).Assets/Scripts/Gameplay/Weapons/Laser.cs:40-75— the same; theLineRendererendpoint writes at:59,70,77are presentation and are rebuilt from the outcome (36).Assets/Scripts/Gameplay/Weapons/Lightning.cs:34-72— the same; the endpoint capture at:67-71stays as a visual (39).Assets/Scripts/Gameplay/EntityInstance.cs:411-431— theUnityEngine.Randomloot roll, only if Q3 is answered (a); otherwise this cut leaves it and the seam is named in §6.
Adds:
Entity.DamageSchematic(float damage, Shape hitShape)— the rule moved verbatim fromEntityInstance.cs:277-314, now a method onEntityinServerShared, writingArmor, itemDurability,Hull.Durabilityand raising the existingArmorDamage,ItemDamageandHullDamagesubjects. Not a redesign: the same arithmetic, the same order, the same thresholds.Entity.ApplyHit(...)— the shape construction moved fromEntityInstance.cs:334-394, with two changes forced by R7: the hit cell comes from the rolledCellrather than a UV texture coordinate, and the penetration march rotates the firer-to-target vector into the target's frame with a planar rotation by-target.Directioninstead oftransform.InverseTransformDirection.FireControl.HitProbability(weapon, source, target)— pure, no draw:- Zero, with no draw consumed, when there is no target; the target is not in
VisibleEntities; range is outside[MinRange, Range]; aLockWeaponis not locked; orInArcfails. - Otherwise
p = Accuracy * pSensor * pSpread, wherepSensor = saturate(unlerp(TargetDetectionInfoThreshold, Resolution, info))andpSpread = Spread > 0 ? saturate(angularRadius / (Spread / 2)) : 1, withangularRadius = degrees(atan(0.5 * max(Shape.Width, Shape.Height) * SchematicCellSize / range)). SchematicCellSizeis the one new tuning constant (Q4).
- Zero, with no draw consumed, when there is no target; the target is not in
FireControl.Fire(weapon, item, source)— called once per burst step fromInstantWeapon.Execute(replacing the bareOnFire?.Invoke()atInstantWeapon.cs:228). It computes the predicted intercept, the flight time (range / Velocity, or zero whenVelocityis at or near zero), freezes the payload snapshot (R10) and appends aPendingShottoZone.PendingShots. The snapshot holdsDamage,Penetration,DamageSpread,DamageType,Aimed, the resolved targeting stats, and the intercept point. Nothing downstream re-evaluates a stat.FireControl.Step(Zone, dt)— called fromZone.Updateafter the entity loop (Zone.cs:150). For each pending shot: age it; atArrivalTime - CommitHorizoncompute deviation, roll, writeOutcome, publishZone.ShotCommitted; atArrivalTimeapply the outcome and remove the shot. A shot whose flight is shorter than the horizon commits at fire time, in the same call asFire— that is every velocity-0 weapon, which is three of the catalog's eighteen.GameplaySettings.CommitHorizon— R4's authored horizon, one number, in seconds.- The deviation term:
pDeviationfolds in how far the target is from the predicted intercept at commit time, forgiven by the targeting system'sTracking. This is R3's evasion, and the commit horizon is what bounds how late it counts. - The roll: one draw against
p. On a hit, a second draw againstPrecisiondecides where — onAimed's footprint cells on success, otherwise on one cell drawn uniformly over the hullShape. An active shield thatCanTakeHittakes the hit instead, and the outcome is markedShielded; that rule now exists once, inFireControl, rather than seven times in the effects. Zone.ShotCommittedandZone.ShotResolved(Subject<ShotOutcome>), the presentation feed.InstantWeapon.OnFirebecomesevent Action<int>carrying theShotId, so the Unity manager can bind its effect to the shot it belongs to.
Per-file changes:
InstantWeapon.cs:228:OnFire?.Invoke(FireControl.Fire(this, Item, Entity)). Charge multipliers already fold intoDamageandSpreadbefore this point.Combat.cs:100-102:shouldFire = FireControl.HitProbability(...) >= Settings.AgentMinHitProbability, replacing Cut 1's bareInArc(which the probability already subsumes, returning zero out of arc).AgentMinHitProbabilityis added here, not in Cut 1.TurretController.cs:81-83: the same gate and threshold.EntityInstance.cs:203-204,232-235: the manager call takes theShotIdand looks the outcome up, or subscribes toShotCommitted. Effects fly to the rolled cell's world point or to a miss offset and play the impact on arrival. They apply nothing.Zone.cs:150:FireControl.Step(this, deltaTime)after the entity loop.
Authority map:
- Owner:
FireControlowns the engage gate, hit probability, the roll, the cell, the shield branch, and when each of those happens.Entityowns the application of damage to its own schematic.Zoneowns the pending-shot collection. - Inputs: weapon stats through
EquippedItem.Evaluate; targeting-system stats;EntityInfoGathered;TargetandTargetItem; both entities' positions, velocities and planar directions; mount direction and arc;ItemManager.Random. - Outputs:
ShotOutcomeon two subjects;Entity.DamageSchematic; shieldTakeHit;Entity.IncomingHit. - Derived state:
Behavior.Direction, reveal, hit probability. Everything a presentation shows about a shot is derived from the outcome. - Forbidden writers: after this cut no
Physics.*query inAssets/Scripts/Gameplay/Weapons(except the unused four Cut 4 handles) may reach durability;HullCollidermay not raise a hit;EntityInstancemay not damage a schematic; no effect may callTakeHit; nothing outsideFireControlmay draw for a hit; nothing outside presentation may read a commit to change state. - Shared paths: player fire, AI fire, turret fire, instant, charged, guided and
locked weapons all reach damage through
FireControl.FireandFireControl.Step. There is exactly one commit primitive. - Deletion line: the six deletions above land before
FireControl.Fireexists.
Verification:
-
builds:
Aetheria.Shared,tests/Aetheria.Shared.Tests,tools/AetherDb; and Unity batchmode with the editor closed (docs/item-provenance-cut.md§6) reporting noerror CS. -
tests, each with the mutation that must kill it:
Test Pins Mutation RollsAreSeededa fight is reproducible — two zones, same seed, 50 shots, identical outcome sequences FireControldraws fromnew Random()ProbabilityFollowsInputsthe roll reads what the ruling says it reads — zero below detection and outside range; rising with info to Resolution; falling withSpread; capped atUnaidedAccuracywith no systemdrop pSensor; drop the range gate; drop the capOutOfArcConsumesNoDrawthe gate is a gate, not a penalty — the RNG sequence is unchanged by an out-of-arc trigger roll first and multiply by zero ShotResolvesOnArrivalR3 — no durability change before range / Velocity; a target removed mid-flight takes noneapply at fire time OutcomeCommitsBeforeImpactR4 — ShotCommittedfires exactlyCommitHorizonbeforeShotResolved, once per shotpublish at arrival; publish twice EvasionCountsUntilCommitAndNotAfterR4's second half — a target that jinks before the horizon changes the outcome distribution; the identical jink after the horizon does not measure deviation at arrival; measure it at fire ShortFlightCommitsAtFirethe horizon degrades gracefully — a velocity-0 weapon commits and resolves in one tick, still publishing both events in order skip the commit for short flights OutcomeIsSnapshotNotRereadR10, the seam the stats campaign named — a weapon whose Damagecollapses (power cut, heat spike) between fire and arrival still lands the damage it rolledre-evaluate Damageat arrivalAimedHitLandsOnSelectedItemR5's payoff — Precision1 andp1: only the aimed item's durability fallsthe roll ignores AimedHardpointHitDamagesItemThenHullthe damage rule survived the move verbatim — damage above armor plus item durability zeroes the item and the remainder hits the hull armor not subtracted; hull skipped PenetrationMarchIsPlanarR7 — the march rotates by the target's planar direction and gives the same cells whatever the height difference use a 3D rotation ShieldTakesHitthe absorb rule has one owner — an active shield absorbs and the schematic is untouched remove the shield branch DeadEntityStopsTakingShotsa shot cannot damage a corpse — a target destroyed before arrival takes nothing and the shot is removed resolve against a removed entity -
negative greps, each checked against legitimate names before publishing:
rg -n "Physics\." Assets/Scripts/Gameplay/Weapons/Projectile.cs Assets/Scripts/Gameplay/Weapons/GuidedProjectile.cs Assets/Scripts/Gameplay/Weapons/Laser.cs Assets/Scripts/Gameplay/Weapons/Lightning.cs Assets/Scripts/Gameplay/HullCollider.cs— empty. (A repo-widePhysics\.grep is not valid until Cut 4, and never forTractorBeam.cs, which stays.)rg -n "SendHit|SendSplash|DamageSchematic" Assets/Scripts --glob '!**/ServerShared/**'— empty.rg -n "TakeHit\(" Assets/Scripts --glob '!**/ServerShared/**'— empty. NoteCanTakeHitshares the substring; the trailing(onTakeHitdistinguishes them, and theCanprefix must be checked by eye in the first run.
-
operator play smoke: shots show rolled impacts and misses; a miss reads as a deliberate near-miss rather than a bug; damage matches the HUD; aiming at a revealed subsystem visibly concentrates damage there; kill time is in the same order as before.
Risks. UnaidedAccuracy, SchematicCellSize, CommitHorizon and the targeting stat
ranges are first guesses. The headless fixture is the tuning harness, and the operator
smoke is the arbiter. Second: Combat.cs:84-98 aims LookDirection at a first-order
intercept, and R3's deviation is measured against FireControl's own predicted
intercept; if the two predictions differ, an AI will systematically miss. They must be
one function. Hands makes FireControl own the prediction and CombatState call it.
Cut 4. The unused kinds join the same path
R9 keeps every weapon type. This cut makes the ones no design currently ships obey the same owner, so that authoring one later does not resurrect Unity hit detection.
- Repo/branch: continues Cut 3. Depends on Cut 3.
- First: re-measure the claim this cut's safety rests on — that no live design
uses
ConstantWeaponData,HitscanEffect,Mine, airburst or MIRV (§0.4, carried from a superseded map and not reproduced by this campaign's probe). A behaviour-class census needsAetherDb roles-migrateas a dry run, which the permission classifier blocked; the operator can unblock it or Hands can add a read-onlybehaviorscommand. If any of these is live, it moves into Cut 3 instead.
Deletes first:
Assets/Scripts/Gameplay/Weapons/Projectile.cs:109-122— airburstOverlapSphereandSendSplash(14).Assets/Scripts/Gameplay/Weapons/ConstantLaser.cs:74-110(~37),ConstantLightning.cs:54-70(~17),HitscanEffect.cs:31-55(~25),Mine.cs:68-75,92-117(~34),ConstantParticleWeapon.cs:72and its_hullplumbing (~8) — every remainingPhysics.*hit query andSendHit/SendSplashcall inAssets/Scripts/Gameplay/Weapons.
Adds:
ConstantWeaponrolls once perGameplaySettings.BeamResolveIntervalforDamage * interval, through the sameFireControl.Fire/Steppair with a flight time of zero, raisingOnBeamShot(int shotId). About ten lines; no design uses it yet, and it authors no new stat.- Splash — airburst and mine blast — as
FireControl.Splash, applying the existingDamageSchematicover the directional half-shape the deletedEntityInstance.cs:318-329computed, against every entity in radius. This is the one genuinely new rule in the cut, and it exists because R9 keeps the flak cannon and the mine. - Nothing else.
Mine,TractorBeamand ship collision stay Unity-physics surfaces for placement and contact, which is not hit detection; only their damage application moves.
Authority map: unchanged from Cut 3 except that the forbidden-writer list now covers
every file in Assets/Scripts/Gameplay/Weapons, and FireControl gains splash.
Verification:
- builds: as Cut 3.
- tests:
BeamRollsPerIntervalpins a beam is a sequence of rolls, not a continuous truth: over one second a beam produces1 / BeamResolveIntervaloutcomes totallingDamage. Mutation: roll per tick; roll once.SplashHitsEveryEntityInRadiuspins splash is one rule, not per-effect: two targets in radius both take damage, one outside takes none. Mutation: damage only the nearest.SplashIsDirectionalpins that the moved half-shape rule survived: cells facing the blast take it, cells facing away do not. Mutation: damage the whole shape.
- negative:
rg -n "Physics\." Assets/Scripts/Gameplay/Weaponsreturns onlyMine.cs's placement query, if Q7 keeps it — otherwise empty.TractorBeam.cs:21is outside this directory and stays.rg -n "SendHit|SendSplash" Assets/Scriptsempty.rg -n "class HullHitEventArgs|class HullSplashEventArgs" Assets/Scriptsempty. - operator: nothing to check in play, because nothing in the catalog spawns these. The check is a Studio authoring pass: author one beam product and one flak product onto a test hull and confirm they damage.
5. Subtraction ledger
Estimates, to be compared with reality in the postmortem.
| Cut | Removed | Added | Deps / targets / formats |
|---|---|---|---|
| 1 | 19 production (Entity 2, EntityInstance 4, Behaviors 6, Combat 3, TurretController 3, Settings 1) | ~60 production (FireControl.cs geometry ~45, HardpointData.FiringArc 1, GameplaySettings.FiringArc 1, call sites ~13), ~90 test |
+1 catalog field, authored on one hull. No new project, package or dependency. |
| 2 | 0 | ~140 production (TargetingSystem.cs ~55, reveal ~25, Entity.TargetItem ~25, AI selection ~10, player input ~15, LoadoutGenerator ~12), ~160 test |
+1 behaviour union index, +2 designs and their products, +1 setting. |
| 3 | ~285 production (EntityInstance 120, HullCollider 45, Projectile 47, GuidedProjectile 38, Laser 36, Lightning 39) | ~330 production (Entity.DamageSchematic/ApplyHit ~130 moved, FireControl roll and lifecycle ~140, Zone pending shots ~35, call sites ~25), ~280 test |
+2 settings. Seven duplicated copies of the shield-absorb rule collapse to one. |
| 4 | ~135 production | ~70 production, ~70 test | +1 setting. |
| Total | ~439 | ~600 production, ~600 test |
Net production about +160. The account: it buys the invariant that the simulation
resolves combat without Unity — docs/three-gates-scope.md:101-110 calls today's state
a velocity compromise — and it collapses seven copies of the absorb rule and one copy of
the damage rule into single owners. It does not buy that with a registry, an adapter,
a mode flag or a compatibility layer: the old path is deleted in the cut that replaces
it, and no cut leaves two writers of damage.
The line count is the wrong thing to stare at here. The structural delta is: one new
owner (FireControl), one new subsystem (TargetingSystem), one field on catalog data,
four settings, and minus one whole category of authority — Unity physics deciding
gameplay.
6. Build budget
- Packages and targets.
Aetheria.Shared/Aetheria.Shared.csproj(netstandard2.1),tests/Aetheria.Shared.Tests/Aetheria.Shared.Tests.csproj(net10.0, xunit),tools/AetherDb/AetherDb.csproj. Three projects, no new ones. Debug only; no release profile, no feature flags, no code generation, no new target platform. - Build host and target are the same machine: a Windows workstation producing managed assemblies for the same runtime. Nothing here is cross-platform, so no claim about a Linux artifact is made or needed.
- Where.
F:\Projects\Aetheria-stats(the free worktree; it must first be advanced fromc4f6029eto HEAD). Never the main tree — the operator plays there. NeverF:\Projects\Aetheria-tiers. CultLib via-p:CultLibRoot=<scratchpad>\cultlib-45c2f40, the shared pinned worktree, which is never removed.--artifacts-pathinto scratch so nobin/objlands in a working tree. - Footprint. Three managed projects plus their test host; on the order of a few hundred MB of artifacts, comparable to the stats campaign. No expected growth: this campaign adds no project, package reference or native component.
- Unity. Batchmode compile check with the editor closed, per
docs/item-provenance-cut.md§6, once per cut that touchesAssets/Scripts/Gameplay(Cuts 1, 3, 4). The operator's play smoke is the only Unity run. Imagination did not run Unity and did not build. - Mutation harnesses. One per cut, in the established shape
(
tests/mutation_tests_fire_control_cut1..4.py): patch a named anchor, rundotnet test tests/Aetheria.Shared.Tests --cultlib-root <pin>, assert the named test goes red, with a no-op control. Note the scar from8dddda4d: later cuts move earlier anchors, so Cut 4 re-anchors Cuts 1-3's harnesses before it lands.
7. Seams this campaign names and stops at
- Presentation of shots.
Zone.ShotCommittedandZone.ShotResolvedare the whole contract. What a projectile, panel, whip or near-miss does with a commit belongs todocs/shield-presentation-contract.mdand the panel and Lariat maps. This campaign guarantees only that the commit exists, is authoritative, arrivesCommitHorizonbefore impact, and carries what the contract says it carries: what happens, where, when it arrives, and which capability answers it — not who fired, not damage numbers. The contract's open question "where the commit window lives" is answered here:FireControl, with the horizon inGameplaySettings. - Death, removal and loot.
Entity.Deathis already composed inServerShared(Entity.cs:363-366), butZone.Entities.Removeand the loot roll live in Unity (EntityInstance.cs:411-437) and useUnityEngine.Random. Fire control makes a headless kill happen; it does not make the corpse go away. Q3. - Pickup.
ShieldManager.cs:40-51stores loot on trigger contact. Untouched. - Ship collision,
TractorBeam, mine placement. Deferred Unity-physics surfaces (docs/three-gates-scope.md:98-99). Untouched. - The navigation planner. R3 makes manoeuvring evasion, which changes what a good flight path is. The planner is a separate item in the shipping scope and this map does not anticipate it.
- Stance and IFF. Ruled and partly built (
Weapon.StanceAllowsFire,Weapon.cs:101). Fire control reads the gate and does not redesign it. - Faction territory. The campaign after this.
8. Operator questions
Most blocking first.
Q1. What makes a turret 360? R6 says turrets are 360 degrees, but a turret hull's
Direction never rotates — TurretController writes only LookDirection — so under a
120-degree default a turret would only engage within 60 degrees of its spawn facing.
A: author FiringArc: 360 on the Turret hull's hardpoints; the override R6 already
grants does the whole job and no code knows what a turret is. B: add
HardpointType.Turret and give it an implicit 360. C: give the arc to the hull
rather than the hardpoint. Recommended: A, because it buys the invariant with
authored data instead of a new type, and because a future partially-traversing turret
(a 270-degree sponson) is then already expressible. B makes the arc a property of a
category and loses that.
Q2. Is player fire arc-gated? Today it is not gated at all; the player fires whatever is equipped, wherever they point. Cut 1 makes the arc a shared rule. A: yes, gate the player exactly as the AI — a side-mounted gun simply does not fire forward, and the HUD shows which groups bear. B: gate the AI only, leaving the player's rear gun able to shoot forward. Recommended: A. Under R1 aiming is gone, so what the player does with a weapon group is the decision, and arcs are what make that decision interesting. B also splits the shared path the doctrine cares about: manual and programmatic fire would be two truths. It is a real difficulty change and should be felt in the smoke before the campaign closes.
Q3. Does this campaign move death removal and loot, or leave them in Unity? A
headless kill currently leaves the corpse in Zone.Entities, because Entities.Remove
is at EntityInstance.cs:437. A: move removal and the loot roll into Zone in
Cut 3, using ItemManager.Random — about 50 lines, and it makes a headless kill a
complete event. B: move only the removal; leave loot to the run-structure work.
C: leave both; fire control's tests assert on durability, not on removal.
Recommended: B. Removal is the half without which the simulation is lying about its
own contents, and a seeded loot roll pulls in drop velocity, bay capacity and pickup —
the run-structure campaign's material. A is more complete but widens this campaign; C
leaves ServerShared unable to say who is alive.
Q4. Three balance numbers need first values: CommitHorizon (R4's "short fixed
time"), SchematicCellSize (metres per schematic cell, which sets how much target size
matters), and UnaidedAccuracy. A: Hands picks defaults (0.3s, measured off the
LonginusX prefab, 0.35) and the operator tunes them in the smoke. B: the operator
states them now. Recommended: A for the first two and B for UnaidedAccuracy,
because it is not a tuning number — it decides whether a targeting system is a
requirement or an upgrade, which is a design ruling. If it is low, Cut 2's required-item
rule is load-bearing; if it is high, the subsystem is a nice-to-have and Cut 2 shrinks.
Q5. What seeds the rolls? ItemManager.Random is clock-seeded
(ItemManager.cs:19), so RollsAreSeeded cannot pass without a seed argument.
A: add the seed parameter here, as a two-line change. B: wait for the Run
lifecycle work that owns it (docs/headless-playground-cut.md Cut 1, unlanded).
Recommended: A. A reproducible fight is how this campaign is tuned and how a
regression is ever found again; waiting on an unstarted cut for two lines is the
compensator pattern in miniature.
Q6. When is the snapshot taken — fire, or commit? docs/stats-and-power-cut.md:1020
says "at commit time". A: one snapshot, at fire: the shot carries what left the
barrel, and only deviation is measured up to the commit. B: two snapshots — payload
at fire, targeting stats at commit — so a targeting system knocked out mid-flight
degrades the shot already in the air. Recommended: A. One rule, one freeze point, and
over a horizon measured in tenths of a second B's extra fidelity is invisible while its
extra state is permanent. B is the more simulationist answer and is worth having if the
operator wants killing the gunnery computer to spoil shots already fired.
Q7. Mines. Cut 4 moves mine damage to FireControl.Splash but leaves
Mine.cs:68's OverlapSphere for proximity triggering, which is contact detection
rather than hit detection. A: leave it, alongside TractorBeam and ship collision,
as a named deferred physics surface. B: move proximity into Zone too, so the last
Physics.* in the weapons directory goes. Recommended: A. No design ships a mine,
and B buys a clean grep rather than an invariant. Revisit when a mine is authored.