Aetheria/docs/fire-control-cut.md
Meta Vens 678c1ea99a Rule fire control's forks: unaided fire is a last resort
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 07:01:37 +02:00

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 Tool gear.
  • 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 TargetArmorInfoThreshold and TargetGearInfoThreshold, 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 from GameplaySettings; an optional per-hardpoint override; turrets 360.
  • R7. The simulation is 2D. The 3D is set dressing.
  • R8. Unity weapon effects and HullCollider become presentation only. Their Physics.* queries stop deciding damage.
  • R9. Every weapon type in the catalog's history stays (docs/headless-playground-cut.md fork 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):

  1. InstantWeapon.Execute (Assets/Scripts/ServerShared/Behaviors/InstantWeapon.cs:216-237) walks the burst and raises OnFire (:228), a parameterless event Action declared at :73. It carries no outcome and nothing in ServerShared subscribes.
  2. Assets/Scripts/Gameplay/EntityInstance.cs:203-204 subscribes and calls InstantWeaponEffectManager.Fire(weapon, item, source, target) (Assets/Scripts/Gameplay/Weapons/InstantWeaponEffectManager.cs:7). The constant family goes the same way at :232-235.
  3. The manager spawns an effect and copies the weapon's resolved numbers onto it. ProjectileManager.cs:18-25 jitters the barrel forward vector by Random.Range(±Spread/2) on all three Euler axes — that is the entire aiming model.
  4. 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, plus Projectile.cs:114 for airburst.
  5. On a hull collider it calls HullCollider.SendHit (Assets/Scripts/Gameplay/HullCollider.cs:18-30), or SendSplash (:32-41).
  6. EntityInstance.cs:316-396 subscribes to those subjects, converts a UV texture coordinate into schematic cells, expands by DamageSpread, marches a penetration ray, and calls the local function DamageSchematic (:277-314), which is the only writer of Armor, item Durability and Hull.Durability from combat.
  7. Death: EntityInstance.cs:405-439 subscribes to HullDamage, rolls loot with UnityEngine.Random, and calls entity.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, a ReactiveProperty<Entity>. Cleared when the target leaves VisibleEnemies (:196, :222). TargetRange is recomputed each tick at :920.
  • Entity.EntityInfoGathered — Entity.cs:57, a ReactiveDictionary<Entity, float> in [0,1], accumulated with decay by Sensor.Execute (Assets/Scripts/ServerShared/Behaviors/Sensor.cs:152-184).
  • TargetDetectionInfoThreshold gates VisibleEnemies at Entity.cs:232-246.
  • TargetArmorInfoThreshold and TargetGearInfoThreshold are authored and read by no code. They are declared at Assets/Scripts/ServerShared/Settings.cs:212-213 and appear nowhere else in Assets/Scripts (read). R5's reveal tiers are unwired settings.
  • LockWeapon — Assets/Scripts/ServerShared/Behaviors/LockWeapon.cs. Integrates a 0..1 _lock scaled by pow(EntityInfoGathered[target], SensorImpact) (:92), gated by a LockAngle cone off Entity.LookDirection (:88-89). CanFire (:56) requires _lock > .99f and 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. TurretControllerData has no fields (:15-25). It writes Entity.LookDirection to a first-order intercept (:67-72) and fires each weapon when dot(x.Direction, Entity.LookDirection) > .99f (:81-83).
  • Sensor — sensitivity, ping boost/energy/visibility/range/cooldown, all PerformanceStat (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|Aim finds one #region Targeting label at ActionGameManager.cs:368 and 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 on HardpointData, WeaponData, or any effect. A per-hardpoint override attaches here, as catalog data already authored per hull.
  • ItemRotation is four-way (Assets/Scripts/ServerShared/Enums.cs:7); Extensions.cs:135-166 gives None = forward, Reversed = aft, Clockwise = right, CounterClockwise = left. Agent.cs:72 reads Clockwise as right and Thruster uses 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) reads Entity.HardpointTransforms; the second (:37-38) is the item-rotation fallback R6 wants.
  • Entity.HardpointTransforms (Entity.cs:58-59) is written only by Unity, at EntityInstance.cs:514-517, from the first WeaponHardpoint.FiringPoint barrel's world forward. Headless it is empty. That single dictionary is why Combat.cs:100-102 throws KeyNotFoundException on 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 toward LookAtPoint (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 Shape and a cell size give an angular radius; SchematicCellSize does 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. ConstantWeaponData adds only AmmoInterval (ConstantWeapon.cs:15); Spread is inherited and unread by any beam code, and Velocity is 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.ChargeFiringSpreadMultiplier is a plain float (ChargedWeapon.cs:34), not a PerformanceStat, 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, and GuidedWeaponData (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):

  1. Combat.cs:100-102 indexes HardpointTransforms, which only Unity writes (§0.3). Minion enters CombatState as soon as VisibleEnemies is non-empty, so any NPC that sees an enemy throws on the tick it sees them.
  2. There is no owner between InstantWeapon.OnFire and Entity.HullDamage. The only ServerShared writers 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

  1. Mount direction and arc become simulation data. Deletes HardpointTransforms and the Unity readback; adds the arc gate; unbreaks headless combat.
  2. Targeting system and reveal. The new subsystem, the reveal rule, the selection slot, and the two dead settings wired up.
  3. Hit authority moves. The Physics path in the four effects the catalog actually uses is deleted and FireControl plus the shot lifecycle replaces it, in one cut, so damage is never applied twice.
  4. 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, branch codex/fire-control from codex/item-provenance 8a00fc92. Depends on nothing.
  • First: update F:\Projects\Aetheria-stats to HEAD (it sits 11 commits behind at c4f6029e); capture AetherDb census, loadout 1, dangling as 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 in Behavior.Direction (6). The item-rotation path at :37-38 becomes the whole body.
  • Assets/Scripts/ServerShared/Agents/States/Combat.cs:100-102 — the HardpointTransforms dot test (3).
  • Assets/Scripts/ServerShared/Behaviors/TurretController.cs:81-83 — the .99f dot 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 from Behavior.Direction), ArcFor(EquippedItem) and bool InArc(EquippedItem weapon, float3 toTarget), which tests dot(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, next Key) — full width in degrees, 0 meaning "use GameplaySettings.FiringArc".
  • GameplaySettings.FiringArc = 120 (Settings.cs, after :214).
  • GameplaySettings.AgentMinHitProbability is not added here; Cut 1's AI gate is InArc alone, 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 :84-98 stays — it still aims LookDirection, 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, whose Direction never rotates (TurretController writes only LookDirection), would engage only within 60 degrees of its spawn facing. R6 says turrets are 360; the turret hull's hardpoints author FiringArc: 360. See Q1.
  • Catalog: author FiringArc on the Turret hull's two Ballistic hardpoints. Follows the Cut C precedent — a Hands scratch console upserts, Unity and Studio closed.

Authority map:

  • Owner: FireControl owns whether a weapon bears on a point. HardpointData authors the arc; ItemRotation authors 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 by FireControl.Fire.
  • Derived state: Behavior.Direction becomes purely derived from item rotation.
  • Forbidden writers: no Unity transform, ArticulationPoint, WeaponHardpoint or prefab node may influence aim. Barrels, GetBarrel and ArticulationPoint survive as presentation and must never be read by ServerShared.
  • 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: HardpointTransforms and its writer and readers are gone before FireControl.cs is written.

Verification:

  • builds: Aetheria.Shared/Aetheria.Shared.csproj, tests/Aetheria.Shared.Tests, tools/AetherDb.
  • tests, each named with the rule it pins:
    • ArcFollowsMountRotation pins mount direction is the item's rotation, not the hull's facing: a fixture hull with one weapon on a None hardpoint and one on a Clockwise hardpoint; a target 90 degrees to starboard passes only for the Clockwise weapon, a target dead ahead only for the None weapon. Mutation: make InArc use Entity.Direction; swap Rotate's Clockwise/CounterClockwise cases.
    • ArcBoundaryIsHalfWidth pins FiringArc is full width: at 120, a target 59 degrees off passes and one at 61 does not. Mutation: compare against cos(radians(arc)).
    • ArcIsPlanar pins R7: a target inside the arc horizontally but far above the firer still passes. Mutation: use the 3D vector.
    • HardpointOverrideBeatsDefault pins the per-hardpoint override wins: the same weapon on a hardpoint with FiringArc: 360 passes at 170 degrees, and fails there on a hardpoint with 0. Mutation: ignore the field; treat 0 as an arc of zero.
    • CombatStateStepsHeadless pins the simulation decides aim without Unity: a Minion with a target in range steps through Zone.Update without throwing. Mutation: restore the HardpointTransforms read.
  • negative: rg -n "HardpointTransforms" Assets/Scripts empty; rg -n "ArticulationPoint|FiringPoint|WeaponHardpoint" Assets/Scripts/ServerShared empty; rg -n "AgentFiringMinDot" Assets/Scripts empty. (\.99f is not a safe negative grep — it occurs legitimately in LockWeapon.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 every ItemData.
  • First: AetherDb census and loadout 1 over 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 free Union index on BehaviorData; Hands reads the current list in Behaviors.cs rather than trusting the number 39 quoted in the superseded draft) plus a TargetingSystem : Behavior that 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 and PowerSupply reach them through EquippedItem.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 existing EnergyDraw and Heat behaviours 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 uses Resolution = 1 and Precision = 0: it can still select a revealed item, and its hits scatter.

  • FireControl.IsRevealed(Entity observer, EquippedItem item) — derived, never cached:

    1. Rank the target's non-hull equipment: hardpoint-mounted first, then size descending, then equipment index.
    2. Item i of N is revealed when info >= lerp(TargetArmorInfoThreshold, TargetGearInfoThreshold, i / max(1, N - 1)).

    This is the first and only reader of Settings.cs:212-213.

  • Entity.TargetItem (ReactiveProperty<EquippedItem>, beside Target at Entity.cs:46) and bool Entity.TrySelectTargetItem(EquippedItem), the only writer. It accepts null, or an item of Target.Value that IsRevealed. A Target change 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, calling TrySelectTargetItem. 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: CombatState selects the revealed target Weapon item with the highest RangeDamagePerSecond(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 IsAvailable finds one in every galaxy. LoadoutGenerator.FillInterior picks one with required: true for every entity with Weapons — the starting LonginusX, NPC ships and turrets. Zenith, with no weapon hardpoints, gets none.

Authority map:

  • Owner: FireControl owns the reveal rule. Entity owns the selection slot. TargetingSystem owns 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 EquippedItem per 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 TargetItem except through TrySelectTargetItem; no code may store a reveal result; no code may read the two thresholds except IsRevealed.
  • 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:
    • SelectionNeedsReveal pins you cannot aim at what you have not resolved: below the item's tier TrySelectTargetItem returns false; above it, true; a target change nulls it; info decaying below the tier makes the read null. Mutation: IsRevealed returns true; the Target change skips the null; the accessor returns the stored value without re-checking.
    • RevealOrder pins the big obvious things resolve first: hardpoint items reveal before interior items, larger before smaller. Mutation: drop the ordering.
    • RevealSpansBothThresholds pins the tiers are the authored ones: with N items, the first reveals at TargetArmorInfoThreshold and the last at TargetGearInfoThreshold. Mutation: swap them; use the detection threshold.
    • UnaidedFiresWorse pins the subsystem is what supplies accuracy: an entity with no targeting system resolves UnaidedAccuracy and Precision 0; one with a destroyed or offline system resolves the same. Mutation: fall back to the system's stats when offline.
    • StarvedTargetingRollsWorse pins the brownout ruling on accuracy: with an Accuracy stat carrying a PowerSupply term, a half-grant halves it rather than switching the item off. Mutation: gate on PowerSupply <= 1e-4.
    • EveryArmedLoadoutGetsATargetingSystem pins the required-item rule across seeds. Mutation: drop required: true.
  • negative: rg -n "TargetArmorInfoThreshold|TargetGearInfoThreshold" Assets/Scripts returns Settings.cs and FireControl.cs only.
  • operator: AetherDb census shows 2 more designs; loadout 1 shows one more interior item per armed entity; dangling is 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 — DamageSchematic and both HullCollider subscriptions (120).
  • Assets/Scripts/Gameplay/HullCollider.cs:13-14,18-41,48-65 — Hit, Splash, SendHit, SendSplash and 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 and SendHit (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; the LineRenderer endpoint writes at :59,70,77 are presentation and are rebuilt from the outcome (36).
  • Assets/Scripts/Gameplay/Weapons/Lightning.cs:34-72 — the same; the endpoint capture at :67-71 stays as a visual (39).
  • Assets/Scripts/Gameplay/EntityInstance.cs:411-431 — the UnityEngine.Random loot 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 from EntityInstance.cs:277-314, now a method on Entity in ServerShared, writing Armor, item Durability, Hull.Durability and raising the existing ArmorDamage, ItemDamage and HullDamage subjects. Not a redesign: the same arithmetic, the same order, the same thresholds.
  • Entity.ApplyHit(...) — the shape construction moved from EntityInstance.cs:334-394, with two changes forced by R7: the hit cell comes from the rolled Cell rather 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.Direction instead of transform.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]; a LockWeapon is not locked; or InArc fails.
    • Otherwise p = Accuracy * pSensor * pSpread, where pSensor = saturate(unlerp(TargetDetectionInfoThreshold, Resolution, info)) and pSpread = Spread > 0 ? saturate(angularRadius / (Spread / 2)) : 1, with angularRadius = degrees(atan(0.5 * max(Shape.Width, Shape.Height) * SchematicCellSize / range)).
    • SchematicCellSize is the one new tuning constant (Q4).
  • FireControl.Fire(weapon, item, source) — called once per burst step from InstantWeapon.Execute (replacing the bare OnFire?.Invoke() at InstantWeapon.cs:228). It computes the predicted intercept, the flight time (range / Velocity, or zero when Velocity is at or near zero), freezes the payload snapshot (R10) and appends a PendingShot to Zone.PendingShots. The snapshot holds Damage, Penetration, DamageSpread, DamageType, Aimed, the resolved targeting stats, and the intercept point. Nothing downstream re-evaluates a stat.
  • FireControl.Step(Zone, dt) — called from Zone.Update after the entity loop (Zone.cs:150). For each pending shot: age it; at ArrivalTime - CommitHorizon compute deviation, roll, write Outcome, publish Zone.ShotCommitted; at ArrivalTime apply the outcome and remove the shot. A shot whose flight is shorter than the horizon commits at fire time, in the same call as Fire — 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: pDeviation folds in how far the target is from the predicted intercept at commit time, forgiven by the targeting system's Tracking. 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 against Precision decides where — on Aimed's footprint cells on success, otherwise on one cell drawn uniformly over the hull Shape. An active shield that CanTakeHit takes the hit instead, and the outcome is marked Shielded; that rule now exists once, in FireControl, rather than seven times in the effects.
  • Zone.ShotCommitted and Zone.ShotResolved (Subject<ShotOutcome>), the presentation feed.
  • InstantWeapon.OnFire becomes event Action<int> carrying the ShotId, 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 into Damage and Spread before this point.
  • Combat.cs:100-102: shouldFire = FireControl.HitProbability(...) >= Settings.AgentMinHitProbability, replacing Cut 1's bare InArc (which the probability already subsumes, returning zero out of arc). AgentMinHitProbability is 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 the ShotId and looks the outcome up, or subscribes to ShotCommitted. 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: FireControl owns the engage gate, hit probability, the roll, the cell, the shield branch, and when each of those happens. Entity owns the application of damage to its own schematic. Zone owns the pending-shot collection.
  • Inputs: weapon stats through EquippedItem.Evaluate; targeting-system stats; EntityInfoGathered; Target and TargetItem; both entities' positions, velocities and planar directions; mount direction and arc; ItemManager.Random.
  • Outputs: ShotOutcome on two subjects; Entity.DamageSchematic; shield TakeHit; 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 in Assets/Scripts/Gameplay/Weapons (except the unused four Cut 4 handles) may reach durability; HullCollider may not raise a hit; EntityInstance may not damage a schematic; no effect may call TakeHit; nothing outside FireControl may 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.Fire and FireControl.Step. There is exactly one commit primitive.
  • Deletion line: the six deletions above land before FireControl.Fire exists.

Verification:

  • builds: Aetheria.Shared, tests/Aetheria.Shared.Tests, tools/AetherDb; and Unity batchmode with the editor closed (docs/item-provenance-cut.md §6) reporting no error CS.

  • tests, each with the mutation that must kill it:

    Test Pins Mutation
    RollsAreSeeded a fight is reproducible — two zones, same seed, 50 shots, identical outcome sequences FireControl draws from new Random()
    ProbabilityFollowsInputs the roll reads what the ruling says it reads — zero below detection and outside range; rising with info to Resolution; falling with Spread; capped at UnaidedAccuracy with no system drop pSensor; drop the range gate; drop the cap
    OutOfArcConsumesNoDraw the gate is a gate, not a penalty — the RNG sequence is unchanged by an out-of-arc trigger roll first and multiply by zero
    ShotResolvesOnArrival R3 — no durability change before range / Velocity; a target removed mid-flight takes none apply at fire time
    OutcomeCommitsBeforeImpact R4 — ShotCommitted fires exactly CommitHorizon before ShotResolved, once per shot publish at arrival; publish twice
    EvasionCountsUntilCommitAndNotAfter R4'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
    ShortFlightCommitsAtFire the 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
    OutcomeIsSnapshotNotReread R10, the seam the stats campaign named — a weapon whose Damage collapses (power cut, heat spike) between fire and arrival still lands the damage it rolled re-evaluate Damage at arrival
    AimedHitLandsOnSelectedItem R5's payoff — Precision 1 and p 1: only the aimed item's durability falls the roll ignores Aimed
    HardpointHitDamagesItemThenHull the 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
    PenetrationMarchIsPlanar R7 — the march rotates by the target's planar direction and gives the same cells whatever the height difference use a 3D rotation
    ShieldTakesHit the absorb rule has one owner — an active shield absorbs and the schematic is untouched remove the shield branch
    DeadEntityStopsTakingShots a 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-wide Physics\. grep is not valid until Cut 4, and never for TractorBeam.cs, which stays.)
    • rg -n "SendHit|SendSplash|DamageSchematic" Assets/Scripts --glob '!**/ServerShared/**' — empty.
    • rg -n "TakeHit\(" Assets/Scripts --glob '!**/ServerShared/**' — empty. Note CanTakeHit shares the substring; the trailing ( on TakeHit distinguishes them, and the Can prefix 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 needs AetherDb roles-migrate as a dry run, which the permission classifier blocked; the operator can unblock it or Hands can add a read-only behaviors command. If any of these is live, it moves into Cut 3 instead.

Deletes first:

  • Assets/Scripts/Gameplay/Weapons/Projectile.cs:109-122 — airburst OverlapSphere and SendSplash (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:72 and its _hull plumbing (~8) — every remaining Physics.* hit query and SendHit/SendSplash call in Assets/Scripts/Gameplay/Weapons.

Adds:

  • ConstantWeapon rolls once per GameplaySettings.BeamResolveInterval for Damage * interval, through the same FireControl.Fire/Step pair with a flight time of zero, raising OnBeamShot(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 existing DamageSchematic over the directional half-shape the deleted EntityInstance.cs:318-329 computed, 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, TractorBeam and 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:
    • BeamRollsPerInterval pins a beam is a sequence of rolls, not a continuous truth: over one second a beam produces 1 / BeamResolveInterval outcomes totalling Damage. Mutation: roll per tick; roll once.
    • SplashHitsEveryEntityInRadius pins splash is one rule, not per-effect: two targets in radius both take damage, one outside takes none. Mutation: damage only the nearest.
    • SplashIsDirectional pins 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/Weapons returns only Mine.cs's placement query, if Q7 keeps it — otherwise empty. TractorBeam.cs:21 is outside this directory and stays. rg -n "SendHit|SendSplash" Assets/Scripts empty. rg -n "class HullHitEventArgs|class HullSplashEventArgs" Assets/Scripts empty.
  • 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 from c4f6029e to HEAD). Never the main tree — the operator plays there. Never F:\Projects\Aetheria-tiers. CultLib via -p:CultLibRoot=<scratchpad>\cultlib-45c2f40, the shared pinned worktree, which is never removed. --artifacts-path into scratch so no bin/obj lands 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 touches Assets/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, run dotnet test tests/Aetheria.Shared.Tests --cultlib-root <pin>, assert the named test goes red, with a no-op control. Note the scar from 8dddda4d: 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.ShotCommitted and Zone.ShotResolved are the whole contract. What a projectile, panel, whip or near-miss does with a commit belongs to docs/shield-presentation-contract.md and the panel and Lariat maps. This campaign guarantees only that the commit exists, is authoritative, arrives CommitHorizon before 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 in GameplaySettings.
  • Death, removal and loot. Entity.Death is already composed in ServerShared (Entity.cs:363-366), but Zone.Entities.Remove and the loot roll live in Unity (EntityInstance.cs:411-437) and use UnityEngine.Random. Fire control makes a headless kill happen; it does not make the corpse go away. Q3.
  • Pickup. ShieldManager.cs:40-51 stores 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.