Aetheria/tests/Aetheria.Shared.Tests
Repository files (latest commit first)
Filename Latest commit message Latest commit date
Meta Vens 39ad4bfc80 Fire control Cut 6b: a shot's dice belong to the shot, and airburst resolves in the simulation
6.1 (Soul finding 6): Commit builds a local CultMath.Random from (Zone.CombatSeed,
shot.ShotId) instead of reading and writing the shared ItemManager.Random stream.
Zone exposes CombatSeed (the same expression that already seeds its own _random),
so a shot's outcome is a pure function of zone identity and shot id -- immune to
whatever else drew from the shared stream in between.

6.2 (Soul finding 5): airburst is wired into the simulation instead of back into
Projectile.cs. PendingShot gains BurstPosition/BurstRadius, frozen at Fire time
from PredictedIntercept and the weapon's authored WeaponItemData.AirburstRange
when WeaponModifiers carries Airburst. FireControl.Step resolves such a shot via
Splash instead of Apply, never both. Projectile.cs/ProjectileManager.cs drop the
dead AirburstDistance/AirburstRange fields and write-back.

Tests: FireControlCut6Tests.cs pins both rules (208 baseline + 5 new, all green).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-19 18:34:04 +02:00
..
Aetheria.Shared.Tests.csproj Pin AetheriaStores routing with tests; make PlayerSettings readable 2026-09-14 19:12:54 +02:00
AetheriaStoresTests.cs Resolve request/brownout conflict: evaluate power requests nominally 2026-09-19 06:58:57 +02:00
BrownoutTests.cs Resolve request/brownout conflict: evaluate power requests nominally 2026-09-19 06:58:57 +02:00
CapabilityEventsTests.cs Test that capability events route only to their own kind's subscribers 2026-09-17 14:37:07 +02:00
ConditionRatioTests.cs Cut 8: pin ConditionRatio -- perfect/dead/durability/heat/power/force-unchanged 2026-09-19 04:41:43 +02:00
FireAuthorityTests.cs Fire control Cut 5: close the rules that landed on one path and not its twin 2026-09-19 16:56:40 +02:00
FireControlCut4Tests.cs Fire control Cut 4: pin the beam roll, splash, and the OnFire short-circuit fix 2026-09-19 15:17:35 +02:00
FireControlCut5Tests.cs Fire control Cut 5b.1: pin ConstantWeapon's PowerRequest arc gate, not just Execute's 2026-09-19 17:28:32 +02:00
FireControlCut6Tests.cs Fire control Cut 6b: a shot's dice belong to the shot, and airburst resolves in the simulation 2026-09-19 18:34:04 +02:00
FireControlTests.cs Fire control Cut 3: hit authority moves to FireControl 2026-09-19 14:07:07 +02:00
HeatResponseTests.cs Cut 1: close S5/S6's validation gaps, pin S7's surviving mutants 2026-09-18 18:42:10 +02:00
IffAndCombatTests.cs Test the IFF/grudge/detection rules and the weapon stance gate 2026-09-17 14:01:31 +02:00
InputCapacitorTests.cs Fire control Cut 3: hit authority moves to FireControl 2026-09-19 14:07:07 +02:00
LoadoutTests.cs Pin the targeting subsystem, reveal rule and Q4's required-equipment rule 2026-09-19 13:03:12 +02:00
PlayerSettingsSensitivityTests.cs Move mouse-look sensitivity into the PlayerSettings CultCache global 2026-09-17 17:22:09 +02:00
PowerBusTests.cs F2: gate the bus's reactors and consumers on Active, not Online 2026-09-19 05:06:31 +02:00
PowerCurveTests.cs Resolve request/brownout conflict: evaluate power requests nominally 2026-09-19 06:58:57 +02:00
PowerTierTests.cs F3: an empty tier is not a satisfied tier, and sub-epsilon demand pays its way 2026-09-19 05:15:30 +02:00
RoleAuthoringTests.cs Cut 7: refuse a stat naming a role its design lacks 2026-09-19 05:01:17 +02:00
RunSaveTests.cs Delete the persisted-behaviors feature per operator ruling 2026-09-17 05:44:37 +02:00
ShieldReserveTests.cs F4/F5: shield restore survives inactivity, and CanTakeHit stops mutating 2026-09-19 05:32:29 +02:00
StatResolverTests.cs Pin Gate 1, Gate 2 and F8's mutant fix with tests and mutations 2026-09-18 20:42:05 +02:00
TargetingSystemTests.cs Pin the targeting subsystem, reveal rule and Q4's required-equipment rule 2026-09-19 13:03:12 +02:00