F4: AnAPRoundStopsAtTheFirstGapAndLeavesTheFarSideOfTheNotchUntouched, a notched
U-shaped hull, pins Lane's own contiguity break (an AP round with ample
penetration must stop at the first gap, not reach the far side).
F5: EverySideLanesRemainderReachesTheHullNotOnlyTheCentreLanes, an
axis-aligned spread-1 fixture (lanes share no cells, so order cannot matter),
pins that every lane's own leftover reaches the hull, not only the centre
lane's.
F6: AbsorbSpendsArmourBeforeTheItemOnTheSameCell, direct Absorb calls (this
file's existing style for the function's own arithmetic) with armour and an
item on the SAME cell for the first time -- no prior fixture combined them.
F7: ADirectHitFromStarboardDamagesStarboardCellsWhenFacingIsMostlyLateral, a
direct-hit test at a facing with |fx| > |fy|, computing "starboard" as the
independent right-perpendicular of the facing rather than reading it from
Entity.ToSchematic. Cut 11's Splash tests are the only thing guarding this
handedness today, and 12.4 deletes Splash.
Both F4 and F5 track hull damage per-attempt (reset on each retry), not as a
before/after total across every retry: this fixture's off-target lanes carry
no armour, so a stray hit on the wrong column during a retry spends real
damage on the hull and would otherwise contaminate a cross-attempt total.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>