Meta Vens
d91ab8daf9
Generation never offers gear no hull can mount
...
Operator ruling, 2026-09-30, on the Autocannon: "Leave the autocannon unsold,
we'll need to author a bunch more hulls before all the gear variety in the game
has a home." The fit rule gets one owner, HardpointData.Takes (the gear's type,
laid in at the hardpoint's rotation, filling every cell); LoadoutGenerator's
hardpoint picks, its reuse of a previous product and `AetherDb hardpoint-fit`
all read it. RandomProducts, which both station stock and NPC loadouts draw
through, offers only gear with a home: Tool gear, hulls, or hardpoint gear some
hull in the catalog takes. The Autocannon keeps its product and price.
Test: the Autocannon is never drawn in 2000 draws of its hardpoint type; after
a scratch hull whose hardpoint takes it is authored, it is.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 18:01:35 +02:00
..
Aetheria.Shared.Tests.csproj
Cut 1 fix batch 3 (F1): load real GameplaySettings, fix the speed-cap test
2026-09-26 01:48:58 +02:00
AetheriaStoresTests.cs
Fused rounds fire out of arc; safe fuse; proximity misses type as Burst
2026-09-29 16:27:46 +02:00
BaseStateTests.cs
BaseState: an includeChildren walk keeps its state in locals
2026-09-30 15:12:41 +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
Arming distance: no round bursts nearer than its blast radius past the shooter's hull
2026-09-29 17:05:14 +02:00
FireControlCut4Tests.cs
Cut 12.4(b): Detonate replaces Splash and Entity.Absorb
2026-09-26 01:17:36 +02:00
FireControlCut5Tests.cs
Arming distance: no round bursts nearer than its blast radius past the shooter's hull
2026-09-29 17:05:14 +02:00
FireControlCut6cTests.cs
Fire control Cut 6c.1/6c.2: Resolution becomes reciprocal, targeting degrades instead of throwing
2026-09-19 18:31:46 +02:00
FireControlCut6dTests.cs
Cut 12.2: where a hit lands is priced and drawn from one silhouette
2026-09-24 20:40:50 +02:00
FireControlCut6Tests.cs
Cut 12.4(b): Detonate replaces Splash and Entity.Absorb
2026-09-26 01:17:36 +02:00
FireControlCut7Tests.cs
Cut 12.2: where a hit lands is priced and drawn from one silhouette
2026-09-24 20:40:50 +02:00
FireControlCut8Tests.cs
Arming distance: no round bursts nearer than its blast radius past the shooter's hull
2026-09-29 17:05:14 +02:00
FireControlCut9Tests.cs
Fuse fixes: arming holds for every burst, no-lock rounds stop on the first hull, settle before user code
2026-09-29 20:31:59 +02:00
FireControlCut11Tests.cs
Arming distance: no round bursts nearer than its blast radius past the shooter's hull
2026-09-29 17:05:14 +02:00
FireControlCut12Tests.cs
Fire control 12.4 fix batch F5: measure the steady state, not the first window
2026-09-29 04:17:43 +02:00
FireControlCut123Tests.cs
Cut 12.4(b): Detonate replaces Splash and Entity.Absorb
2026-09-26 01:17:36 +02:00
FireControlCut124Tests.cs
Scenarios content: delete five industrial placeholders; products for four weapons and the heater
2026-09-30 15:45:18 +02:00
FireControlPerWeaponTests.cs
Gate a charged weapon's Activate on CanFire, and start a burst's cooldown with the tick it flew in
2026-09-29 22:15:51 +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
Give the stance-test gun a burst and a cooldown
2026-09-29 21:35:53 +02:00
InputCapacitorTests.cs
Fire control Cut 3: hit authority moves to FireControl
2026-09-19 14:07:07 +02:00
LoadoutTests.cs
Scenarios Cut 1: Materialize builds product-less designs unbranded; the hull picks the entity
2026-09-30 12:33:00 +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
RestoredHullsTests.cs
Cut 1 fix batch 3 (F7): replace the vacuous turret-distance check with a real Phase-offset bound
2026-09-26 02:37:25 +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
RunStartTests.cs
Generation never offers gear no hull can mount
2026-09-30 18:01:35 +02:00
SafeAssert.cs
Scenarios Cut 1: a failed staging reports what it admitted, not a crash
2026-09-30 14:59:50 +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
stryker-config.json
Cut 11 map: mutation testing moves to Stryker, and the survivors it found
2026-09-22 15:59:06 +02:00
TargetingSystemTests.cs
Cut 6d: the dart-throw kernel replaces the coin-flip landing rule
2026-09-19 21:37:39 +02:00