Aetheria/Assets/Scripts/ServerShared/Agents/States
Repository files (latest commit first)
Filename Latest commit message Latest commit date
Meta Vens bf32a82e32 CombatState derives its optimum range once the weapons' stats are known, and re-derives on loadout change
A zone-spawned ship's CombatState sampled in its constructor, before any weapon had evaluated its stats,
so the optimum range read 0 and never moved. It now marks the optimum stale on construction, on any
equipment add/remove and on a weapon's online change, and samples at the next Update once every active
weapon reports StatsKnown. ConsumableAiTests build the agent through Zone.Admit(piloted: true) and read
the optimum without re-sampling; new rows pin the hold scope, hull-heading source, mixed paints, sight
independence and the optimum across two guns and a refit.

Not yet verified.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 19:03:50 +02:00
..
BaseState.cs BaseState: an includeChildren walk keeps its state in locals 2026-09-30 15:12:41 +02:00
BaseState.cs.meta Combat & Visibility & Collisions 2021-02-26 19:01:47 +00:00
Combat.cs CombatState derives its optimum range once the weapons' stats are known, and re-derives on loadout change 2026-10-16 19:03:50 +02:00
Combat.cs.meta Combat & Visibility & Collisions 2021-02-26 19:01:47 +00:00
MoveTo.cs Helm split, simulation: Ship.Turn is the only facing command; LookDirection becomes Aim 2026-10-07 12:33:20 +02:00
MoveTo.cs.meta Combat & Visibility & Collisions 2021-02-26 19:01:47 +00:00