Aetheria/tests
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Meta Vens ff2be8e26f One placement rule for hardpoint gear
Soul's S3 and the S2 ruling ("B is the design intent, saving slots in a
hardpoint can be a valid tradeoff for crowded ships if you really need to fit
an extra tool"). Entity.HardpointAt is the one placement rule: at an origin,
the item lies within a hardpoint of its type at that hardpoint's rotation
(HardpointData.TakesAt), its own cells are free, and that hardpoint holds no
other hardpoint item. The origin no longer has to be a hardpoint cell, and
TryFindSpace tries every offset inside a hardpoint, the offsets the fit rule
tries, so an L-shaped hardpoint takes its L design instead of generation
throwing. Leftover hardpoint cells may hold general gear, and a hardpoint still
holds one hardpoint item.

Tests: an L hardpoint takes its L design by hand and in generation (Soul's
P11); a turret's gun goes back beside the tool gear in its leftover cells
(P21); a second gun in a roomy hardpoint is refused; a saved entity reloads to
the same loadout with its items in reverse order.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 23:13:37 +02:00
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Aetheria.Shared.Tests One placement rule for hardpoint gear 2026-09-30 23:13:37 +02:00
mutation_tests_addressables_cut.py Un-clobber the item-provenance mutation harness; own file for this cut 2026-09-18 05:07:23 +02:00
mutation_tests_shield_panel_cut1.py Add the Cut 1 batchmode probe and its mutation harness 2026-09-18 06:08:24 +02:00
mutation_tests_shield_panel_cut2.py Fix ShieldManager's missing-envelope fallback regression 2026-09-18 06:45:07 +02:00
mutation_tests_shield_panel_cut3.py Add the Cut 3 batchmode probe and its mutation harness 2026-09-18 13:51:44 +02:00