- Vec3.lerp(other, t) for linear interpolation between two points
- ParticleTrail.sample(from, to, density) emits density-based interpolated
points strictly between endpoints (endpoints excluded by construction)
- TRAIL_DENSITY = 4.0 particles per block
- 6 ParticleTrail tests + 3 Vec3.lerp tests, all green
- Zero Hytale imports — chain/ frontier preserved
Wires the pure ChainResolver (Phase 2) to the live Hytale runtime via
four sceptre/ adapters:
- HytaleEntityAdapter — eager snapshot Ref<EntityStore> -> ChainEntity
via TransformComponent.getPosition() and EntityStatMap.get(health) > 0
- HytalePlayerRayCaster — captures playerRef, delegates to
TargetUtil.getTargetEntity (auto eye-origin + head-rotation)
- HytaleEntitySource — wraps TargetUtil.getAllEntitiesInSphere
- ChainDamageApplier — fires DamageSystems.executeDamage per hit;
injectable DamageExecutor SAM keeps the helper unit-testable.
ChainLightningSceptreInteraction.firstRun is rewritten end-to-end:
cooldown gate (hasCooldown(false) -> deductCharge() only on success),
ray-cast -> BFS -> damage application, structured logging, try/catch
wrapper to keep a runtime fault from killing the server tick.
API corrections discovered against the decompiled jar:
- Ref has no uuid() — use "ref:" + getIndex() for the chain id
- DamageCause.PHYSICAL is @Nullable until runtime — use the int-index
overload of Damage with index 0
- Static mock of DamageSystems crashes class init — abstracted behind
a DamageExecutor SAM with a default lazy holder
Tests: 33/33 green (25 from Phase 2 + 4 ChainDamageApplier tests +
4 fixture sanity). ./gradlew build SUCCESSFUL, JAR auto-deployed.
MANUAL UAT (10 items) pending in-game.