2026-09-14 22:27:03 +02:00
using System ;
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
using System.Collections.Generic ;
Capture presets through their own cache; keep the catalog read-only
Opening the process cache's catalog writable in the editor was the wrong cut.
It made catalog read-only only by convention, so a stray catalog write in play
succeeded and a later flush could land play-mutated instances in Aetheria.cc.
- The process cache opens the catalog read-only in every build again, so the
missing-global check runs for it as it did before db83cd29. The writable
empty-seed exemption from ab4ced0f stays for AetherDb and fixtures.
- Loadouts.Commit(catalogPath, loadout, replace) is the only preset writer. It
opens its own short-lived cache over the catalog, writable, commits the one
preset conditionally on its key and disposes it. No other cache or instance
is touched. The running game sees the preset only after the catalog reloads.
CultLib at a0813c6 allows this: a read-only single-file store takes no lock
and holds no handle, and the writer's commit takes the exclusive sidecar
<path>.lock and replaces the file atomically.
- Capture refuses, writing nothing, when Aetheria.cc is missing (it never
creates the catalog), when a preset of that name exists under another key
(CultCache does not reject duplicate names on write), or when the key holds a
preset and replace is not given.
- The console refuses a command with any character outside letters, digits,
spaces and hyphens instead of stripping it, so "Mk.II" can no longer become
"MkII". capturepreset refuses a second argument other than replace, so an
unquoted capturepreset My Ship refuses instead of saving "My".
- The capture log line says the session sees the preset after a reload, and
that a Studio session opened earlier overwrites captured presets on save.
- Tests: capture while the process cache holds the catalog read-only leaves it
unchanged; a missing catalog refuses and creates nothing; a same name under a
Studio-minted key refuses, with or without replace; a game-shaped read-only
open missing a global throws. The existing preset tests now commit through
the catalog path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 23:32:52 +02:00
using System.IO ;
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
using System.Linq ;
using GameCult.Caching ;
using MessagePack ;
using CultMath ;
2026-10-18 21:14:09 +02:00
// A Loadout: a hull together with item designs or products equipped to specific cells (ruling boss-gear-is-a-loadout).
// A slot names a design, and names a product only where the loadout demands one; a design-only slot's product is chosen
// by whoever materializes it from the galaxy it is built in (ruling loadout-product-optional-context-chooses), which
// keeps a loadout portable across galaxies. A faction's boss flies one (Faction.BossLoadout). Authored catalog data:
// written in CultCache Studio or by the AetherDb and editor capture commands, read at runtime.
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
[CultDocument("aetheria.loadout", "1"), MessagePackObject]
public class Loadout
{
[CultName, Key(0)] public string Name ;
[Key(1)] public CultRecordRef < HullData > Hull ;
[Key(2)] public List < LoadoutSlot > Slots = new List < LoadoutSlot > ( ) ;
[Key(3)] public int [ ] [ ] WeaponGroups ; // indices into Slots
2026-10-16 22:10:03 +02:00
[Key(4)] public CultRecordRef < FactionProductData > HullProduct ; // unset: the hull's design alone, chosen at materialization
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
}
[MessagePackObject]
public class LoadoutSlot
{
[Key(0)] public int2 Position ; // hull cell passed to Entity.TryEquip(item, int2)
[Key(1)] public ItemRotation Rotation ;
[Key(2)] public CultRecordRef < EquippableItemData > Design ;
2026-10-16 22:10:03 +02:00
[Key(3)] public CultRecordRef < FactionProductData > Product ; // unset: design-only, chosen at materialization
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
}
2026-10-18 21:14:09 +02:00
// Why a faction has no boss Loadout to build; see Loadouts.BossOf.
public enum BossRefusal { None , Unset , Missing }
2026-09-30 12:33:00 +02:00
// The owner of loadouts: capture from a live ship, the only writer, and the only builder of an entity from a loadout.
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
public static class Loadouts
{
// Records the hull design and one slot per equipped item (gear, then cargo bays, then docking bays) with its cell,
2026-10-16 22:10:03 +02:00
// rotation, design and product (unset for an unbranded unit). Entity.Equipment also holds the hull's own unit; that is
// Hull, not a slot. Nothing else about the units: no quality, ingredients, cargo or state.
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
public static Loadout Capture ( ItemManager itemManager , Entity entity , string name )
{
var cache = itemManager . ItemData ;
var items = entity . Equipment
. Concat < EquippedItem > ( entity . CargoBays )
. Concat ( entity . DockingBays )
. Where ( item = > item . EquippableItem ! = entity . Hull )
. Distinct ( )
. ToList ( ) ;
return new Loadout
{
Name = name ,
Hull = cache . RefOf ( ( HullData ) itemManager . GetData ( entity . Hull ) ) ,
2026-10-16 22:10:03 +02:00
HullProduct = ProductRef ( itemManager , entity . Hull ) ,
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
Slots = items . Select ( item = > new LoadoutSlot
{
Position = item . Position ,
Rotation = item . EquippableItem . Rotation ,
2026-10-16 22:10:03 +02:00
Design = cache . RefOf ( itemManager . GetData ( item . EquippableItem ) ) ,
Product = ProductRef ( itemManager , item . EquippableItem )
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
} ) . ToList ( ) ,
WeaponGroups = entity . WeaponGroups
Refuse non-weapon groups, fix the group count, and widen loadout price (Cut 10 fix)
Materialize now reports a weapon group index whose slot design has no
WeaponData, and a loadout with more groups than WeaponGroupCount. The ship
always gets exactly WeaponGroupCount groups, and a shorter loadout is padded
with empty groups. Both checks run before anything is built.
Price is summed as long, so the hull add can no longer wrap to a negative
price that pays the player. A price beyond int credits is simply unaffordable.
Deleted Capture's index >= 0 filter and its test. Every production writer of
WeaponGroups items (WeaponGroupAssignment, GenerateWeaponGroups, Unpack replay
of Pack, Materialize) groups only weapons, and TryUnequip removes weapons from
groups, so nothing produces an ungrouped index any more.
The Materialize comment now says a failed fit may already have advanced
itemManager.Random.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:51:37 +02:00
. Select ( group = > group . items . Select ( item = > items . IndexOf ( item ) ) . ToArray ( ) )
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
. ToArray ( )
} ;
}
2026-10-16 22:10:03 +02:00
private static CultRecordRef < FactionProductData > ProductRef ( ItemManager itemManager , CraftedItemInstance unit ) = >
itemManager . Brand ( unit ) . Product is { } product ? itemManager . ItemData . RefOf ( product ) : default ;
2026-10-18 21:14:09 +02:00
// A loadout's key derives from its name, so capturing the same name again addresses the same record.
Make loadouts authored catalog presets with an editor capture command
Loadouts are ship presets (variants) for spawners, not a player feature.
- Route Loadout to the catalog; the player store no longer holds it.
- Materialize takes no credits: affordability, the charge and Loadouts.Price
are deleted, since only the player menu priced loadouts. Availability,
key-order product choice, all-or-nothing failures and the weapon-group
rules stay.
- Delete the InventoryPanel Save Loadout and Restore Loadout entries and
RestoreLoadout, which also removes its docking-bay overwrite.
- The editor opens the catalog writable in the one process cache, and the
editor-only console command capturepreset "<name>" [replace] captures the
piloted ship. Loadouts.Commit keys a preset by name, refuses a same-name
replace unless asked, and commits conditionally on that key. The single-file
store then lands only that record onto the file as it is on disk. An
unconditional commit would re-serialize every live catalog instance,
including any that play has mutated.
- Tests: capture -> commit -> fresh reopen round-trip, explicit replace with
no duplicate, and a preset commit that does not persist a mutated live
Faction. The money-only tests are removed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 23:09:43 +02:00
public static CultRecordKey KeyOf ( string name ) = > new CultRecordKey ( "loadout:" + name ) ;
2026-10-18 21:14:09 +02:00
// The one resolver of a faction's boss reference (ruling faction-boss-is-a-loadout-reference): the Loadout
// Faction.BossLoadout names. The boss is never generated, so this reads nothing but the reference and the catalog. Null with
// Unset when the faction sets none, and null with Missing when it sets one the catalog does not hold.
public static Loadout BossOf ( CultCache items , Faction faction , out BossRefusal refusal )
{
if ( ! faction . BossLoadout . IsSet ( ) )
{
refusal = BossRefusal . Unset ;
return null ;
}
var loadout = items . Get ( faction . BossLoadout ) ;
refusal = loadout = = null ? BossRefusal . Missing : BossRefusal . None ;
return loadout ;
}
// Names the faction's field, and echoes no key or name of the input.
public static string Describe ( BossRefusal refusal ) = > refusal switch
{
BossRefusal . Unset = > "sets no Faction.BossLoadout" ,
BossRefusal . Missing = > "names a Faction.BossLoadout that is not in the catalog" ,
_ = > ""
} ;
// The only writer of Loadout records. It opens its own short-lived cache over the catalog file, writable, and disposes it
Capture presets through their own cache; keep the catalog read-only
Opening the process cache's catalog writable in the editor was the wrong cut.
It made catalog read-only only by convention, so a stray catalog write in play
succeeded and a later flush could land play-mutated instances in Aetheria.cc.
- The process cache opens the catalog read-only in every build again, so the
missing-global check runs for it as it did before db83cd29. The writable
empty-seed exemption from ab4ced0f stays for AetherDb and fixtures.
- Loadouts.Commit(catalogPath, loadout, replace) is the only preset writer. It
opens its own short-lived cache over the catalog, writable, commits the one
preset conditionally on its key and disposes it. No other cache or instance
is touched. The running game sees the preset only after the catalog reloads.
CultLib at a0813c6 allows this: a read-only single-file store takes no lock
and holds no handle, and the writer's commit takes the exclusive sidecar
<path>.lock and replaces the file atomically.
- Capture refuses, writing nothing, when Aetheria.cc is missing (it never
creates the catalog), when a preset of that name exists under another key
(CultCache does not reject duplicate names on write), or when the key holds a
preset and replace is not given.
- The console refuses a command with any character outside letters, digits,
spaces and hyphens instead of stripping it, so "Mk.II" can no longer become
"MkII". capturepreset refuses a second argument other than replace, so an
unquoted capturepreset My Ship refuses instead of saving "My".
- The capture log line says the session sees the preset after a reload, and
that a Studio session opened earlier overwrites captured presets on save.
- Tests: capture while the process cache holds the catalog read-only leaves it
unchanged; a missing catalog refuses and creates nothing; a same name under a
Studio-minted key refuses, with or without replace; a game-shaped read-only
open missing a global throws. The existing preset tests now commit through
the catalog path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 23:32:52 +02:00
// after the one commit. No other cache is touched, so no catalog instance play holds (or has mutated) can reach the
2026-10-18 21:14:09 +02:00
// file; a cache that already has the catalog open sees the loadout only once it reloads.
// Throws and writes nothing when the loadout names a mod design (hull or slot), when the file is missing (capture never creates a catalog), when a loadout of this name
Capture presets through their own cache; keep the catalog read-only
Opening the process cache's catalog writable in the editor was the wrong cut.
It made catalog read-only only by convention, so a stray catalog write in play
succeeded and a later flush could land play-mutated instances in Aetheria.cc.
- The process cache opens the catalog read-only in every build again, so the
missing-global check runs for it as it did before db83cd29. The writable
empty-seed exemption from ab4ced0f stays for AetherDb and fixtures.
- Loadouts.Commit(catalogPath, loadout, replace) is the only preset writer. It
opens its own short-lived cache over the catalog, writable, commits the one
preset conditionally on its key and disposes it. No other cache or instance
is touched. The running game sees the preset only after the catalog reloads.
CultLib at a0813c6 allows this: a read-only single-file store takes no lock
and holds no handle, and the writer's commit takes the exclusive sidecar
<path>.lock and replaces the file atomically.
- Capture refuses, writing nothing, when Aetheria.cc is missing (it never
creates the catalog), when a preset of that name exists under another key
(CultCache does not reject duplicate names on write), or when the key holds a
preset and replace is not given.
- The console refuses a command with any character outside letters, digits,
spaces and hyphens instead of stripping it, so "Mk.II" can no longer become
"MkII". capturepreset refuses a second argument other than replace, so an
unquoted capturepreset My Ship refuses instead of saving "My".
- The capture log line says the session sees the preset after a reload, and
that a Studio session opened earlier overwrites captured presets on save.
- Tests: capture while the process cache holds the catalog read-only leaves it
unchanged; a missing catalog refuses and creates nothing; a same name under a
Studio-minted key refuses, with or without replace; a game-shaped read-only
open missing a global throws. The existing preset tests now commit through
the catalog path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 23:32:52 +02:00
// exists under another key, or when one exists under KeyOf(Name) and replace is not set. The commit is conditional
2026-10-18 21:14:09 +02:00
// on the record at KeyOf(Name), so a loadout changed on disk since this open is not clobbered: returns false then.
Capture presets through their own cache; keep the catalog read-only
Opening the process cache's catalog writable in the editor was the wrong cut.
It made catalog read-only only by convention, so a stray catalog write in play
succeeded and a later flush could land play-mutated instances in Aetheria.cc.
- The process cache opens the catalog read-only in every build again, so the
missing-global check runs for it as it did before db83cd29. The writable
empty-seed exemption from ab4ced0f stays for AetherDb and fixtures.
- Loadouts.Commit(catalogPath, loadout, replace) is the only preset writer. It
opens its own short-lived cache over the catalog, writable, commits the one
preset conditionally on its key and disposes it. No other cache or instance
is touched. The running game sees the preset only after the catalog reloads.
CultLib at a0813c6 allows this: a read-only single-file store takes no lock
and holds no handle, and the writer's commit takes the exclusive sidecar
<path>.lock and replaces the file atomically.
- Capture refuses, writing nothing, when Aetheria.cc is missing (it never
creates the catalog), when a preset of that name exists under another key
(CultCache does not reject duplicate names on write), or when the key holds a
preset and replace is not given.
- The console refuses a command with any character outside letters, digits,
spaces and hyphens instead of stripping it, so "Mk.II" can no longer become
"MkII". capturepreset refuses a second argument other than replace, so an
unquoted capturepreset My Ship refuses instead of saving "My".
- The capture log line says the session sees the preset after a reload, and
that a Studio session opened earlier overwrites captured presets on save.
- Tests: capture while the process cache holds the catalog read-only leaves it
unchanged; a missing catalog refuses and creates nothing; a same name under a
Studio-minted key refuses, with or without replace; a game-shaped read-only
open missing a global throws. The existing preset tests now commit through
the catalog path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 23:32:52 +02:00
public static bool Commit ( string catalogPath , Loadout loadout , bool replace )
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
{
Ship S2 fixes: structural anchors are not mounts, mod presets refused, one bad mod never bricks the boot
- Validate: a hardpoint's anchor role is fixed by its type (thruster-emitter, radiator-mesh, else articulation); ShipModPlan's
duplicate role check is deleted.
- Loadouts.Commit refuses a preset naming a mod design (mod-hull:/mod-ship:), so the shipped catalog never references a mod.
- Compose quarantines each package: a bad package is excluded and named, a collision excludes every package involved; the
game boots on the rest (or the shipped catalog) and the main menu lists the exclusions.
- RequireDesigns refuses a save with a null item or lot instead of throwing NullReferenceException.
- Tests: per structural role, muzzle id ties, every slot/zone/lot in RequireDesigns, listing order, exclusion cases.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-09-30 08:30:52 +02:00
var modDesigns = new [ ] { loadout . Hull . Key } . Concat ( loadout . Slots . Select ( slot = > slot . Design . Key ) ) . Where ( ShipModCatalog . IsModKey ) . Select ( key = > key . Value ) . Distinct ( ) . ToArray ( ) ;
if ( modDesigns . Length > 0 )
2026-10-18 21:14:09 +02:00
throw new InvalidOperationException ( $"Loadout '{loadout.Name}' names mod designs ({string.Join(" , ", modDesigns)}); the shipped catalog never references a mod, so a mod ship cannot be captured as a loadout." ) ;
Capture presets through their own cache; keep the catalog read-only
Opening the process cache's catalog writable in the editor was the wrong cut.
It made catalog read-only only by convention, so a stray catalog write in play
succeeded and a later flush could land play-mutated instances in Aetheria.cc.
- The process cache opens the catalog read-only in every build again, so the
missing-global check runs for it as it did before db83cd29. The writable
empty-seed exemption from ab4ced0f stays for AetherDb and fixtures.
- Loadouts.Commit(catalogPath, loadout, replace) is the only preset writer. It
opens its own short-lived cache over the catalog, writable, commits the one
preset conditionally on its key and disposes it. No other cache or instance
is touched. The running game sees the preset only after the catalog reloads.
CultLib at a0813c6 allows this: a read-only single-file store takes no lock
and holds no handle, and the writer's commit takes the exclusive sidecar
<path>.lock and replaces the file atomically.
- Capture refuses, writing nothing, when Aetheria.cc is missing (it never
creates the catalog), when a preset of that name exists under another key
(CultCache does not reject duplicate names on write), or when the key holds a
preset and replace is not given.
- The console refuses a command with any character outside letters, digits,
spaces and hyphens instead of stripping it, so "Mk.II" can no longer become
"MkII". capturepreset refuses a second argument other than replace, so an
unquoted capturepreset My Ship refuses instead of saving "My".
- The capture log line says the session sees the preset after a reload, and
that a Studio session opened earlier overwrites captured presets on save.
- Tests: capture while the process cache holds the catalog read-only leaves it
unchanged; a missing catalog refuses and creates nothing; a same name under a
Studio-minted key refuses, with or without replace; a game-shaped read-only
open missing a global throws. The existing preset tests now commit through
the catalog path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 23:32:52 +02:00
if ( ! File . Exists ( catalogPath ) )
2026-10-18 21:14:09 +02:00
throw new InvalidOperationException ( $"Catalog {catalogPath} does not exist; a loadout commit never creates one." ) ;
Capture presets through their own cache; keep the catalog read-only
Opening the process cache's catalog writable in the editor was the wrong cut.
It made catalog read-only only by convention, so a stray catalog write in play
succeeded and a later flush could land play-mutated instances in Aetheria.cc.
- The process cache opens the catalog read-only in every build again, so the
missing-global check runs for it as it did before db83cd29. The writable
empty-seed exemption from ab4ced0f stays for AetherDb and fixtures.
- Loadouts.Commit(catalogPath, loadout, replace) is the only preset writer. It
opens its own short-lived cache over the catalog, writable, commits the one
preset conditionally on its key and disposes it. No other cache or instance
is touched. The running game sees the preset only after the catalog reloads.
CultLib at a0813c6 allows this: a read-only single-file store takes no lock
and holds no handle, and the writer's commit takes the exclusive sidecar
<path>.lock and replaces the file atomically.
- Capture refuses, writing nothing, when Aetheria.cc is missing (it never
creates the catalog), when a preset of that name exists under another key
(CultCache does not reject duplicate names on write), or when the key holds a
preset and replace is not given.
- The console refuses a command with any character outside letters, digits,
spaces and hyphens instead of stripping it, so "Mk.II" can no longer become
"MkII". capturepreset refuses a second argument other than replace, so an
unquoted capturepreset My Ship refuses instead of saving "My".
- The capture log line says the session sees the preset after a reload, and
that a Studio session opened earlier overwrites captured presets on save.
- Tests: capture while the process cache holds the catalog read-only leaves it
unchanged; a missing catalog refuses and creates nothing; a same name under a
Studio-minted key refuses, with or without replace; a game-shaped read-only
open missing a global throws. The existing preset tests now commit through
the catalog path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 23:32:52 +02:00
using var cache = AetheriaStores . Open ( catalogPath , catalogWritable : true ) ;
Make loadouts authored catalog presets with an editor capture command
Loadouts are ship presets (variants) for spawners, not a player feature.
- Route Loadout to the catalog; the player store no longer holds it.
- Materialize takes no credits: affordability, the charge and Loadouts.Price
are deleted, since only the player menu priced loadouts. Availability,
key-order product choice, all-or-nothing failures and the weapon-group
rules stay.
- Delete the InventoryPanel Save Loadout and Restore Loadout entries and
RestoreLoadout, which also removes its docking-bay overwrite.
- The editor opens the catalog writable in the one process cache, and the
editor-only console command capturepreset "<name>" [replace] captures the
piloted ship. Loadouts.Commit keys a preset by name, refuses a same-name
replace unless asked, and commits conditionally on that key. The single-file
store then lands only that record onto the file as it is on disk. An
unconditional commit would re-serialize every live catalog instance,
including any that play has mutated.
- Tests: capture -> commit -> fresh reopen round-trip, explicit replace with
no duplicate, and a preset commit that does not persist a mutated live
Faction. The money-only tests are removed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 23:09:43 +02:00
var key = KeyOf ( loadout . Name ) ;
Capture presets through their own cache; keep the catalog read-only
Opening the process cache's catalog writable in the editor was the wrong cut.
It made catalog read-only only by convention, so a stray catalog write in play
succeeded and a later flush could land play-mutated instances in Aetheria.cc.
- The process cache opens the catalog read-only in every build again, so the
missing-global check runs for it as it did before db83cd29. The writable
empty-seed exemption from ab4ced0f stays for AetherDb and fixtures.
- Loadouts.Commit(catalogPath, loadout, replace) is the only preset writer. It
opens its own short-lived cache over the catalog, writable, commits the one
preset conditionally on its key and disposes it. No other cache or instance
is touched. The running game sees the preset only after the catalog reloads.
CultLib at a0813c6 allows this: a read-only single-file store takes no lock
and holds no handle, and the writer's commit takes the exclusive sidecar
<path>.lock and replaces the file atomically.
- Capture refuses, writing nothing, when Aetheria.cc is missing (it never
creates the catalog), when a preset of that name exists under another key
(CultCache does not reject duplicate names on write), or when the key holds a
preset and replace is not given.
- The console refuses a command with any character outside letters, digits,
spaces and hyphens instead of stripping it, so "Mk.II" can no longer become
"MkII". capturepreset refuses a second argument other than replace, so an
unquoted capturepreset My Ship refuses instead of saving "My".
- The capture log line says the session sees the preset after a reload, and
that a Studio session opened earlier overwrites captured presets on save.
- Tests: capture while the process cache holds the catalog read-only leaves it
unchanged; a missing catalog refuses and creates nothing; a same name under a
Studio-minted key refuses, with or without replace; a game-shaped read-only
open missing a global throws. The existing preset tests now commit through
the catalog path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 23:32:52 +02:00
var namesake = cache . GetAll < Loadout > ( ) . FirstOrDefault ( other = > other . Name = = loadout . Name & & ! cache . RefOf ( other ) . Key . Equals ( key ) ) ;
if ( namesake ! = null )
2026-10-18 21:14:09 +02:00
throw new InvalidOperationException ( $"Loadout '{loadout.Name}' already exists under key {cache.RefOf(namesake).Key}; rename or remove it first." ) ;
Make loadouts authored catalog presets with an editor capture command
Loadouts are ship presets (variants) for spawners, not a player feature.
- Route Loadout to the catalog; the player store no longer holds it.
- Materialize takes no credits: affordability, the charge and Loadouts.Price
are deleted, since only the player menu priced loadouts. Availability,
key-order product choice, all-or-nothing failures and the weapon-group
rules stay.
- Delete the InventoryPanel Save Loadout and Restore Loadout entries and
RestoreLoadout, which also removes its docking-bay overwrite.
- The editor opens the catalog writable in the one process cache, and the
editor-only console command capturepreset "<name>" [replace] captures the
piloted ship. Loadouts.Commit keys a preset by name, refuses a same-name
replace unless asked, and commits conditionally on that key. The single-file
store then lands only that record onto the file as it is on disk. An
unconditional commit would re-serialize every live catalog instance,
including any that play has mutated.
- Tests: capture -> commit -> fresh reopen round-trip, explicit replace with
no duplicate, and a preset commit that does not persist a mutated live
Faction. The money-only tests are removed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 23:09:43 +02:00
var existing = cache . Get < Loadout > ( key ) ;
if ( existing ! = null & & ! replace )
2026-10-18 21:14:09 +02:00
throw new InvalidOperationException ( $"Loadout '{loadout.Name}' already exists; replace it explicitly." ) ;
Make loadouts authored catalog presets with an editor capture command
Loadouts are ship presets (variants) for spawners, not a player feature.
- Route Loadout to the catalog; the player store no longer holds it.
- Materialize takes no credits: affordability, the charge and Loadouts.Price
are deleted, since only the player menu priced loadouts. Availability,
key-order product choice, all-or-nothing failures and the weapon-group
rules stay.
- Delete the InventoryPanel Save Loadout and Restore Loadout entries and
RestoreLoadout, which also removes its docking-bay overwrite.
- The editor opens the catalog writable in the one process cache, and the
editor-only console command capturepreset "<name>" [replace] captures the
piloted ship. Loadouts.Commit keys a preset by name, refuses a same-name
replace unless asked, and commits conditionally on that key. The single-file
store then lands only that record onto the file as it is on disk. An
unconditional commit would re-serialize every live catalog instance,
including any that play has mutated.
- Tests: capture -> commit -> fresh reopen round-trip, explicit replace with
no duplicate, and a preset commit that does not persist a mutated live
Faction. The money-only tests are removed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 23:09:43 +02:00
return cache . Commit ( batch = >
{
batch . Expect ( key , existing ) ;
batch . Upsert ( typeof ( Loadout ) , loadout , key ) ;
} ) ;
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
}
2026-09-30 12:33:00 +02:00
// The quality a design no manufacturer makes is built at: the console give's.
public const float UnbrandedQuality = . 95f ;
// All-or-nothing: returns an entity only when every design resolved and fitted, the loadout has at most
// WeaponGroupCount weapon groups, and every group index names a weapon slot. Every failure is listed; on any failure
// nothing is returned and the zone and cache are unchanged, but a failed fit has already drawn from
2026-10-16 22:10:03 +02:00
// itemManager.Random. How each design is built is Resolve's rule. A design-only slot is chosen by choose; a game
2026-10-18 21:14:09 +02:00
// spawner is to pass LoadoutGenerator.ChooseProduct, with no fallback to any manufacturer; RunStart does, and so does the
// boss in ZoneGenerator, which is built here too from its faction's Loadout (Loadouts.BossOf). The hull's type
2026-09-30 12:33:00 +02:00
// picks the entity: a ship hull builds a Ship, a turret hull an OrbitalEntity with no orbit, which stays where it is
// put; a station hull is refused. The entity always gets exactly WeaponGroupCount groups; a loadout with fewer is
// padded with empty groups. A failed materialization leaves any minted lots in the live ledger; they are not roots,
2026-10-17 19:03:20 +02:00
// so the next commit drops them. A stated quality mints every lot of the fit at it, drawing nothing (a scenario states
// one for a fit its checks rest on).
2026-09-30 12:33:00 +02:00
public static Entity Materialize ( ItemManager itemManager , Zone liveZone , Loadout loadout ,
2026-10-17 19:03:20 +02:00
Func < CraftedItemData , FactionProductData > choose , List < string > failures , float? quality = null )
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
{
var cache = itemManager . ItemData ;
var reported = failures . Count ;
2026-10-17 19:03:20 +02:00
var hullBuild = Resolve ( itemManager , loadout . Hull , loadout . HullProduct , choose , "hull" , failures , quality ) ;
2026-09-30 12:33:00 +02:00
var hullData = cache . Get ( loadout . Hull ) ;
if ( hullData is { HullType : HullType . Station } )
2026-10-18 21:14:09 +02:00
failures . Add ( $"hull: {hullData.Name} is a station hull; a loadout builds a ship or a turret" ) ;
2026-10-17 19:03:20 +02:00
var slotBuilds = loadout . Slots . Select ( slot = > Resolve ( itemManager , slot . Design , slot . Product , choose , Cell ( slot ) , failures , quality ) ) . ToArray ( ) ;
Refuse non-weapon groups, fix the group count, and widen loadout price (Cut 10 fix)
Materialize now reports a weapon group index whose slot design has no
WeaponData, and a loadout with more groups than WeaponGroupCount. The ship
always gets exactly WeaponGroupCount groups, and a shorter loadout is padded
with empty groups. Both checks run before anything is built.
Price is summed as long, so the hull add can no longer wrap to a negative
price that pays the player. A price beyond int credits is simply unaffordable.
Deleted Capture's index >= 0 filter and its test. Every production writer of
WeaponGroups items (WeaponGroupAssignment, GenerateWeaponGroups, Unpack replay
of Pack, Materialize) groups only weapons, and TryUnequip removes weapons from
groups, so nothing produces an ungrouped index any more.
The Materialize comment now says a failed fit may already have advanced
itemManager.Random.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:51:37 +02:00
var groups = loadout . WeaponGroups ? ? new int [ 0 ] [ ] ;
var groupCount = itemManager . GameplaySettings . WeaponGroupCount ;
if ( groups . Length > groupCount ) failures . Add ( $"weapon groups: {groups.Length} groups, at most {groupCount}" ) ;
foreach ( var index in groups . SelectMany ( group = > group ) )
{
2026-09-14 22:28:24 +02:00
if ( index < 0 | | index > = loadout . Slots . Count ) failures . Add ( $"weapon group: no slot {index}" ) ;
Refuse non-weapon groups, fix the group count, and widen loadout price (Cut 10 fix)
Materialize now reports a weapon group index whose slot design has no
WeaponData, and a loadout with more groups than WeaponGroupCount. The ship
always gets exactly WeaponGroupCount groups, and a shorter loadout is padded
with empty groups. Both checks run before anything is built.
Price is summed as long, so the hull add can no longer wrap to a negative
price that pays the player. A price beyond int credits is simply unaffordable.
Deleted Capture's index >= 0 filter and its test. Every production writer of
WeaponGroups items (WeaponGroupAssignment, GenerateWeaponGroups, Unpack replay
of Pack, Materialize) groups only weapons, and TryUnequip removes weapons from
groups, so nothing produces an ungrouped index any more.
The Materialize comment now says a failed fit may already have advanced
itemManager.Random.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:51:37 +02:00
else if ( cache . Get ( loadout . Slots [ index ] . Design ) is { } design & & ! design . Behaviors . Any ( behavior = > behavior is WeaponData ) )
failures . Add ( $"weapon group: {Cell(loadout.Slots[index])}: {design.Name} is not a weapon" ) ;
}
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
if ( failures . Count > reported ) return null ;
2026-10-16 22:10:03 +02:00
var hull = ( EquippableItem ) hullBuild ( ) ;
2026-09-30 12:33:00 +02:00
var settings = itemManager . GameplaySettings . DefaultEntitySettings ;
Entity entity = hullData . HullType = = HullType . Turret
? new OrbitalEntity ( itemManager , liveZone , hull , default , settings )
: new Ship ( itemManager , liveZone , hull , settings ) ;
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
var equipped = new EquippedItem [ loadout . Slots . Count ] ;
for ( var i = 0 ; i < loadout . Slots . Count ; i + + )
{
var slot = loadout . Slots [ i ] ;
2026-10-16 22:10:03 +02:00
var unit = ( EquippableItem ) slotBuilds [ i ] ( ) ;
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
unit . Rotation = slot . Rotation ;
2026-09-30 12:33:00 +02:00
if ( ! entity . TryEquip ( unit , slot . Position ) )
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
{
failures . Add ( $"{Cell(slot)}: {cache.Get(slot.Design).Name} does not fit" ) ;
continue ;
}
2026-09-30 12:33:00 +02:00
equipped [ i ] = entity . Equipment
. Concat < EquippedItem > ( entity . CargoBays )
. Concat ( entity . DockingBays )
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
. First ( item = > item . EquippableItem = = unit ) ;
}
if ( failures . Count > reported ) return null ;
Refuse non-weapon groups, fix the group count, and widen loadout price (Cut 10 fix)
Materialize now reports a weapon group index whose slot design has no
WeaponData, and a loadout with more groups than WeaponGroupCount. The ship
always gets exactly WeaponGroupCount groups, and a shorter loadout is padded
with empty groups. Both checks run before anything is built.
Price is summed as long, so the hull add can no longer wrap to a negative
price that pays the player. A price beyond int credits is simply unaffordable.
Deleted Capture's index >= 0 filter and its test. Every production writer of
WeaponGroups items (WeaponGroupAssignment, GenerateWeaponGroups, Unpack replay
of Pack, Materialize) groups only weapons, and TryUnequip removes weapons from
groups, so nothing produces an ungrouped index any more.
The Materialize comment now says a failed fit may already have advanced
itemManager.Random.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:51:37 +02:00
var built = new ( List < Weapon > weapons , List < EquippedItem > items ) [ groupCount ] ;
for ( var g = 0 ; g < groupCount ; g + + )
{
var items = g < groups . Length ? groups [ g ] . Select ( i = > equipped [ i ] ) . ToList ( ) : new List < EquippedItem > ( ) ;
built [ g ] = ( items . Select ( item = > item . GetBehavior < Weapon > ( ) ) . ToList ( ) , items ) ;
}
2026-09-30 12:33:00 +02:00
entity . WeaponGroups = built ;
return entity ;
}
// How one design is built, or null with the failure listed; nothing is minted until the returned builder runs. A
2026-10-16 22:10:03 +02:00
// pinned product is built as named, whatever choose says; it must be a product of the design. A design with no
// product at all is outside the economy (docs/scenarios-cut.md, Q3: generation, stock and sale all go through
2026-10-17 19:03:20 +02:00
// products) and is built unbranded, with no maker, at UnbrandedQuality (a stated quality replaces it). Otherwise choose names the product, and
2026-10-16 22:10:03 +02:00
// null (nothing available) or a product of another design is a failure.
public static Func < CraftedItemInstance > Resolve < T > ( ItemManager itemManager , CultRecordRef < T > design ,
CultRecordRef < FactionProductData > product , Func < CraftedItemData , FactionProductData > choose , string where ,
2026-10-17 19:03:20 +02:00
List < string > failures , float? quality = null ) where T : CraftedItemData
2026-09-30 12:33:00 +02:00
{
2026-10-16 22:10:03 +02:00
var cache = itemManager . ItemData ;
var data = cache . Get ( design ) ;
2026-09-30 12:33:00 +02:00
if ( data = = null )
{
failures . Add ( $"{where}: design {design.Key} is not in the catalog" ) ;
return null ;
}
2026-10-16 22:10:03 +02:00
FactionProductData made ;
if ( product . IsSet ( ) )
{
made = cache . Get ( product ) ;
if ( made = = null )
{
failures . Add ( $"{where}: product {product.Key} is not in the catalog" ) ;
return null ;
}
}
else
{
if ( ! cache . GetAll < FactionProductData > ( ) . Any ( p = > p . Design . Key . Equals ( design . Key ) ) )
2026-10-17 19:03:20 +02:00
return ( ) = > itemManager . CreateInstance ( itemManager . CreateLot ( data , default , quality ? ? UnbrandedQuality ) ) ;
2026-10-16 22:10:03 +02:00
made = choose ( data ) ;
if ( made = = null )
{
failures . Add ( $"{where}: no available product of {data.Name}" ) ;
return null ;
}
}
2026-09-30 12:33:00 +02:00
2026-10-16 22:10:03 +02:00
if ( ! made . Design . Key . Equals ( design . Key ) )
2026-09-30 12:33:00 +02:00
{
2026-10-16 22:10:03 +02:00
failures . Add ( $"{where}: product {made.Name} is not a product of {data.Name}" ) ;
2026-09-30 12:33:00 +02:00
return null ;
}
2026-10-17 19:03:20 +02:00
return ( ) = > itemManager . CreateInstance ( quality is { } q ? itemManager . CreateLot ( made , q ) : itemManager . CreateLot ( made ) ) ;
Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.
- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
per slot a hull cell, a rotation and an EquippableItemData design ref,
plus weapon groups as slot indices. It names no product, manufacturer,
unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
(gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
the hull and each slot in order it resolves the design and takes the
first product in catalog order that LoadoutGenerator.IsAvailable (now
public) accepts, with no any-manufacturer fallback. Every failing slot is
listed; units are built only after everything resolved, and any resolve
or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
and saves the capture. Restore Loadout, shown when docked with saved
loadouts, lists each with its price, debits credits only after
Materialize succeeds, then docks the ship as before; a failure opens
"Loadout cannot be built here" with one line per failing slot.
Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.
Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
}
private static string Cell ( LoadoutSlot slot ) = > $"slot {slot.Position.x},{slot.Position.y}" ;
}