Docs: close the stale new-game leftovers
Bring settings-globals, mining, prior-art, headless probe record and the release map true to the scenarios menu and current seeding. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@ -504,7 +504,6 @@ record.
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| follow-up | `ambiguous-hardpoint-origin` | demo | Save correctness for package hulls. |
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| follow-up | `delaunay-exact-predicates` | demo | Galaxy links; a silently unlinked zone could strand a demo run. |
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| follow-up | `failed-start-scene-halts` | demo | The New Game failure path the demo's missing-cast refusal uses. |
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| follow-up | `stale-docs-after-scenarios-menu` | demo | Docs that describe the old New Game path. |
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| follow-up | `scratch-carry-drafts` | demo | The ship `.cc` draft bears on `demo-ship-cc-timing`. |
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| follow-up | `faction-lore-notes-r3` | full game | Vault setting notes; no demo cut reads them. |
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| follow-up | `mining-impacts-through-contract` | full game | Mining Cut 4 is parked. |
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@ -127,10 +127,11 @@ All of this is Unity code:
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| Save | `SaveRun` `:241-249`, called at quit `:236` and warp `:635` | action-bar slots (`:246`) |
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| Death | `BindToEntity` subscribes `Death` -> `Die` (`:1053`); `Die` `:1080-1115` clears the run (`:1088`) | `Time.time`, `Observable.EveryUpdate` post-fx |
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| Tick | `Update` `:1151-1220`: input `:1189-1216`, then `Zone.Update(Time.deltaTime)` `:1218` | `Time.deltaTime`, pause flag |
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| Dead code | `IntroCutscene` `:772-799`; its only call is commented out (`:760`) | coroutine, `Time.time` |
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### 2.2 Already headless
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- Past probe: the measurements below were taken at an earlier commit and their line anchors
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are not maintained; re-run the probe before relying on a number or an anchor.
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- `Aetheria.Shared/Aetheria.Shared.csproj` compiles `Assets/Scripts/ServerShared/**`
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plus UniRx (`UniRxLibrary`) and Ink with no Unity defines. It is the
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Unity-independence check.
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@ -141,23 +142,23 @@ All of this is Unity code:
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- a player `LonginusX` spawned through `LoadoutGenerator`;
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- thrust by hand-set `MovementDirection` reached 142 m/s in 5 s;
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- a `Minion` patrol moved the player ship 642 units in 10 s;
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- `TryDock` and `TryUndock` succeeded (`Entity.cs:721-755`);
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- `Ship.EnterWormhole` followed by stepping fired `OnEnteredWormhole` (`Ship.cs:82-90,372`);
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- `Death` fired on hull damage (`Entity.cs:277-280`);
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- `TryDock` and `TryUndock` succeeded;
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- `Ship.EnterWormhole` followed by stepping fired `OnEnteredWormhole`;
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- `Death` fired on hull damage;
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- `RunSave.Capture` and `RunSave.Commit` wrote a 489 KB `run.cc`.
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- Settings: `GameSettings` is a ScriptableObject (`GameSettings.cs:11`) holding
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ServerShared classes.
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- `tools/AetherDb/AuthoredSettings.cs` reads them from the asset YAML. The probe
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placed every field (0 unplaced).
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- Two lifecycle inputs are Unity-only `GameSettings` fields: `StartingHullName`
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(`GameSettings.cs:17`, authored `LonginusX`) and `WormholeDistanceRatio` (`:23`,
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(`GameSettings.cs:13`, authored `Longinus`) and `WormholeDistanceRatio` (`:16`,
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authored 0.75).
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- Randomness:
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- `ItemManager.Random` is seeded by the constructor argument (`ItemManager.cs:35`); a new run's seed is `RunStart.ItemSeed(galaxy, step)`, from `Galaxy.Seed`.
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- `Galaxy` is clock-seeded only when `seed == 0` (`Galaxy.cs:108,158`).
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- `Zone` seeds from the zone name (`Zone.cs:54`).
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- `Zone.Update` runs belt updates on `Task.Run` (`Zone.cs:144`). It is still
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deterministic (probe: identical traces).
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- `Galaxy` takes its seed from the run (`Galaxy.cs:119`); a zero seed throws.
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- `Zone` seeds from the zone name: `CombatSeed` (`Zone.cs:162`), with `DropSeed` mixing in the run's seed (`:163`).
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- Probe: `Zone.Update` was deterministic (identical traces) when belt updates ran on `Task.Run`;
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no `Task.Run` remains in `Zone.cs`.
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### 2.3 Agents
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@ -301,7 +301,7 @@ resources **(probe: 8 belts, 0 authored)**.
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- A: Composition is derived: `Comp_c(o) = Abundance_o × exp(Variance × g(hash(belt key, index, o)))`, normalized,
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with `g ∈ [-1, 1]`. Nothing is stored. Existing saves work, and key 4 is retired.
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- B: `ZoneGenerator` writes `BodyData.Resources` per belt at generation, and the chunk jitter is derived. Belts in
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runs started before Cut 5 have empty compositions until New Game.
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runs started before Cut 5 have empty compositions until a new run.
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- C: Per-belt only, with no per-chunk variation.
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- **Recommended: A.** It has one owner (the catalog) and nothing to migrate. It follows the same "derived, never
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stored" spirit as branding. The operator's wording ("the chunk's composition") argues against C. If B is chosen,
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@ -390,7 +390,8 @@ Battlecode, Halite, CodinGame, BWAPI/SSCAIT/AIIDE/CIG, SC2 AI Arena, Lux, CodeCl
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- **The Colosseum follow-up.** `aetheria-release:follow_up:colosseum-npc-lab` (in force; owner "Aetheria Agents and
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the headless simulation") names its foundations:
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- an observation and action seam (agents hold live `Ship`, `Zone` and `ItemManager` references);
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- seeding `ItemManager.Random` and the MIConvexHull randoms;
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- seeding for tournament reproducibility: `ItemManager.Random` already takes the run's seed
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(`RunStart.ItemSeed`), and no MIConvexHull source remains in the repo;
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- a replay recorder;
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- a headless tournament runner on Yggdrasil with ratings;
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- a primitive vocabulary;
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@ -495,8 +495,9 @@ landed type differs from it by the one attribute.
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(the helper) [2 now].
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- `rg -n "ScriptableObject" Assets/Scripts/ServerShared` must stay 0.
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- operator:
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- Play smoke: main menu, then New Game (tutorial). The tutorial galaxy generates,
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and the starting ship is LonginusX.
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- Play smoke: main menu, then New Game, then the Tutorial Galaxy scenario (listed under
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development, in editor and development builds). The prelude galaxy generates, and the
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starting ship is `Settings.StartingHullName` (`Longinus`).
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- In a station trade menu and the properties panel, item names show tier colours:
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Legendary orange, Uncommon green. None is black.
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- The inventory shows armour and durability gradients, and hit flashes use the
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