Lot.EffectiveQuality: the item's one quality, the mean of min(part, assembly) over its fills

QualityForRole's unnamed, roleless and unfilled fallbacks read it. Builds.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-18 07:04:15 +02:00
commit 38198b6e00
3 changed files with 49 additions and 13 deletions

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@ -58,7 +58,7 @@ public class ProvenanceLedger
}
}
// One lot: the design it built, who made it and from what, its rolled workmanship, how well each design role
// One lot: the design it built, who made it and from what, its final assembly quality, how well each design role
// was filled, and the branded product it was made as. Immutable once minted; instances carry a LotId, never a copy.
[MessagePackObject]
public class Lot
@ -74,18 +74,28 @@ public class Lot
// The quality a stat reads for one of the design's roles: the part's, capped by the lot's own final assembly
// (quality-lean-assembly-hard-ceiling), so a part better than its assembly is worth the assembly. An unnamed role, a
// design without roles, and a lot minted before roles existed all fall back to the lot's own workmanship.
// design without roles, and a role without a fill read the item's effective quality.
public float QualityForRole(string role)
{
if (string.IsNullOrEmpty(role) || Roles == null) return Quality;
if (string.IsNullOrEmpty(role) || Roles == null) return EffectiveQuality();
foreach (var fill in Roles)
if (fill.Role == role) return Math.Min(fill.Quality, Quality);
return Quality;
return EffectiveQuality();
}
// The item's one quality (effective-quality-mean-of-roles): the mean over its role fills of the part capped by the final
// assembly. Price, tier, heat, durability and wear all read it; a roleless lot reads its assembly.
public float EffectiveQuality()
{
if (Roles == null || Roles.Count == 0) return Quality;
var sum = 0f;
foreach (var fill in Roles) sum += Math.Min(fill.Quality, Quality);
return sum / Roles.Count;
}
}
// One filled slot: the design's role name and how good the part that went into it turned out to be. Stats read it through
// Lot.QualityForRole, capped by the lot's assembly; the raw value is kept for disassembly (named-components-after-demo).
// Lot.QualityForRole and Lot.EffectiveQuality, capped by the lot's assembly; the raw value is kept for disassembly (named-components-after-demo).
[MessagePackObject]
public class RoleFill
{