Add the lot ledger and mint every crafted instance through it

Quality, Ingredients and Product leave CraftedItemInstance; a unit now
carries only a LotId into the run-scoped ProvenanceLedger. ItemManager
gains the one lot-minting path (CreateLot/CreateInstance(int)), GetLot,
and Brand(), which derives a maker and product from provenance instead
of a stored field. RunSave persists the ledger pruned to what the saved
zones' entities still reach; the live ledger is never pruned, so a
floor pickup collected after a save still resolves. CopyBuild is gone:
matching hardpoints now share the same lot instead of copying values.
PropertiesPanel shows the derived brand where the design's manufacturer
used to be. AetherDb's census flags duplicate (maker, design) products
and its save command checks every crafted instance's lot against a real
run store.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-17 04:16:23 +02:00
commit 415f8e1152
13 changed files with 305 additions and 92 deletions

View file

@ -22,11 +22,13 @@ public class ItemManager
private Action<string> _logger;
public CultCache ItemData { get; }
public ProvenanceLedger Lots { get; }
public GameplaySettings GameplaySettings { get; }
public ItemManager(CultCache itemData, GameplaySettings settings, Action<string> logger)
public ItemManager(CultCache itemData, ProvenanceLedger lots, GameplaySettings settings, Action<string> logger)
{
ItemData = itemData;
Lots = lots;
GameplaySettings = settings;
_logger = logger;
}
@ -66,15 +68,19 @@ public class ItemManager
};
}
// The one resolution path from a crafted instance to the lot it was minted from.
public Lot GetLot(CraftedItemInstance item) => Lots[item.Lot];
// Returns stat when not equipped
public float Evaluate(PerformanceStat stat, EquippableItem item)
{
var data = GetData(item);
var quality = pow(item.QualityForRole(stat.FromRole), stat.QualityExponent);
var lot = GetLot(item);
var quality = pow(lot.QualityForRole(stat.FromRole), stat.QualityExponent);
var durabilityExponent = lerp(
GameplaySettings.DurabilityQualityMin,
GameplaySettings.DurabilityQualityMax,
pow(item.Quality, GameplaySettings.DurabilityQualityExponent));
pow(lot.Quality, GameplaySettings.DurabilityQualityExponent));
var durability = pow(item.Durability / data.Durability, durabilityExponent * stat.DurabilityExponentMultiplier);
var result = lerp(stat.Min, stat.Max, quality * durability);
if (float.IsNaN(result))
@ -86,34 +92,12 @@ public class ItemManager
public int GetPrice(CraftedItemInstance item)
{
var data = GetData(item);
return (int) (GameplaySettings.QualityPriceModifier.Evaluate(item.Quality) * data.Price);
return (int) (GameplaySettings.QualityPriceModifier.Evaluate(GetLot(item).Quality) * data.Price);
}
public CraftedItemInstance CreateInstance(CraftedItemData item, float quality)
// The tier roll every mint applies, whether or not the lot fills roles.
public float RollQuality()
{
if (item is EquippableItemData equippableItemData)
{
return new EquippableItem
{
Data = ItemData.RefOf<ItemData>(item), Quality = quality, Durability = equippableItemData.Durability
};
}
var newCommodity = new CompoundCommodity
{
Data = ItemData.RefOf<ItemData>(item),
Quality = quality
};
return newCommodity;
}
public CraftedItemInstance CreateInstance(CraftedItemData item)
{
if (item == null)
{
throw new NullReferenceException("Attempted to create crafted item instance using missing or incorrect item data!");
}
var quality = Random.NextFloat();
var tier = GameplaySettings.Tiers[0];
foreach (var t in GameplaySettings.Tiers)
@ -122,11 +106,66 @@ public class ItemManager
tier = t;
}
return CreateInstance(item, tier.Quality);
return tier.Quality;
}
// Builds one of a manufacturer's branded products: the unit's own workmanship rolled as before, and each of
// the design's roles filled with a part whose quality is drawn from that manufacturer's distribution for it.
public int CreateLot(FactionProductData product)
{
var design = ItemData.Get(product.Design);
var lot = new Lot
{
Design = ItemData.RefOf<ItemData>(design),
Origin = new Attributed { Faction = product.Manufacturer },
Quality = RollQuality(),
Roles = new List<RoleFill>()
};
if (design.Roles != null)
foreach (var role in design.Roles)
{
var build = product.Roles?.FirstOrDefault(b => b.Role == role.Name) ?? new ProductRole();
lot.Roles.Add(new RoleFill
{
Role = role.Name,
Quality = clamp(Random.NextGaussian(build.Mean, build.StandardDeviation), .01f, 1)
});
}
return Lots.Add(lot);
}
// No branded product: a lot attributed to maker (which may be unset) with no role fills, e.g. console `give`.
public int CreateLot(CraftedItemData design, CultRecordRef<Faction> maker, float quality)
{
var lot = new Lot
{
Design = ItemData.RefOf<ItemData>(design),
Origin = new Attributed { Faction = maker },
Quality = quality
};
return Lots.Add(lot);
}
// The one writer of a crafted instance's Data: copied from the lot's design, never independently set.
public CraftedItemInstance CreateInstance(int lot)
{
var l = Lots[lot];
var design = ItemData.Get(l.Design) as CraftedItemData;
if (design is EquippableItemData equippableItemData)
{
return new EquippableItem
{
Data = l.Design, Lot = lot, Durability = equippableItemData.Durability
};
}
return new CompoundCommodity
{
Data = l.Design, Lot = lot
};
}
public CraftedItemInstance CreateInstance(FactionProductData product)
{
var design = ItemData.Get(product.Design);
@ -136,29 +175,38 @@ public class ItemManager
return null;
}
var instance = CreateInstance(design);
instance.Product = ItemData.RefOf(product);
if (design.Roles == null) return instance;
foreach (var role in design.Roles)
{
var build = product.Roles?.FirstOrDefault(b => b.Role == role.Name) ?? new ProductRole();
instance.Ingredients.Add(new RoleFill
{
Role = role.Name,
Quality = clamp(Random.NextGaussian(build.Mean, build.StandardDeviation), .01f, 1)
});
}
return CreateInstance(CreateLot(product));
}
return instance;
// Who made an item and what it is branded as, derived from its lot's provenance. Null maker (an unset faction,
// or an Extracted lot with none) means no brand at all; a set maker with no matching product still shows the
// maker, with no product name or flavour text.
public (Faction Maker, FactionProductData Product) Brand(CraftedItemInstance item)
{
var lot = GetLot(item);
var maker = lot.Origin switch
{
Attributed attributed => attributed.Faction,
Produced produced => produced.Faction,
_ => default
};
if (!maker.IsSet()) return (null, null);
var product = ItemData.GetAll<FactionProductData>()
.Where(p => p.Manufacturer.Key.Equals(maker.Key) && p.Design.Key.Equals(item.Data.Key))
.OrderBy(p => ItemData.RefOf(p).Key.Value, StringComparer.Ordinal)
.FirstOrDefault();
return (ItemData.Get(maker), product);
}
public (RarityTier tier, int upgrades) GetTier(CraftedItemInstance item)
{
var quality = GetLot(item).Quality;
var tier = GameplaySettings.Tiers[0];
foreach (var t in GameplaySettings.Tiers)
if (item.Quality + .001f > t.Quality)
if (quality + .001f > t.Quality)
tier = t;
int upgrades = (int) ((item.Quality - tier.Quality) / .0499f);
int upgrades = (int) ((quality - tier.Quality) / .0499f);
return (tier, upgrades);
}
}