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>
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13 changed files with 305 additions and 92 deletions
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@ -368,8 +368,18 @@ public class PropertiesPanel : MonoBehaviour
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AddProperty("Quantity", () => simpleCommodity.Quantity.ToString());
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var sheet = AddStatSheet();
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var manufacturer = ActionGameManager.CultCache.Get<Faction>(data.Manufacturer);
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sheet.AddStat("Manufacturer", () => manufacturer?.Name ?? "GameCult");
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// Branding is derived from provenance, not stored on the design; a SimpleCommodity carries no lot and shows none.
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if (item is CraftedItemInstance crafted)
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{
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var (maker, product) = GameManager.ItemManager.Brand(crafted);
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if (maker != null)
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sheet.AddStat("Manufacturer", () => maker.Name);
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if (product != null)
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{
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AddProperty(product.Name);
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AddProperty(product.Description);
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}
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}
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sheet.AddStat("Mass", () => ActionGameManager.PlayerSettings.Format(GameManager.ItemManager.GetMass(item)));
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//AddProperty("Thermal Mass", () => Context.GetThermalMass(item).SignificantDigits(Context.GameplaySettings.SignificantDigits));
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