Ship S2: the game composes and loads mod ships

Boot opens the derived catalog when GameData/Mods holds packages
(ShipModCatalog.ResolveCatalog), preloads each hull's GLB into an assembled
inactive prototype (ShipModShips), and LoadEntity clones it when the hull names
a Visual. ShipModPlan decides which anchor fills which ShipInstance slot; a
ShipModTemplate prefab carries the shared effects. Continue refuses a run that
names a design the catalog no longer holds (RunSave.RequireDesigns).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-30 06:43:52 +02:00
commit 460bb85ed0
16 changed files with 702 additions and 13 deletions

View file

@ -91,6 +91,28 @@ public static class RunSave
return (game, zones);
}
// Continue's gate: every design a saved run names (each zone's items and each minted lot) must be one this catalog
// holds. A run made with a mod that is no longer installed is refused, naming the mod ships, before any scene is
// built; the save is never edited to fit.
public static void RequireDesigns(CultCache cache, SavedGame game)
{
var named = (game.Zones ?? Array.Empty<CultRecordRef<SavedZone>>())
.SelectMany(zone => cache.Get(zone)?.Contents?.Entities ?? new List<EntityPack>())
.SelectMany(EntitySerializer.Items).Select(item => item.Data.Key)
.Concat(Lots(cache).Lots.Values.Select(lot => lot.Design.Key))
.Where(key => key.IsSet()).Distinct()
.Where(key => cache.Get<ItemData>(key) == null)
.Select(key => key.Value).OrderBy(key => key, StringComparer.Ordinal).ToArray();
if (named.Length == 0) return;
const string modHull = "mod-hull:";
var mods = named.Where(key => key.StartsWith(modHull, StringComparison.Ordinal)).Select(key => key.Substring(modHull.Length)).ToArray();
var others = named.Where(key => !key.StartsWith(modHull, StringComparison.Ordinal)).ToArray();
throw new InvalidOperationException("This run names designs the catalog no longer holds" +
(mods.Length > 0 ? $"; missing mod ships: {string.Join(", ", mods)}" : "") +
(others.Length > 0 ? $"; missing other designs: {string.Join(", ", others)}" : "") +
". Reinstall them, or start a new game.");
}
// The stored ledger, or a fresh empty one when the run has minted nothing yet.
public static ProvenanceLedger Lots(CultCache cache) => cache.GetGlobal<ProvenanceLedger>() ?? new ProvenanceLedger();