Ship S2 fixes: structural anchors are not mounts, mod presets refused, one bad mod never bricks the boot

- Validate: a hardpoint's anchor role is fixed by its type (thruster-emitter, radiator-mesh, else articulation); ShipModPlan's
  duplicate role check is deleted.
- Loadouts.Commit refuses a preset naming a mod design (mod-hull:/mod-ship:), so the shipped catalog never references a mod.
- Compose quarantines each package: a bad package is excluded and named, a collision excludes every package involved; the
  game boots on the rest (or the shipped catalog) and the main menu lists the exclusions.
- RequireDesigns refuses a save with a null item or lot instead of throwing NullReferenceException.
- Tests: per structural role, muzzle id ties, every slot/zone/lot in RequireDesigns, listing order, exclusion cases.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-30 08:30:52 +02:00
commit 54917bb39d
13 changed files with 408 additions and 92 deletions

View file

@ -89,6 +89,8 @@ public class MainMenu : MonoBehaviour
_fadeFromRight = fromRight;
}
private static bool _exclusionsShown;
private void ShowMain()
{
_nextMenu.panel.Clear();
@ -97,6 +99,11 @@ public class MainMenu : MonoBehaviour
{
// A run exists only as the run store's SavedGame global.
var cache = ActionGameManager.CultCache;
if (ActionGameManager.ModExclusions.Length > 0 && !_exclusionsShown)
{
_exclusionsShown = true;
Refuse("Some mods were not loaded", string.Join("\n", ActionGameManager.ModExclusions.Select(exclusion => exclusion.ToString())));
}
var saved = cache.GetGlobal<SavedGame>();
if (saved == null && cache.AllStoredDocuments.Any(stored => RunSave.IsRunRecord(stored.Descriptor.DocumentType)))
Debug.Log("run store has no SavedGame; Continue disabled");