Scenarios Cut 1: Materialize builds product-less designs unbranded; the hull picks the entity
Two rules on Loadouts.Materialize (docs/scenarios-cut.md, 2.2, Q3): - A design no product makes is outside the economy and is built unbranded, with no maker, at Loadouts.UnbrandedQuality (.95, the console give's). A design whose products are all unavailable still fails, as before. - The hull's type picks the entity: a ship hull builds a Ship, a turret hull an OrbitalEntity with no orbit; a station hull is refused. Materialize now returns Entity. Loadouts.Resolve is the one rule for how a design is built; RunStart uses it for scenario cargo. LoadoutTests.MissingDesignReports no longer uses the product-less "Orphan" as a failure (it now builds); two tests pin the Q3 rule and the unavailable-product contract it does not loosen. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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2 changed files with 98 additions and 38 deletions
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@ -27,7 +27,7 @@ public class LoadoutSlot
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[Key(2)] public CultRecordRef<EquippableItemData> Design;
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}
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// The owner of loadouts: capture from a live ship, the only writer, and the only builder of a ship from a loadout.
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// The owner of loadouts: capture from a live ship, the only writer, and the only builder of an entity from a loadout.
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public static class Loadouts
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{
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// Records the hull design and one slot per equipped item (gear, then cargo bays, then docking bays) with its cell,
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@ -86,36 +86,30 @@ public static class Loadouts
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});
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}
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// All-or-nothing: returns a ship only when every design resolved, had an available product and fitted, the loadout
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// has at most WeaponGroupCount weapon groups, and every group index names a weapon slot. Every failure is listed; on
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// any failure nothing is returned and the zone and cache are unchanged, but a failed fit has already drawn from
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// itemManager.Random. A design is built by its first available product in record-key order. A game spawner is to
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// pass LoadoutGenerator.IsAvailable as isAvailable, with no fallback to any manufacturer. The ship always gets
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// exactly WeaponGroupCount groups; a loadout with fewer is padded with empty groups. A failed materialization
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// leaves any minted lots in the live ledger; they are not roots, so the next commit drops them.
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public static Ship Materialize(ItemManager itemManager, Zone liveZone, Loadout loadout,
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// The quality a design no manufacturer makes is built at: the console give's.
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public const float UnbrandedQuality = .95f;
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// All-or-nothing: returns an entity only when every design resolved and fitted, the loadout has at most
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// WeaponGroupCount weapon groups, and every group index names a weapon slot. Every failure is listed; on any failure
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// nothing is returned and the zone and cache are unchanged, but a failed fit has already drawn from
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// itemManager.Random. How each design is built is Resolve's rule. A game spawner is to pass
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// LoadoutGenerator.IsAvailable as isAvailable, with no fallback to any manufacturer; RunStart does. The hull's type
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// picks the entity: a ship hull builds a Ship, a turret hull an OrbitalEntity with no orbit, which stays where it is
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// put; a station hull is refused. The entity always gets exactly WeaponGroupCount groups; a loadout with fewer is
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// padded with empty groups. A failed materialization leaves any minted lots in the live ledger; they are not roots,
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// so the next commit drops them.
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public static Entity Materialize(ItemManager itemManager, Zone liveZone, Loadout loadout,
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Predicate<FactionProductData> isAvailable, List<string> failures)
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{
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var cache = itemManager.ItemData;
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var products = cache.GetAll<FactionProductData>().OrderBy(p => cache.RefOf(p).Key.Value, StringComparer.Ordinal).ToArray();
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var products = ProductsInKeyOrder(cache);
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var reported = failures.Count;
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FactionProductData Resolve<T>(CultRecordRef<T> design, string where) where T : EquippableItemData
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{
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var data = cache.Get(design);
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if (data == null)
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{
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failures.Add($"{where}: design {design.Key} is not in the catalog");
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return null;
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}
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var product = products.FirstOrDefault(p => p.Design.Key.Equals(design.Key) && isAvailable(p));
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if (product == null) failures.Add($"{where}: no available product of {data.Name}");
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return product;
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}
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var hullProduct = Resolve(loadout.Hull, "hull");
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var slotProducts = loadout.Slots.Select(slot => Resolve(slot.Design, Cell(slot))).ToArray();
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var hullBuild = Resolve(itemManager, products, loadout.Hull, isAvailable, "hull", failures);
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var hullData = cache.Get(loadout.Hull);
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if (hullData is { HullType: HullType.Station })
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failures.Add($"hull: {hullData.Name} is a station hull; a preset builds a ship or a turret");
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var slotBuilds = loadout.Slots.Select(slot => Resolve(itemManager, products, slot.Design, isAvailable, Cell(slot), failures)).ToArray();
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var groups = loadout.WeaponGroups ?? new int[0][];
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var groupCount = itemManager.GameplaySettings.WeaponGroupCount;
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if (groups.Length > groupCount) failures.Add($"weapon groups: {groups.Length} groups, at most {groupCount}");
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@ -127,23 +121,26 @@ public static class Loadouts
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}
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if (failures.Count > reported) return null;
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var hull = (EquippableItem) itemManager.CreateInstance(hullProduct);
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var ship = new Ship(itemManager, liveZone, hull, itemManager.GameplaySettings.DefaultEntitySettings);
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var hull = hullBuild();
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var settings = itemManager.GameplaySettings.DefaultEntitySettings;
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Entity entity = hullData.HullType == HullType.Turret
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? new OrbitalEntity(itemManager, liveZone, hull, default, settings)
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: new Ship(itemManager, liveZone, hull, settings);
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var equipped = new EquippedItem[loadout.Slots.Count];
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for (var i = 0; i < loadout.Slots.Count; i++)
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{
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var slot = loadout.Slots[i];
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var unit = (EquippableItem) itemManager.CreateInstance(slotProducts[i]);
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var unit = slotBuilds[i]();
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unit.Rotation = slot.Rotation;
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if (!ship.TryEquip(unit, slot.Position))
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if (!entity.TryEquip(unit, slot.Position))
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{
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failures.Add($"{Cell(slot)}: {cache.Get(slot.Design).Name} does not fit");
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continue;
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}
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equipped[i] = ship.Equipment
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.Concat<EquippedItem>(ship.CargoBays)
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.Concat(ship.DockingBays)
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equipped[i] = entity.Equipment
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.Concat<EquippedItem>(entity.CargoBays)
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.Concat(entity.DockingBays)
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.First(item => item.EquippableItem == unit);
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}
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if (failures.Count > reported) return null;
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@ -154,9 +151,44 @@ public static class Loadouts
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var items = g < groups.Length ? groups[g].Select(i => equipped[i]).ToList() : new List<EquippedItem>();
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built[g] = (items.Select(item => item.GetBehavior<Weapon>()).ToList(), items);
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}
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ship.WeaponGroups = built;
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return ship;
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entity.WeaponGroups = built;
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return entity;
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}
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// How one design is built, or null with the failure listed; nothing is minted until the returned builder runs. A
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// design is built by its first available product in record-key order. A design with no product at all is outside
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// the economy (docs/scenarios-cut.md, Q3: generation, stock and sale all go through products) and is built
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// unbranded, with no maker, at UnbrandedQuality. A design whose products are all unavailable is not built.
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public static Func<EquippableItem> Resolve<T>(ItemManager itemManager, CultRecordRef<T> design,
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Predicate<FactionProductData> isAvailable, string where, List<string> failures) where T : EquippableItemData =>
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Resolve(itemManager, ProductsInKeyOrder(itemManager.ItemData), design, isAvailable, where, failures);
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private static Func<EquippableItem> Resolve<T>(ItemManager itemManager, FactionProductData[] products,
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CultRecordRef<T> design, Predicate<FactionProductData> isAvailable, string where, List<string> failures)
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where T : EquippableItemData
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{
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var data = itemManager.ItemData.Get(design);
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if (data == null)
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{
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failures.Add($"{where}: design {design.Key} is not in the catalog");
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return null;
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}
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var made = products.Where(p => p.Design.Key.Equals(design.Key)).ToArray();
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if (made.Length == 0)
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return () => (EquippableItem) itemManager.CreateInstance(itemManager.CreateLot(data, default, UnbrandedQuality));
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var product = made.FirstOrDefault(p => isAvailable(p));
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if (product == null)
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{
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failures.Add($"{where}: no available product of {data.Name}");
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return null;
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}
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return () => (EquippableItem) itemManager.CreateInstance(product);
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}
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private static FactionProductData[] ProductsInKeyOrder(CultCache cache) =>
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cache.GetAll<FactionProductData>().OrderBy(p => cache.RefOf(p).Key.Value, StringComparer.Ordinal).ToArray();
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private static string Cell(LoadoutSlot slot) => $"slot {slot.Position.x},{slot.Position.y}";
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}
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