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>
This commit is contained in:
Meta Vens 2026-09-30 12:33:00 +02:00
commit 5706b657e3
2 changed files with 98 additions and 38 deletions

View file

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