Demote entity blueprints to construction
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17 changed files with 73 additions and 96 deletions
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@ -127,7 +127,7 @@ legacy catalog cache, and legacy UI paths should be migration-only or deleted.
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now queues current-zone/current-entity-collection snapshots, current
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action-bar bindings, and current faction relationship rows through the
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runtime commit log during run checkpoints; `ZoneConstructionBlueprint` and
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`RuntimeEntityBlueprint` remain runtime construction/loadout projections
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`EntityConstructionBlueprint` remain one-shot construction/loadout projections
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rather than durable file formats. Runtime blueprints no longer capture or
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restore live temperature, armor, max-armor, or hull-conductivity grids; those
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grids are typed checkpoint state, not loadout/construction template state.
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@ -186,7 +186,7 @@ legacy catalog cache, and legacy UI paths should be migration-only or deleted.
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triggers publish pending pulled state, and stat modifiers publish
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applied/executed flags plus target-stat count. Turret controllers publish
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initialized weapon count, shot speed, and predictive-aim flag.
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`RuntimeEntityBlueprint` still exists for construction/loadout projection,
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`EntityConstructionBlueprint` still exists for construction/loadout projection,
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but those live hull grids and session scalars are not blueprint fields and
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cannot be restored by the old blueprint projector path.
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- `Aetheria.State` now defines `AetheriaLoadoutTemplate` as the typed Verse
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@ -194,7 +194,7 @@ legacy catalog cache, and legacy UI paths should be migration-only or deleted.
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equipment, cargo bay, docking bay, child-entity, assignment, and weapon-group
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state through record-key references and typed value slots instead of opaque
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runtime blueprint serialization. Unity's save/loadout UI now projects its
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in-memory `RuntimeEntityBlueprint` into a typed Verse commit command, and
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in-memory `EntityConstructionBlueprint` into a typed Verse commit command, and
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gameplay boot reads typed loadout templates back from `aetheria-world.cc`
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through `AetheriaRuntimeCatalogStore` before lowering them into runtime
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construction blueprints for the restore menu. The in-memory list remains a
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@ -842,7 +842,7 @@ First Aetheria surfaces to publish:
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- Done: move TurretController weapon range and shot-speed evaluation behind
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`Weapon` runtime methods, so turret AI no longer casts weapon config DTOs
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to decide firing range or predictive aim.
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- Done: cut live simulation grids out of `RuntimeEntityBlueprint`; loadout
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- Done: cut live simulation grids out of `EntityConstructionBlueprint`; loadout
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and construction templates no longer capture or restore temperature,
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armor, max-armor, or hull-conductivity state.
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- Done: add Unity package readback for canonical typed run, zone, and
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@ -1065,7 +1065,7 @@ First Aetheria surfaces to publish:
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- Done: remove public `GasGiantData`/`SunData` handles from runtime wrappers;
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wave and light calculations now use copied wrapper fields after
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construction.
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- Done: move saved loadout template ownership off `RuntimeEntityBlueprint`;
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- Done: move saved loadout template ownership off `EntityConstructionBlueprint`;
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`ActionGameManager` keeps typed `AetheriaRuntimeLoadoutTemplateSnapshot`
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documents and projects blueprints only for pricing, instantiation, and
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commit boundaries.
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@ -1313,16 +1313,20 @@ First Aetheria surfaces to publish:
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- Done: quarantine the vendored Unity `MessagePack` assembly by disabling
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asmdef auto-reference; only explicit state-spine assemblies should see it
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while the Unity CultCache bridge still needs a low-level `.cc` codec.
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- Done: demote `ZonePack`/`EntityPack` runtime names to
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`RuntimeZoneBlueprint`/`RuntimeEntityBlueprint`, and rename loadout
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collections away from save-payload vocabulary. These are now explicitly
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runtime construction projections, not portable state authority.
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- Done: demote `ZonePack`/`EntityPack` save-payload names to
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construction blueprint vocabulary, and rename loadout collections away
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from save-payload vocabulary. These are now explicitly construction
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projections, not portable state authority.
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- Done: continue the zone demotion by renaming `RuntimeZoneBlueprint` to
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`ZoneConstructionBlueprint`; the old intermediate name no longer appears
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in live Unity source.
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- Done: rename the old `EntitySerializer` runtime helper to
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`RuntimeEntityBlueprintProjector`; it captures/instantiates runtime
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blueprint projections and no longer presents itself as a serializer.
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- Done: rename the old `EntitySerializer` helper to
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`EntityConstructionBlueprintProjector`; it captures/instantiates
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construction blueprint projections and no longer presents itself as a
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serializer or runtime-state owner.
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- Done: delete the unused `Zone.AddOrbit(OrbitData)` construction-row
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writer; zone orbit construction flows through `ZoneConstructionBlueprint`
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only.
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- Done: demote Unity's live `PlayerSettings` runtime object to
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`RuntimePlayerSettings`; `AetheriaPlayerSettings` remains the typed Verse
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state document owner, while Unity only keeps a session projection and
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@ -1398,8 +1402,9 @@ First Aetheria surfaces to publish:
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live Unity source has no `EntityPack`, `ShipPack`, `OrbitalEntityPack`,
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`ZonePack`, `PackedContents`, `PackZone`, `EntitySerializer.Pack`, or
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`EntitySerializer.Unpack` hits.
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- Runtime entity blueprint projection no longer uses the `EntitySerializer`
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authority name; live Unity source calls `RuntimeEntityBlueprintProjector`.
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- Entity construction blueprint projection no longer uses the `EntitySerializer`
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or runtime-state authority names; live Unity source calls
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`EntityConstructionBlueprintProjector`.
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- Unity runtime settings projection is now `RuntimePlayerSettings`; live Unity
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source has no standalone `PlayerSettings` class/property/method symbols.
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- Input binding and action-bar edits now queue the same typed player-settings
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