EW 2 fix: the enemy schematic's rows, claimed class and range label are derived in ServerShared

Entity.SchematicRows(subject) owns which weapon rows a schematic shows, each row's item and
claimed design, and its range (own ship: live; any other: the claimed design's rated range).
SchematicDisplay renders SchematicRow and decides nothing. Headless tests cover default-to-truth,
a weapon claimed as another weapon, a weapon claimed as a non-weapon, own rows, and the rebuild key.

Builds on the Shared side not yet verified at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-13 20:21:15 +02:00
commit 90294e0fef
4 changed files with 147 additions and 29 deletions

View file

@ -985,6 +985,15 @@ public abstract class Entity
RevealsOf(subject).Where(r => r.Claimed != null && r.Claimed.Behaviors.Any(b => b is WeaponData))
.OrderBy(r => subject.Equipment.IndexOf(r.Item));
// The weapon rows of `subject`'s schematic as this ship reads it: its own equipment when `subject` is this ship (each
// row its own data and live range, nothing to doubt about your own ship), otherwise RevealedWeapons (each row the
// claimed class and that design's rated range). The one owner of which rows, which class and which range an
// enemy schematic shows; the Unity SchematicDisplay renders it.
public IEnumerable<SchematicRow> SchematicRows(Entity subject) =>
subject == this
? subject.Equipment.Where(i => i.Behaviors.Any(b => b.Data is WeaponData)).Select(i => new SchematicRow(i, i.Data, true))
: RevealedWeapons(subject).Select(r => new SchematicRow(r.Item, r.Claimed, false));
// Whether this observer's book for `subject` holds `item`: the book's membership, no live gear read.
internal bool HasReveal(Entity subject, EquippedItem item) =>
_reveals.TryGetValue(subject, out var book) && book.ContainsKey(item);

View file

@ -2,6 +2,7 @@
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System.Linq;
using CultMath;
// Light signatures split by channel (ruling visibility-per-capability-reveal): an observer learns what a ship
@ -118,6 +119,32 @@ public readonly struct Reveal
}
}
// One weapon row of a ship's schematic as its viewer is entitled to read it (aetheria-ew, classify-from-belief; ruling
// ew-claim-weapon-measure-ruled). Made only by Entity.SchematicRows. `Item` is the true item: the selection mark's key and,
// on the viewer's own ship, the live gear. `Claimed` is the class the row shows. The range label is the live range on
// the viewer's own ship and the claimed design's rated range on any other; the viewer never sees a target weapon's
// quality, wear or power. A renderer shows these and decides nothing.
public readonly struct SchematicRow
{
public readonly EquippedItem Item;
public readonly EquippableItemData Claimed;
private readonly bool _own;
internal SchematicRow(EquippedItem item, EquippableItemData claimed, bool own)
{
Item = item;
Claimed = claimed;
_own = own;
}
// What a renderer compares to know the rows changed. Range is a reading, not part of the key.
public (EquippedItem, EquippableItemData) Key => (Item, Claimed);
public float Range => _own
? Item.Behaviors.OfType<Weapon>().First().Range
: Claimed.Behaviors.OfType<WeaponData>().First().RatedRange;
}
// A subject's removal from a zone as the zone recorded it (death, dock, warp, any removal): where it was and how
// bright its light was (its Visibility at removal). Judged by each observer's Sense under the
// light-act gate; notification only, one tick long, it decides nothing.