Ship S2: an Editor smoke that composes, preloads and instantiates a mod ship the way ZoneRenderer.LoadEntity does

ShipModPlaySmoke.Run asserts thruster and weapon hardpoints, the hull MeshCollider and the map icon, prints
SHIP_MOD_PLAY_SMOKE and exits explicitly. The authoring doc gains a Unity batch smokes section.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-30 10:57:47 +02:00
commit 910b51c3f8
2 changed files with 87 additions and 0 deletions

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@ -0,0 +1,71 @@
using System;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
// Batch proof that a mod ship survives the game's own path into a zone, without a scene: the derived catalog composed
// with one package, ShipModShips.Preload over it, then ShipModShips.Instantiate, which is what ZoneRenderer.LoadEntity's
// Body() calls for a hull with a Visual. A plain parent transform stands in for ZoneRoot; nothing else in LoadEntity
// touches the body before it takes its ShipInstance.
//
// Unity -batchmode -nographics -projectPath <project> -executeMethod ShipModPlaySmoke.Run
// -shipModPath <mods>/<id>/ship.cc [-shippedCatalog GameData/Aetheria.cc] -logFile <log>
//
// Do not pass -quit: the method is async and exits the Editor itself, 0 on success and 1 on any failure.
public static class ShipModPlaySmoke
{
public static async void Run()
{
var args = Environment.GetCommandLineArgs();
string Option(string name, string fallback = null)
{
var at = Array.IndexOf(args, name);
return at >= 0 && at + 1 < args.Length ? args[at + 1] : fallback;
}
var packagePath = Option("-shipModPath");
var derived = Path.Combine(Path.GetTempPath(), $"ship-mod-play-smoke-{Guid.NewGuid():N}.cc");
GameObject zone = null;
try
{
if (packagePath == null) throw new InvalidOperationException("-shipModPath <package/ship.cc> is required");
var package = ShipModCatalog.ReadPackage(packagePath);
var modsRoot = Path.GetDirectoryName(Path.GetDirectoryName(Path.GetFullPath(packagePath)));
var composition = ShipModCatalog.Compose(Path.GetFullPath(Option("-shippedCatalog", "GameData/Aetheria.cc")), derived, modsRoot);
if (!composition.Included.Contains(package.Visual.Id))
throw new InvalidOperationException($"{package.Visual.Id} was not composed into the catalog: " +
string.Join("; ", composition.Excluded.Select(excluded => $"{excluded.Package}: {excluded.Reason}")));
using (var catalog = AetheriaStores.Open(derived))
{
await ShipModShips.Preload(catalog, modsRoot);
var hull = catalog.GetAll<HullData>().Single(candidate => candidate.Visual.IsSet() && candidate.Name == package.Hull.Name);
zone = new GameObject("Play Smoke Zone");
var ship = ShipModShips.Instantiate(hull, zone.transform).GetComponent<ShipInstance>();
if (ship == null) throw new InvalidOperationException("The mod ship body has no ShipInstance.");
var thrusters = ship.ThrusterHardpoints?.Length ?? 0;
var weapons = ship.WeaponHardpoints?.Length ?? 0;
if (thrusters == 0) throw new InvalidOperationException("ThrusterHardpoints is empty.");
if (weapons == 0 || ship.WeaponHardpoints.Any(node => node.FiringPoint == null || node.FiringPoint.Length == 0))
throw new InvalidOperationException("WeaponHardpoints is empty or a weapon has no muzzle.");
if (ship.HullColliders == null || ship.HullColliders.Length != 1)
throw new InvalidOperationException("The ship needs exactly one hull collider.");
var collider = ship.HullColliders[0].GetComponent<MeshCollider>();
if (collider == null || collider.sharedMesh == null || !collider.sharedMesh.isReadable || collider.sharedMesh.vertexCount == 0)
throw new InvalidOperationException("The hull collider is not a MeshCollider over a readable mesh.");
if (ship.MapIcon == null || ship.MapIcon.sharedMaterial == null || ship.MapIcon.gameObject.layer != LayerMask.NameToLayer("Minimap"))
throw new InvalidOperationException("The map icon is missing its renderer, material or Minimap layer.");
Debug.Log($"SHIP_MOD_PLAY_SMOKE thrusters={thrusters} weapons={weapons} collider=ok mapicon=ok");
}
if (zone != null) UnityEngine.Object.DestroyImmediate(zone);
EditorApplication.Exit(0);
}
catch (Exception exception)
{
Debug.LogException(exception);
if (zone != null) UnityEngine.Object.DestroyImmediate(zone);
EditorApplication.Exit(1);
}
}
}

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@ -194,6 +194,22 @@ catalog. Continue refuses a run naming a design the catalog no longer holds
5. Spawn, equip, thrust, fire, shield, damage, save/reload, and schematic UI
work for the mod ship. Only then is a shipped hull eligible for migration.
### Unity batch smokes
Both run in batchmode against a package the tests generate: set `AETHERIA_SHIP_FIXTURE_DIR` while running
`ShipModCatalogTests.TheFixturePackageIsCompleteAndItsGlbCarriesAScene` and it leaves `mod.skiff/ship.cc` and
`skiff.glb` there (the GLB carries a tetrahedron mesh on the map, collider and thruster anchors, plus a weapon mount
and muzzle). Neither takes `-quit`: both are `async void` and end the Editor themselves.
- `-executeMethod ShipModPreview.Smoke -shipModPath <dir>/mod.skiff/ship.cc [-assemble]` imports the GLB and checks
the anchors; `-assemble` also builds the `ShipInstance` from the template.
- `-executeMethod ShipModPlaySmoke.Run -shipModPath <dir>/mod.skiff/ship.cc [-shippedCatalog GameData/Aetheria.cc]`
composes a derived catalog with the package, runs `ShipModShips.Preload`, instantiates the ship through
`ShipModShips.Instantiate` (the call `ZoneRenderer.LoadEntity` makes) under a bare parent transform, and requires
thruster and weapon hardpoints (each weapon with a muzzle), one `MeshCollider` over a readable mesh, and a map icon.
It prints `SHIP_MOD_PLAY_SMOKE thrusters=N weapons=N collider=ok mapicon=ok` and exits 0, or logs the exception and
exits 1. It uses no scene and no zone.
## Structural and build budget
The proof reuses `HullData` simulation semantics, CultCache `.cc` persistence,