Schematic lists revealed gear; scan progress indicators at both ends
Entity.RevealedGear and SchematicRows' enemy branch (revealed weapons then revealed gear); SchematicRow.Range is float? (null for a non-weapon claim); SchematicDisplay shows ShowGear rows for non-weapon claims and hides the range label when null; SchematicListElement.ShowGear. ActionGameManager: one progress-indicator list (lock weapons hostile-gated, scanners ungated) and the incoming indicator follows Track or Scan paints. Not Unity-compiled yet; Shared tests unaffected by the UI files. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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5 changed files with 96 additions and 34 deletions
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@ -122,11 +122,11 @@ public readonly struct Reveal
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}
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}
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// One weapon row of a ship's schematic as its viewer is entitled to read it (aetheria-ew, classify-from-belief; ruling
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// One weapon or gear row of a ship's schematic as its viewer is entitled to read it (aetheria-ew, classify-from-belief; ruling
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// ew-claim-weapon-measure-ruled). Made only by Entity.SchematicRows. `Item` is the true item: the selection mark's key and,
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// on the viewer's own ship, the live gear. `Claimed` is the class the row shows. The range label is the live range on
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// the viewer's own ship and the claimed design's rated range on any other; the viewer never sees a target weapon's
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// quality, wear or power. A renderer shows these and decides nothing.
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// the viewer's own ship and the claimed design's rated range on any other; a row whose claimed class is not a weapon has
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// no range. The viewer never sees a target item's quality, wear or power. A renderer shows these and decides nothing.
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public readonly struct SchematicRow
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{
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public readonly EquippedItem Item;
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@ -143,9 +143,9 @@ public readonly struct SchematicRow
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// What a renderer compares to know the rows changed. Range is a reading, not part of the key.
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public (EquippedItem, EquippableItemData) Key => (Item, Claimed);
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public float Range => _own
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public float? Range => _own
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? Item.Behaviors.OfType<Weapon>().First().Range
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: Claimed.Behaviors.OfType<WeaponData>().First().RatedRange;
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: Claimed.Behaviors.OfType<WeaponData>().FirstOrDefault()?.RatedRange;
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}
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// A subject's removal from a zone as the zone recorded it (death, dock, warp, any removal): where it was and how
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