diff --git a/Assets/Scripts/ServerShared/Scenarios/Belt.cs b/Assets/Scripts/ServerShared/Scenarios/Belt.cs index efab34db7..bc261ddda 100644 --- a/Assets/Scripts/ServerShared/Scenarios/Belt.cs +++ b/Assets/Scripts/ServerShared/Scenarios/Belt.cs @@ -10,9 +10,10 @@ public sealed class Belt : Scenario "across the belt without a hitch; Previous with nothing targeted takes the farthest rock; the target indicator " + "sits on the rock it names."; - // Seeds 1-256 scanned for the arena whose entrance zone holds the belt with the most asteroids: seed 24, a belt of - // 615 rocks. The next four: 179 (553), 251 (548), 221 (532), 29 (515). - public override uint Seed => 24; + // Seeds 1-90 scanned for the arena whose entrance zone holds the belt with the most asteroids once the generator + // placed belts by their parent's window (children-within-reach): seed 86, a belt of 484 rocks. The next four: + // 55 (478), 83 (402), 64 (383), 63 (323). 37 of the 90 arenas hold no belt. + public override uint Seed => 86; public override bool Ambient => false; public override Galaxy Generate(GalaxyStage stage) => stage.Prelude(DemoTerminus.Cast); diff --git a/Assets/Scripts/ServerShared/Scenarios/LockOn.cs b/Assets/Scripts/ServerShared/Scenarios/LockOn.cs index 7dc850497..87cef4a51 100644 --- a/Assets/Scripts/ServerShared/Scenarios/LockOn.cs +++ b/Assets/Scripts/ServerShared/Scenarios/LockOn.cs @@ -7,7 +7,7 @@ public sealed class LockOn : Scenario public override string Brief => "A hostile closes from out of sight, finds you and locks. Verify: no warning at first; once it locks, one " + "indicator appears toward it and tightens as the lock grows; break line of sight or range and it vanishes; " + "your own ping shows no incoming paint on its side, only the lock does."; - public override uint Seed => 113; + public override uint Seed => 1; public override bool Ambient => false; // The hostile starts about 4000 m off, ahead and to port of the player, facing the player. At that range its passive diff --git a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset index 4d9191d4c..4787be7c3 100644 --- a/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset +++ b/Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Fallback.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:f1eead45000fe0fe0a6fce50b4d21ab2ff1ea25f5b390452116e0b04f28540a7 -size 536050 +oid sha256:f53586850a70c4f308e7e71b99b63881a49f38de4bd40f4edb7fe7ae6ecf8a52 +size 9748 diff --git a/tests/Aetheria.Shared.Tests/BeltScenarioTests.cs b/tests/Aetheria.Shared.Tests/BeltScenarioTests.cs index 0222ca035..2c352b6e8 100644 --- a/tests/Aetheria.Shared.Tests/BeltScenarioTests.cs +++ b/tests/Aetheria.Shared.Tests/BeltScenarioTests.cs @@ -7,9 +7,9 @@ using static CultMath.math; // mining-merge-on-agent-proof). The test launches the scenario the way New Game does and reads what it staged. public sealed partial class RunStartTests { - // The scan behind Belt's seed: seeds 1-256 of the demo cast's arena, no ambient traffic, the most asteroids in one belt - // per seed. Seed 24 holds 615; seed 1 holds 299. - private const int ScannedBeltAsteroids = 615; + // The scan behind Belt's seed: seeds 1-90 of the demo cast's arena, no ambient traffic, the most asteroids in one belt + // per seed. Seed 86 holds 484. + private const int ScannedBeltAsteroids = 484; // Belt: the arena carries a belt of at least the scanned asteroid count, nothing else flies in it, the player stands // 100 m outside the ring on the side nearest the origin and faces along it, and the player's sensors see rocks within