FireControl.Extract stamps every mined stack with the Extracted lot of its zone, belt and ore

Extracted gains Body at key 2. ItemManager.ExtractedLot finds or mints the lot; its
(zone, belt, ore) index is derived from the ledger at construction and never saved.
SavedGame roots skip null items and Lot 0.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
Nibu 2026-11-13 03:03:25 +00:00
commit df67c875e3
4 changed files with 34 additions and 3 deletions

View file

@ -1864,14 +1864,17 @@ public static class FireControl
var at = zone.ChunkPose(chunk.Field, chunk.Index).xy;
var velocity = zone.ChunkVelocity(chunk);
var zoneIndex = zone.Galaxy?.Zones == null ? -1 : Array.IndexOf(zone.Galaxy.Zones, zone.GalaxyZone);
var present = zone.Entities.Contains(shooter);
for (var i = 0; i < ores.Length; i++)
{
var key = ores[i].Commodity.Key;
var maxStack = Math.Max(1, ((SimpleCommodityData) catalog.Get(ores[i].Commodity)).MaxStack);
var commodity = (SimpleCommodityData) catalog.Get(ores[i].Commodity);
var maxStack = Math.Max(1, commodity.MaxStack);
var lot = counts[i] > 0 ? shooter.ItemManager.ExtractedLot(zoneIndex, chunk.Field, commodity) : 0;
for (var left = counts[i]; left > 0; left -= maxStack)
{
var stack = new SimpleCommodity { Data = new CultRecordRef<ItemData>(key), Quantity = Math.Min(left, maxStack) };
var stack = new SimpleCommodity { Data = new CultRecordRef<ItemData>(key), Lot = lot, Quantity = Math.Min(left, maxStack) };
// A partial store leaves the remainder in Quantity and returns false, so the next bay is offered the rest.
var stored = false;
if (present) foreach (var bay in shooter.CargoBays) if (stored = bay.TryStore(stack)) break;

View file

@ -25,6 +25,11 @@ public class ItemManager
public CultCache ItemData { get; }
public ProvenanceLedger Lots { get; }
// (zone index, belt, commodity) -> the Extracted lot minted for it. Derived from Lots at construction and on mint,
// never persisted: a reload rebuilds it from the ledger, so the same source finds the same lot.
private readonly Dictionary<(int, CultRecordKey, CultRecordKey), int> _extracted =
new Dictionary<(int, CultRecordKey, CultRecordKey), int>();
public GameplaySettings GameplaySettings { get; }
public ItemManager(uint seed, CultCache itemData, ProvenanceLedger lots, GameplaySettings settings, Action<string> logger)
@ -33,6 +38,9 @@ public class ItemManager
Random = new Random(seed);
ItemData = itemData;
Lots = lots;
foreach (var (id, lot) in lots.Lots)
if (lot.Origin is Extracted extracted)
_extracted[(extracted.Zone, extracted.Body.Key, extracted.Commodity.Key)] = id;
GameplaySettings = settings;
_logger = logger;
}
@ -181,6 +189,24 @@ public class ItemManager
return Lots.Add(lot);
}
// Mining Cut 5b: the lot of every unit mined from one commodity in one belt of one zone, found or minted. Unbranded
// (Product unset) and unworked (Quality 1, no roles). FireControl.Extract is the only caller.
public int ExtractedLot(int zone, CultRecordKey belt, SimpleCommodityData commodity)
{
var key = (zone, belt, ItemData.RefOf<ItemData>(commodity).Key);
if (_extracted.TryGetValue(key, out var found)) return found;
var id = Lots.Add(new Lot
{
Design = ItemData.RefOf<ItemData>(commodity),
Origin = new Extracted
{
Zone = zone, Body = new CultRecordRef<BodyData>(belt), Commodity = ItemData.RefOf(commodity)
},
Quality = 1
});
return _extracted[key] = id;
}
// The one writer of a crafted instance's Data: copied from the lot's design, never independently set.
public CraftedItemInstance CreateInstance(int lot)
{

View file

@ -137,6 +137,8 @@ public class Produced : Provenance
[MessagePackObject]
public class Extracted : Provenance
{
// Zone is the zone's index in galaxy.Zones (SavedGame's convention), -1 with no galaxy; Body is the belt.
[Key(0)] public int Zone;
[Key(1)] public CultRecordRef<SimpleCommodityData> Commodity;
[Key(2)] public CultRecordRef<BodyData> Body;
}

View file

@ -225,7 +225,7 @@ public static class RunSave
var roots = zones
.SelectMany(zone => zone.Contents?.Entities ?? new List<EntityPack>())
.SelectMany(EntitySerializer.Items)
.Where(item => item.Lot != 0)
.Where(item => item != null && item.Lot != 0)
.Select(item => item.Lot);
cache.Commit(batch =>
{