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>
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4 changed files with 34 additions and 3 deletions
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@ -1864,14 +1864,17 @@ public static class FireControl
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var at = zone.ChunkPose(chunk.Field, chunk.Index).xy;
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var velocity = zone.ChunkVelocity(chunk);
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var zoneIndex = zone.Galaxy?.Zones == null ? -1 : Array.IndexOf(zone.Galaxy.Zones, zone.GalaxyZone);
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var present = zone.Entities.Contains(shooter);
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for (var i = 0; i < ores.Length; i++)
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{
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var key = ores[i].Commodity.Key;
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var maxStack = Math.Max(1, ((SimpleCommodityData) catalog.Get(ores[i].Commodity)).MaxStack);
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var commodity = (SimpleCommodityData) catalog.Get(ores[i].Commodity);
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var maxStack = Math.Max(1, commodity.MaxStack);
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var lot = counts[i] > 0 ? shooter.ItemManager.ExtractedLot(zoneIndex, chunk.Field, commodity) : 0;
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for (var left = counts[i]; left > 0; left -= maxStack)
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{
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var stack = new SimpleCommodity { Data = new CultRecordRef<ItemData>(key), Quantity = Math.Min(left, maxStack) };
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var stack = new SimpleCommodity { Data = new CultRecordRef<ItemData>(key), Lot = lot, Quantity = Math.Min(left, maxStack) };
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// A partial store leaves the remainder in Quantity and returns false, so the next bay is offered the rest.
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var stored = false;
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if (present) foreach (var bay in shooter.CargoBays) if (stored = bay.TryStore(stack)) break;
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