LockOn.cs hardpoint rows (Talaria, Core Power, GT 3K, FastBlast+-, Iapyx, not if i see you first, PotaT+-,
Store-All Plus) and LaunchSuppressorCatalogTests' SensorName take the generic names. Product-name literals in
CatalogRoleTests and GenericDesignsCommandTests stay: they are brands, not designs. Does not pass the scenario
tests until the catalog commit renames the designs.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Conflicts: AetherDb usage line (kept master's list plus generic-designs [apply]), Program.cs class tail (kept the
launch-suppressor catalog and GenericDesigns both), GameData/Aetheria.cc taken from origin/master (f1642a12; the
generic-designs apply rerun follows in its own commit). The old-name sweep of the newly landed code follows separately.
This commit does not pass the generic-name tests: the catalog is master's, not yet renamed.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Scenario Briefs (Crossing, Duel, FusedRounds, LauncherAngles, StarvedReactor, WeaponFeel), scenario and test comments and test locals say the design names (Lightning Projector, Light Laser, Cell Blaster, Guided Missile Launcher, Swarm Rocket Pod, Muon Fusion Reactor, Cluster Cannon, Charged Scatter Blaster, Rugged Drive, Racing Drive) instead of the retired brand names; Crossing.PlightRange is ProjectorRange.
generic-designs: the batch carries ExpectUnchanged so every record it does not author keeps its bytes (the plain commit re-encoded four records, dropping SensorData key 7). DesignTexts rewrites Large Drive, Tractor Beam, Smoke Proximity, Smoke Delayed, Smoke Refused and Smoke Refused Charge as tech-node text; the Tractor Beam's old line moves to its product Space Tractor. smoke-rounds' authored text names Light Laser and Charged Scatter Blaster to match.
Tests: NoScenarioBriefNamesRetiredGear, TheCapacitorDesignCarriesItsRoleMap, NoDesignTextNamesAProduct, and a command test that widens every payload and checks apply changes only the three records it authors and restores the rewritten texts.
Not built or run at this commit; GameData/Aetheria.cc is regenerated in the next commit, so NoDesignTextNamesAProduct and the command test fail here.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Scenarios, tests, AetherDb templates and name-keyed maps now resolve designs by the generic names (231 literals in 30 files);
TargetingCatalog's product texts lose the authoring note, Steadfast carries its r3 text, DragOnBreath plight's old design text.
Not built yet; tests that depend on the generic-designs command and new tests follow.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Update(0) checks could not fail and the 40..200 tick window was tuning. The test now asks the hostile's
PassiveInfo for the player's signature against the detection threshold after the first real tick, asserts the
hostile has no track then, pins the facing, and asserts the Track paint's Strength rises. The hostile is staged at
(1500, 3700) facing the player. The unsound comment about the player's sight is corrected.
Builds: not yet verified (verify job follows).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The hostile starts 4000 m ahead with no track of the player; stepped headlessly it
sees the player at tick 81 and paints a Track lock at tick 83. LockOnSituation pins
the staging, the absence of a paint at Update(0), and the lock's bearing and timing.
LockOn.cs.meta is provisional until the Unity compile on Starfire writes its own.
Builds: yes (not yet run; verification follows).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Catalog taken from master (2e2d927a); the branch's catalog change is replayed by the next commit. Scenarios.cs: both lists unioned.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Spec cut-scenarios-belt.r1. Scenarios/Belt.cs stages the Longinus at the ring's edge nearest the origin facing along it; BeltConditions in
BeltScenarioTests.cs pins it. Built and tested through ygg-verify in the next commit's verification.
The catalog gains Smoke Proximity, Smoke Delayed, Smoke Refused, Smoke Refused Beam and Smoke Refused Charge (AetherDb smoke-rounds apply), none with a product. Seeds 108, 109 and 110 stage the demo's cast with the Smoke Test Hull; SmokeRoundsScenarioTests pins their conditions and that no smoke weapon is offered. Design and arenas land together so the census never sees an uncarried design. Not yet run: the verification job.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
LoadoutGenerator.SoldHulls is the one definition of the hulls HasHome considers (a hull some product sells); AvailableProducts and the
tests read it, so the product-less test hull gives no gear a home. TheSoldHardpointGearWithNoHomeToday describes production again.
SmokeHullCommandTests pins each added hardpoint's firing arc, armour and shape; ArcsFlanks asserts the flank hulls abeam from the
player's facing within 5 degrees; Arcs' Turret moves to (600,300). Not yet built or run at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 1x1 Ballistic side mount tripped IsFilledByAgreesWithACellOracle (Shape.FitsWithin never places a
design whose only cell is not its origin, so Takes and the oracle disagree on a 1x1 hardpoint); the
side mounts are 2x2 now, which needs two columns of margin on each side, so every Longinus cell and
hardpoint moves right by two. The two catalog-wide tests that listed every hull now list sold hulls.
This commit does not pass the suite: GameData/Aetheria.cc still holds the previous hull until the
next commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
AetherDb smoke-hull [apply] adds a product-less Longinus copy with a 2x2 Energy and a 2x2 Ballistic
hardpoint past the bow and a 1x1 side mount on each flank. Weapon Feel (seed 107) stages it with
ChargeBlast SG, Autocannon and FastBlast+-; Arcs flies it with a mount on each flank and a Port and
Starboard hull. This commit does not build a passing suite: the scenarios name the hull and
GameData/Aetheria.cc does not hold it until the next commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Crossing (seed 112, demo cast): the Arcs Longinus fit with plight and FastBlast+- under the Fire Control Array, a piloted
hostile Djinni crossing the bow inside 400 m, an unpiloted neutral one at 80% of plight's Range. Djinni Shakedown gains
bare Longinus targets Ahead (inside the generated Djinni's ballistic mount arc) and Abeam (outside it). CrossingConditions
and DjinniShakedownTargets read what each arena staged. Not yet verified on a full-suite run at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ScenarioStage.Cargo resolves one name across equippable and consumable
designs; a consumable is built from its first available product in key
order. Pursuit (seed 111, demo cast) lists last in Scenarios.Tests.
All commits build.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Lands retire-longinusx on master after gear-without-presence. The catalog
is regenerated from master's catalog with retire-longinusx apply (next commit).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
# Conflicts:
# GameData/Aetheria.cc
Tools need interior hull cells (the shrunk shape); (0,4) is an edge cell. The 2x1 array
turned clockwise takes the free interior column beside the cockpit.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Duel, Arcs, Launcher Angles and Starved Reactor fit and place the Longinus
(thrusters, Core Power or MoveOnPro at (2,4), radiators relaid); the modes start
a Longinus (Settings.asset StartingHullName; the Aether multipliers leave it).
The drive's tests, its Steering Axis probe and its Brownout fixtures go with their
subject; ship_cc.py and the live-game checklist drop the drive and the hull.
The drive itself and the catalog records are deleted in the following commits.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Question aetheria-release❓broadside-hull-source is raised on the spec. The Cut5 arc tests now
aim astern so only a solution can fire the gun (the aim used to be zero, which is free fire).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Bears is extracted from PFire; ArcPermitsFire passes on a fused gun, a solution, or a free aim in arc.
Solve flies along Solution's direction. ArticulationPoint loses its yaw clamp and follows a per-group
aim point placed from the group's solution. Arcs gets its new brief; Broadside is new.
Unverified: first commit of the cut, not yet built.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The Pirates hire the player, who is not one of them (ruling player-not-a-pirate);
the base Longinus with its default fit is the start hull (ruling
demo-start-hull-longinus). The hull is named in the script; StartingHull no
longer owns the demo's hull. The Pirates-hull test is replaced by one pinning
the Longinus, its Alakrita maker, a null ship faction and the origin.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
DemoTerminus generates a prelude galaxy of the Pirates, Zhestokost, Lucent Media
and Aeronautics Unlimited with no quest faction, places the gate at the
antagonist's home (Galaxy.PlaceGate: boss zone and exit), and stages the player
in a Pirates hull with the cast's standing. The prelude constructor resolves
every cast name through one refusal that names the field, and places a quest
zone only when a quest faction is named. Release builds list only the demo; the
tutorial and main galaxies join the test arenas in editor and development builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A Scenario is an abstract C# class compiled with the game: Generate picks the galaxy through GalaxyStage (Main or
Prelude, at the scenario's seed, the background noise drawn from the same seed), Stage places the run's first
entities through ScenarioStage (Fit, Bare, Generated, Preset, Player, Place, Cargo), which collects named failures
and admits nothing. RunStart generates the galaxy, the arena under Ambient and admits everything through Zone.Admit,
all or nothing. The aetheria.scenario record, ScenarioShip, ScenarioEntity, RunStart.Check and the null-scenario
branch are cut.
New Game opens a submenu: Tutorial Galaxy and Main Galaxy, then (editor and development builds) Djinni Shakedown,
Starved Reactor, Arcs, Duel, Launcher Angles and Long Haul, each with its brief. MainMenu.Launch is the one way into a
new run; ActionGameManager.PendingScenario carries the scenario to StartGame once.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>