Commit graph Aetheria/Assets/Scripts/UI
Author SHA1 Message Date
Meta Vens
f6c0d24dba One aim slot holds an item or a mount; the cycle covers every located mount
Entity.AimedAt (AimTarget: a revealed item or a believed mount) replaces
TargetItem. Two writers, TrySelectTargetItem (IsRevealed) and TrySelectMount
(in LayoutOf, not seen destroyed); ResolvedAim re-validates both on every read.
AimCycle is SchematicRows' enemy rows minus mounts in the observer's
seen-destroyed record, written only in Sense through PerceivesDestroyed.
SchematicRows drops its covering filter. IsLocated and AimsAtMount are deleted;
PendingShot.AimedMount and Silhouette's HardpointData mount replace the bool.
The cycle key calls Entity.CycleAim; the schematic marks read ResolvedAim.
Entity.ToString names an entity (follow-up entity-formats-safely).

The slot is AimedAt, not Aim: Entity.Aim is the pilot's pointing direction.
Not yet built or run; ActionGameManager and SchematicDisplay are uncompiled
without Unity.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 04:42:38 +02:00
Meta Vens
095efacd79 Layout-aim: an identified hull shows where its mounts are; a located mount can be aimed at
TrySelectTargetItem and ResolvedTargetItem gate on FireControl.IsLocated (an item seen to act, or one on a mount of the
believed hull's layout) instead of IsRevealed; Combat keeps IsRevealed. Entity.LayoutOf derives the layout from the
Contact profile; SchematicRows appends a mount row per unclaimed hardpoint. A mount aim centres on the mount's cells and
is frozen per shot (PendingShot.AimAtMount). The cycle runs over located items, the schematic renders mount rows and
marks through SchematicRow.Marks. Not yet built or tested.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 00:17:14 +02:00
Meta Vens
b14d609cae 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>
2026-10-14 21:11:37 +02:00
Meta Vens
7b12fbe417 Bearing markers for remembered hostile contacts, labelled with their claimed classes, and a sweep flash per ping
Entity.RememberedHostiles and ClaimedClasses derive from the book; music and the new markers share RememberedHostiles. Markers sit on the remembered bearing, never the subject's position; Search warnings are collected per tick into sweep flashes. Unity code is not compiled in this commit's verification (dotnet tests only).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 13:54:43 +02:00
Meta Vens
5e0ec92509 Damage falloff: effective range and damage at max range replace DamageCurve
WeaponData.RangeFactor is the one function of damage over range: 0 outside
[MinRange, Range], 1 up to EffectiveRange, one lerp to DamageAtMaxRange.
DamageCurve (key 7, retired) and its formula parameters, CurveField's
BezierCurve path, and every fixture curve line are deleted. Fire freezes
damage times the factor at BurstReach; the AI's DPS reads, Combat's optimum
sampling and the properties panel chart read the same function. AetherDb
gains range-falloff (command only; the catalog is re-saved in a later commit).
Cut and wiring land in one commit rather than two; this commit has not been
built yet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 02:16:04 +02:00
Meta Vens
b836af4850 Merge origin/master into loot-3 (second) 2026-10-13 23:30:23 +02:00
Meta Vens
a345bd3dcb Loot 3 fix1: the loot-3 findings' fixtures, and the held-pose curve has one owner
PickupTests: TheBeamTakesFromWhicheverBayCanStore is a theory over which bay is full.
CapabilityPresentationSmoke: tracked ship's hull hit is drawn; a beam above the held point stays on the ground plane; a grab at the beam keeps its aim; the other entity's grab reaches its own bound beam and not this one.
FloatingItemsDrawnSmoke: a held item's label comes up; the test scene's stand-in pose equals the zone's held pose.
Zone.HeldPull is the one smoothstep of the held pose; FieldDriver's tendril and FieldTester's stand-in call it (FieldTester.PulledPosition, PullProgress), deleting the two copies.
All commits build (Unity compile and both smokes green).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 22:25:49 +02:00
Meta Vens
90294e0fef EW 2 fix: the enemy schematic's rows, claimed class and range label are derived in ServerShared
Entity.SchematicRows(subject) owns which weapon rows a schematic shows, each row's item and
claimed design, and its range (own ship: live; any other: the claimed design's rated range).
SchematicDisplay renders SchematicRow and decides nothing. Headless tests cover default-to-truth,
a weapon claimed as another weapon, a weapon claimed as a non-weapon, own rows, and the rebuild key.

Builds on the Shared side not yet verified at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 20:21:15 +02:00
Meta Vens
48b42992ee Loot 3 group A: the grab is presented, not simulated
IGrabPresenter.Grab(GrabEvent) only; the binder's Transform and velocity resolvers go. TractorBeam
presents a running grab (aims at Started's TargetPosition, emits at Power, dark otherwise). FieldDriver
draws its tendril from GrabEvents alone with a real-time phase clock over each event's PhaseDuration and
writes no transform and destroys nothing; its grab times move to FieldTester, now the scene's stand-in sim
that owns its pickup's timeline and pose. ItemPickup keeps its label lit while held. ImpactPresenterSmoke
becomes CapabilityPresentationSmoke with a grab section; its two untracked-ship expectations follow
DrawsAt since contact-hud. Builds (Unity 6000.3.24f1 batchmode: smoke ok, scene opens, no missing script).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 18:43:15 +02:00
Meta Vens
76aeeabfca EW 2: claims ride the act into the book; schematic and AI classify from them
Signature, ActiveEmission and Reveal carry Claimed (the class the ship's EW claims for the item, the true item's data by default); Entity gains the claim slots and one write port; Contact gains Profile, derived from the ship's claimed hull once Identified; Entity.RevealedWeapons is the one classifying read for weapons. Combat and the enemy schematic read it; their reads of the target's live gear are cut. Weapons rate by their claimed design (ew-claim-weapon-measure-ruled, rated-design): WeaponData.RatedRangeDamagePerSecond runs the same per-kind formula as the live weapon. Aim, damage and physics keep the truth.

Not yet compiled or run at this commit; the Unity-only SchematicDisplay is unverified.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 18:17:14 +02:00
Meta Vens
16466b148a Merge cut contact-hud (Soul verdicts cut-contact-hud.s1, .s2) 2026-10-13 08:48:13 +02:00
Meta Vens
4708a71a67 contact-hud: the HUD reads the player's own ContactOf and book; TargetedBy and the spotted blink go
Selection is nothing the selected ship can sense: TargetedBy, TargetedByCount, their subscriptions and the music
read of them are deleted. Indicator fills, the target panel, the compass, music and the enemy schematic rows now
read CurrentEntity's ContactOf / RevealsOf / RevealedSubjects (new, the book's keys); the schematic rows are built
by one builder from the book and rebuilt when the revealed set changes. Impact hull effect and projectile hit
effects at another ship's position draw only through ActionGameManager.DrawsAt (the player's own ship or a Tracked
contact). Builds untested in Unity at this commit; tests NothingReadsSelection and RevealedSubjectsListsTheBook.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 07:13:55 +02:00
Meta Vens
5aa989abbf Pickup is a capability: PickupData/Pickup run a timed grab through Zone's hold API and TryPickUp (group A, sim)
GrabEvent carries a FloatingBodyId; Zone gains TryHold/SetHeldProgress/Free and places a held item instead of
integrating it; Entity.TractorPower is derived from Pickup.Power and TractorCommand is the pilot's input
(ActionGameManager writes it undamped, the Time.deltaTime ramp is deleted). Binder and FieldTester change the
delegate type only. PickupTests and a save round-trip pin for the player's zone index.

Group A builds; no beam is on any generated ship until group B.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 05:00:22 +02:00
Meta Vens
97d94ecfae Present landed impacts: shield ripple, hull reaction and camera kick through one ImpactPresenter
ImpactPresenter (bound on every EntityInstance by SetEntity through the one CapabilityPresentationBinder) renders
feedback-1's absorbs: Feedback.Cue decides intensity and shake, DrawAhead.Carried the drawn point; a hull absorb
spawns ImpactFeedback's pooled effect under the instance, and a cue with shake raises a Cinemachine impulse.
ShieldManager ripples on a Shield-layer absorb. MainMenu gains a Screen Shake slider that persists on Back.
Editor: WireImpactFeedback (scene wiring, scene diff in the next commit) and ImpactPresenterSmoke.
Unity batchmode compile 0 error CS; ImpactPresenterSmoke exit 0. The scene is not yet wired in this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 21:10:04 +02:00
Meta Vens
16ed52d890 Merge cut feedback-1 (Soul verdict cut-feedback-1.s3)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 20:30:02 +02:00
Meta Vens
8adda0b3de FireControl publishes every landed impact on the receiver's Capabilities; Feedback.Cue and DrawAhead.Carried
AbsorbEvent gains AbsorbLayer. Entity.Capabilities, four publish sites in ApplyDirectHit and Detonate (each before the damage it reports), Feedback.Cue, DrawAhead.Carried (Impact delegates), PlayerGraphicsSettings.ScreenShake. Not yet built or tested; tests follow in the next commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 03:58:34 +02:00
Meta Vens
c212ec0232 Reveal book: no scratch holds a departed entity, a destroyed lit gun is refused at the gate, one IsDestroyed rule, departure and allocation pins
Not verified yet at this commit (build and tests run next).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 02:20:46 +02:00
Meta Vens
284231f4c1 Merge origin/master (2403a5f3, gear-without-presence) into eureka/aetheria-release-retire-longinusx
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
2026-10-08 18:59:38 +02:00
Meta Vens
ace8171929 Merge origin/master into eureka/aetheria-release-product-titles 2026-10-08 16:27:49 +02:00
Meta Vens
7f700d3c78 Items are titled by their product: ItemManager.Title, read by every title site
Title derives the brand's product name and falls back to the design name.
The trade list, buy dialog and properties title read it; the product name
line leaves the properties body. Build not yet verified at this commit.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-08 14:34:47 +02:00
Meta Vens
2cfdc72853 Delete the aether drive: behaviour, union 12, hardpoint type, aggregates, settings, presenters, prefab
AetherDriveData and AetherDrive, Union(12) (now a retired-do-not-reuse comment, as 26 is),
HardpointType.AetherDrive (last member, nothing shifts), Ship's drive sets, aggregates and
Axis write, the five request-field rows, GameplaySettings Aether multipliers, ShipInstance's
drive particles, SchematicDisplay's RPM display and AetherDriveUi, the undock refusal's drive
clause, the drive prefab and material, and AetherDb's drive roles and brownout row. The
design is kept at parked/aether-drive.
Adds EveryShippedShipHullHasATopSpeed. ARPG.unity still holds stale serialized references to
the removed SchematicDisplay fields and the RPM Display object; the next commit removes them.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-08 14:04:28 +02:00
Meta Vens
e3a457793b Merge eureka/aetheria-release-boss-gate (with eureka/aetheria-release-demo-galaxy) into master
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 14:03:32 +02:00
Meta Vens
68d80968e8 TradeMenu: the Price column shows and sorts by StationServices, and buys go through TryBuy
The column's sort key was the raw design price; it is now the shown price, the sell price while selling. Buy affordability and the credit charge move to StationServices.TryBuy, so a purchase costing exactly the credits held succeeds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 00:47:08 +02:00
Meta Vens
787715ad4a TradeMenu prices every buy through StationServices.BuyPrice; the list column, the quantity cap, the check and the charge agree
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 22:56:06 +02:00
Meta Vens
dd0253c45e Demo Terminus: a compiled scenario stages one fixed-cast prelude galaxy whose antagonist's home is the gate
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>
2026-10-06 19:32:02 +02:00
Meta Vens
c204397cb0 TradeMenu sells and repairs through StationServices; credits seed from the stage or the save
The hardcoded credits initializer and its stale scene serialization go. Buy charges the hull price it checked. Sell is a
mode of the trade list over the selected bay; Repair is a foldout option for the docked ship.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 19:30:34 +02:00
Meta Vens
8a1e205cf0 A new run replaces the saved run only once it has staged; a failed start says why and leaves the saved run
Launch cleared the run store before generating, and a generation or staging failure only reached the log: the
Generating Galaxy dialog stayed up, StartGame threw, and the saved run was already gone.

RunSave.Replace runs a start with the saved run still stored: when it returns a staged run the saved run's records go,
and when it returns null or throws, only the records it wrote (the arena's orbits and bodies) go. StartGame's
new-run branch is StartScenario, chosen by PendingScenario rather than by the absence of a SavedGame; it mints into an
empty ledger, and a failed start clears CurrentGalaxy (so quitting saves nothing) and refuses on the main menu with
every failure. Launch no longer clears; a galaxy that throws is refused on the title menu. The menu offers Continue
whenever no run is live, which replaces MainMenu.InGame (cut, with its prefab value and scene override), so a
failed start can resume the saved run in place.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 22:03:50 +02:00
Meta Vens
d0782a7d14 Every new run is a scenario: the script harness, the tutorial and main galaxies as scenarios, the New Game submenu and six test arenas
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>
2026-10-03 20:33:55 +02:00
Meta Vens
8a0a29e0de Galaxy.IsPrelude is the one owner of whether a run is the prelude: ActionGameManager.IsTutorial and PlayerSettings.TutorialPassed are cut
IsTutorial duplicated Galaxy.IsPrelude; its readers read CurrentGalaxy.IsPrelude, and RunSave.Capture writes
SavedGame.IsTutorial from galaxy.IsPrelude with no isTutorial argument. TutorialPassed was never written and its only
reader was New Game's unreachable main-galaxy branch, which goes with it (S2 brings the main galaxy back as a
scenario). spawnturret's two identical generator branches collapse to one. Old player.cc files still load.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 20:26:30 +02:00
Meta Vens
6709b06e2e Ship preload: a mod ship that fails to load or assemble is skipped, not fatal
PreloadAsync rethrew on the first failing hull, so one bad package faulted
Loading and no mod ship could spawn. Each hull now loads in its own try: a
failure destroys its partial visual, is logged with the hull's name, and the
rest still preload, as Compose skips a bad package. The play smoke installs the
package beside a broken sibling that composes but cannot assemble (its map icon
moved onto a meshless muzzle node) and proves the sibling has no prototype while
the good ship spawns.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:38:35 +02:00
Meta Vens
54917bb39d Ship S2 fixes: structural anchors are not mounts, mod presets refused, one bad mod never bricks the boot
- Validate: a hardpoint's anchor role is fixed by its type (thruster-emitter, radiator-mesh, else articulation); ShipModPlan's
  duplicate role check is deleted.
- Loadouts.Commit refuses a preset naming a mod design (mod-hull:/mod-ship:), so the shipped catalog never references a mod.
- Compose quarantines each package: a bad package is excluded and named, a collision excludes every package involved; the
  game boots on the rest (or the shipped catalog) and the main menu lists the exclusions.
- RequireDesigns refuses a save with a null item or lot instead of throwing NullReferenceException.
- Tests: per structural role, muzzle id ties, every slot/zone/lot in RequireDesigns, listing order, exclusion cases.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-09-30 08:30:52 +02:00
Meta Vens
460bb85ed0 Ship S2: the game composes and loads mod ships
Boot opens the derived catalog when GameData/Mods holds packages
(ShipModCatalog.ResolveCatalog), preloads each hull's GLB into an assembled
inactive prototype (ShipModShips), and LoadEntity clones it when the hull names
a Visual. ShipModPlan decides which anchor fills which ShipInstance slot; a
ShipModTemplate prefab carries the shared effects. Continue refuses a run that
names a design the catalog no longer holds (RunSave.RequireDesigns).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-09-30 06:43:52 +02:00
Meta Vens
18e12d81ce Merge master (fire control 12) into codex/moddable-ships 2026-09-30 02:21:09 +02:00
Meta Vens
f935c29b4b Fix console text input and route give through ship commissioning
- ConsoleView appended the control characters text input delivers (\b, \r),
  so Backspace inserted a glyph and Enter's \r got every command refused
  since d503f076 made the parser refuse instead of strip. Control characters
  are no longer text; Backspace deletes like Delete.
- give reports an unknown name or a full cargo bay. A ship hull is refused
  unless docked, and when docked is commissioned through
  ActionGameManager.CommissionShip, the primitive TradeMenu.Buy now uses: a
  bare player ship moored at the docked entity, no docking bay. Non-ship
  hulls are refused.
- Record play smoke results for steps 3-6 and the docking bay finding.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 01:04:11 +02:00
Meta Vens
24c2964046 Preview typed mod ship visuals and captured LineArt in Unity 2026-09-26 19:10:44 +02:00
Meta Vens
04c0943fa0 Wire subsystem selection and reveal into player input and the HUD
A new "Cycle Target Item" action (hand-authored into Aetheria.inputactions;
no Unity editor here to regenerate AetheriaInput.cs, so ActionGameManager
looks it up by name through Input.asset.FindAction instead of a typed
accessor) cycles the local player's aim point among the current target's
revealed items via TrySelectTargetItem. SchematicDisplay's enemy view now
filters to what FireControl.IsRevealed actually resolves for the viewer,
and marks whichever row is the current ResolvedTargetItem through a new
SchematicListElement.SelectedIndicator (unwired in any prefab yet -- a
no-op until an editor pass assigns one).

Presentation only; decides nothing. Unverified here -- Unity batchmode
is unavailable in this environment.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 13:02:54 +02:00
Meta Vens
05b5a209db Cut 1: terms replace the four fixed exponents; R-heat
PerformanceStat's four fixed fields (HeatExponentMultiplier,
DurabilityExponentMultiplier, QualityExponent, FromRole) tombstone into a
declared List<StatTerm> (source + exponent + role), walked by the one
evaluation path Cut 0 unified. A stat with no terms resolves to Max (the
same identity a stat with all-zero exponents already produced), so the
migration is exact: a zero multiplier becomes no term, not a term with
exponent 0.

R-heat (operator, docs/stats-and-power-cut.md): EquippableItemData's
HeatPerformanceCurve (a BezierCurve, plus the 100-sample scan that inferred
OptimalTemperature and its cache) is retired in favor of an authored
minimum, maximum, optimum and plateau width, with linear falloff outside
the plateau. StatValidation refuses an optimum outside its bounds or a
negative plateau width, loudly, at catalog load. The plateau's consequence
rides along for free: Wear's thermal term is pow(ThermalPerformance, ...),
and Performance() now returns exactly 1 across the plateau, so a
well-managed item takes wear only from deltaTemp there -- the
operational-lifespan lever the operator asked for.

ConsumableItemEffect's progress-through-duration substitution for "heat"
becomes its own StatSource (ConsumableProgress) rather than an unconditional
override applied regardless of what a stat declares.

Tests: LoadoutTests' four PerformanceStat-shaped fixtures rebuilt against
Terms/authored heat fields; HeatResponseTests.cs (new) pins load
validation, the plateau shape, and the three wear-lever claims (held
inside takes no thermal wear, held outside does, a fast swing across still
wears) each under its own mutation in tests/mutation_tests_stats_power_cut1.py
(new, 10 rules including a no-op control; all pass).

64 pre-Cut-1 tests still pass unmodified; 71 total with the 7 new ones.
Unity batchmode: 0 error CS. ShieldPanelCut1Verify and Cut2Verify pass;
Cut3Verify fails with an unrelated pre-existing "Kernel 'KInit' not found"
compute-shader error, reproduced against Cut 0's own landing state with no
shader/compute file in this diff -- flagged for Soul, not fixed here.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 17:18:06 +02:00
Meta Vens
f839631334 Cut 0: MainMenu takes a run-owned copy of the background settings
MainMenu.cs wrote NoisePosition directly onto the shared authored
SectorBackgroundSettings/TutorialBackgroundSettings objects on every New
Game. Once settings are a catalog global that write lands on the cached
record. Take a MessagePack round-trip copy before searching and seeding
Galaxy; the authored object is never assigned (settings-globals-cut.md 1.4,
Cut 0).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 18:22:41 +02:00
Meta Vens
0c2da217f3 Cut 0: give Entity its own EntitySettings copy, delete the duplicate copies
Entity's constructor now takes a MessagePack round-trip copy of the settings
it is given, so no entity can alias GameplaySettings.DefaultEntitySettings.
That makes ActionGameManager.NewEntitySettings and EntitySerializer.Unpack's
null-coalescing copy redundant; both are deleted, and TradeMenu buys a ship
straight off the template (Entity's ctor copies it).

EntitiesDoNotShareDefaultEntitySettings pins the invariant: writing
ShutdownPerformance on one ship must not move the default for a sibling or
the template (settings-globals-cut.md, Cut 0).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 18:22:22 +02:00
Meta Vens
807c4fab7e Drive the field shield test scene by publishing capability events
FieldTester now owns a CapabilityEvents instance and stands in for the
capability source the simulation doesn't have yet: it publishes AbsorbEvent
on click (cycling DamageType so the operator can see how a type-aware
presenter would behave), GrabEvent(Started) on pickup click, MeleeEvent on
the Melee button, and a ThrustEvent every frame from input -- FieldDriver only
ever reacts through CapabilityPresentationBinder. The damped push/twist state
that used to live directly on FieldDriver.Push/FrontTwist/RearTwist now lives
in FieldTester and is applied through the event instead.

Adds a CapabilityPresentationBinder component to the field object in
FieldShieldTest.unity, alongside the existing added ClickableCollider
component on that same prefab-instance GameObject (same pattern, no
serialized fields to wire). Scene behavior is unchanged: hits, melee, pickups
and flow all look and act as before.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:36:54 +02:00
Meta Vens
415f8e1152 Add the lot ledger and mint every crafted instance through it
Quality, Ingredients and Product leave CraftedItemInstance; a unit now
carries only a LotId into the run-scoped ProvenanceLedger. ItemManager
gains the one lot-minting path (CreateLot/CreateInstance(int)), GetLot,
and Brand(), which derives a maker and product from provenance instead
of a stored field. RunSave persists the ledger pruned to what the saved
zones' entities still reach; the live ledger is never pruned, so a
floor pickup collected after a save still resolves. CopyBuild is gone:
matching hardpoints now share the same lot instead of copying values.
PropertiesPanel shows the derived brand where the design's manufacturer
used to be. AetherDb's census flags duplicate (maker, design) products
and its save command checks every crafted instance's lot against a real
run store.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 04:16:23 +02:00
Meta Vens
69801bbb2c Delete the re-mint path and the dead debug menu
Cut A of docs/item-provenance-cut.md. TradeMenuDebug.cs was dead (its
script GUID appears in no scene/prefab/asset and no other .cs names the
type). ItemManager.Instantiate and CreateInstance(SimpleCommodityData,
int) re-rolled quality and dropped provenance on every load; nothing
outside EntitySerializer called them once the instantiate parameter is
gone. EntitySerializer.Unpack/Restore no longer thread an instantiate
flag, so Temperature and Armor are restored unconditionally like every
other caller already got. The starting ship and spawnturret now keep
what the generator built instead of re-minting.

Verification: Aetheria.Shared, tools/AetherDb build green against
CultLib a0813c6; tests/Aetheria.Shared.Tests 29 passed (unchanged); the
four negative greps in the map are empty. Unity compile is still owed
(the editor is open on this project; batchmode was not run per
instructions).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 03:42:12 +02:00
Meta Vens
d503f076e1 Capture presets through their own cache; keep the catalog read-only
Opening the process cache's catalog writable in the editor was the wrong cut.
It made catalog read-only only by convention, so a stray catalog write in play
succeeded and a later flush could land play-mutated instances in Aetheria.cc.

- The process cache opens the catalog read-only in every build again, so the
  missing-global check runs for it as it did before db83cd29. The writable
  empty-seed exemption from ab4ced0f stays for AetherDb and fixtures.
- Loadouts.Commit(catalogPath, loadout, replace) is the only preset writer. It
  opens its own short-lived cache over the catalog, writable, commits the one
  preset conditionally on its key and disposes it. No other cache or instance
  is touched. The running game sees the preset only after the catalog reloads.
  CultLib at a0813c6 allows this: a read-only single-file store takes no lock
  and holds no handle, and the writer's commit takes the exclusive sidecar
  <path>.lock and replaces the file atomically.
- Capture refuses, writing nothing, when Aetheria.cc is missing (it never
  creates the catalog), when a preset of that name exists under another key
  (CultCache does not reject duplicate names on write), or when the key holds a
  preset and replace is not given.
- The console refuses a command with any character outside letters, digits,
  spaces and hyphens instead of stripping it, so "Mk.II" can no longer become
  "MkII". capturepreset refuses a second argument other than replace, so an
  unquoted capturepreset My Ship refuses instead of saving "My".
- The capture log line says the session sees the preset after a reload, and
  that a Studio session opened earlier overwrites captured presets on save.
- Tests: capture while the process cache holds the catalog read-only leaves it
  unchanged; a missing catalog refuses and creates nothing; a same name under a
  Studio-minted key refuses, with or without replace; a game-shaped read-only
  open missing a global throws. The existing preset tests now commit through
  the catalog path.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 23:32:52 +02:00
Meta Vens
db83cd290d Make loadouts authored catalog presets with an editor capture command
Loadouts are ship presets (variants) for spawners, not a player feature.

- Route Loadout to the catalog; the player store no longer holds it.
- Materialize takes no credits: affordability, the charge and Loadouts.Price
  are deleted, since only the player menu priced loadouts. Availability,
  key-order product choice, all-or-nothing failures and the weapon-group
  rules stay.
- Delete the InventoryPanel Save Loadout and Restore Loadout entries and
  RestoreLoadout, which also removes its docking-bay overwrite.
- The editor opens the catalog writable in the one process cache, and the
  editor-only console command capturepreset "<name>" [replace] captures the
  piloted ship. Loadouts.Commit keys a preset by name, refuses a same-name
  replace unless asked, and commits conditionally on that key. The single-file
  store then lands only that record onto the file as it is on disk. An
  unconditional commit would re-serialize every live catalog instance,
  including any that play has mutated.
- Tests: capture -> commit -> fresh reopen round-trip, explicit replace with
  no duplicate, and a preset commit that does not persist a mutated live
  Faction. The money-only tests are removed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 23:09:43 +02:00
Meta Vens
1cd6170d7a Decide loadout affordability in Materialize and test weapon-group unequip (Cut 10 fix)
Materialize, which already charges, now also owns affordability: when credits
are below Price it lists "cannot afford <price> credits" and builds nothing.
The restore menu's separate price < Credits check is deleted; the menu still
shows Loadouts.Price and lists Materialize's failures.

Tests: one credit short builds nothing, leaves credits unchanged and lists the
failure. A fixture gun with an InstantWeapon behavior proves TryUnequip removes
the weapon and its item from every weapon group.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:38:16 +02:00
Meta Vens
89667ca4e7 Offer Save Loadout only for a displayed ship (Cut 10 fix)
The option was added for any displayed entity, stations included, and a null
displayed entity threw when chosen. It is now added only when the displayed
entity is a Ship, the same conditional shape as the Restore Loadout guard.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:29:58 +02:00
Meta Vens
5e5c304e37 Make loadout availability a port and move the charge into Materialize (Cut 10 fix)
Materialize takes isAvailable as a Predicate<FactionProductData>; the restore
menu passes LoadoutGenerator.IsAvailable for the docked station, so generation
and loadouts still share one availability rule. Candidate products are ordered
by record key, so "first available product" no longer depends on dictionary
order. Materialize charges Price through ref credits only when it returns a
ship; RestoreLoadout no longer subtracts on its own.

Tests: a slot that resolves but does not fit builds nothing, charges nothing and
is listed; Price is the sum of design prices and is charged on success; the
first available product in key order builds a slot, a later one is used when
the first is unavailable, and none available fails the slot.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:27:03 +02:00
Meta Vens
00f62acc34 Make loadouts player-store design documents built all-or-nothing (Cut 10)
Loadout.cs owns loadouts: the document, capture, save and materialization.

- Loadout ("aetheria.loadout", player store) holds a hull design ref, and
  per slot a hull cell, a rotation and an EquippableItemData design ref,
  plus weapon groups as slot indices. It names no product, manufacturer,
  unit roll, cargo, faction, position or behaviour state.
- Loadouts.Capture records the hull design and one slot per equipped item
  (gear, cargo bays, docking bays). Entity.Equipment also holds the hull's
  own unit (MapEntity adds EquippedHull); that is Loadout.Hull, not a slot.
- Loadouts.Save is the only writer: one Commit to the player store, reusing
  the existing key for the name.
- Loadouts.Materialize is the only builder of a ship from a loadout. For
  the hull and each slot in order it resolves the design and takes the
  first product in catalog order that LoadoutGenerator.IsAvailable (now
  public) accepts, with no any-manufacturer fallback. Every failing slot is
  listed; units are built only after everything resolved, and any resolve
  or fit failure returns null with no ship, no charge and no write.
- Loadouts.Price is the hull design's price plus each slot design's price.
- InventoryPanel: Save Loadout asks for a name (default: the ship's name)
  and saves the capture. Restore Loadout, shown when docked with saved
  loadouts, lists each with its price, debits credits only after
  Materialize succeeds, then docks the ship as before; a failure opens
  "Loadout cannot be built here" with one line per failing slot.

Tests: new LoadoutTests (3): LoadoutRoundTripsThroughAFreshCache,
LoadoutHoldsNoRunOrGalaxyRefs, MissingDesignReports. Each fails with its
rule mutated out. The fixture hull is 3x3, not the spec's 2x2:
HullData.InteriorCells is Shape.Shrink(), so a 2x2 hull has no interior
cell a cargo bay can occupy.

Builds: headless, 14 tests pass, Unity batchmode compile reports no error CS.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:06:06 +02:00
Meta Vens
95e164adce Land RunSave and the one-cache run and player lifecycle (Cut 10)
Owner: ActionGameManager composes the process's one cache. Its CultCache
getter attaches the catalog, GameData/run.cc and GameData/player.cc on
first access, in either scene, and nothing reopens it.

- RunSave (SavedGame.cs) replaces the SavedGame constructor:
  - Capture builds the live run as plain documents and writes nothing. Zone
    contents are `zone.Contents?.PackZone() ?? zone.PackedContents`, so a
    zone generated earlier but not loaded this session keeps its contents
    and its orbit and body records instead of being erased by the next save.
  - Commit is the only writer of SavedGame and SavedZone: one Commit with
    zone i at `savedzone-{i}`, SavedGame.Zones set to those refs, and every
    stored SavedZone outside that set removed. Orbits and bodies staged by
    zone generation land in the same single-file write.
  - Clear removes every run record in one Commit.
- Run begins: New Game's first statement is RunSave.Clear. Run saves:
  ActionGameManager.SaveRun at wormhole arrival and quit. Run ends: Die
  clears the run, then saves settings.
- Run exists only as the run store's SavedGame global: MainMenu enables
  Continue from it (and logs when the run store holds records but no
  SavedGame), and StartGame reads it once to pick the new-run or resume
  branch.
- PlayerSettings: the getter returns the player store's global and, on
  first launch, commits GetDefaultPlayerSettings; it is the only creator.
  SavePlayerSettings commits the instance.
- InputDisplayLayout reads its InputLayout from the catalog by the layout
  asset's name and throws when the catalog has none.

Tests: new RunSaveTests (5): RepeatedSavesKeepRecordCountConstant,
SaveRemovesZonesNoLongerInTheRun, SaveWritesOnlyTheRunStore,
ResumeThenSaveKeepsUnloadedZoneContents, ClearRemovesEveryRunRecord. Each
fails with its rule mutated out.

Builds: headless, 11 tests pass, Unity batchmode compile reports no error CS.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 22:00:27 +02:00
Meta Vens
5c5c3d5e19 Delete the old run, settings, layout and loadout authorities (Cut 10)
The deletion line lands before RunSave, as the spec orders. Deleted, not
demoted:
- PlayerSettings.SavedRun (Key 1 stays unclaimed) and the SavedGame
  constructor that upserted a fresh SavedZone per zone on every save.
- ActionGameManager: the PlayerSettings.msgpack getter, file path and
  writer; the .loadout format (_loadoutPath, Loadouts, SaveLoadout and its
  default-options serializer, the commented loader); OnApplicationQuit and
  SaveState; SaveZone, which had no caller.
- MainMenu's SavedRun Continue branch and both `SavedRun = null` writes.
- InventoryPanel's Save Loadout and Restore Loadout bodies.
- InputDisplayLayout's KeyboardLayouts file reader, ParseJson,
  AssociateInputKeys, SaveLayout and the usings they alone needed.
- AetherDb's Cut 9 importer (Import.cs, legacy-census, import).
- The three-gates note on loading writes; Cut 3 made loading non-writing.
- .gitignore ignores GameData/run.cc and GameData/player.cc instead of
  PlayerSettings.msgpack.

DOES NOT BUILD in Unity: ActionGameManager, MainMenu and InputDisplayLayout
still reference the deleted members until the next commit wires RunSave,
the settings getter and the catalog layout read. Headless builds.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-14 21:51:10 +02:00