roles-migrate apply, run once: 32 of 51 designs now declare roles (183
stats pointed at the role that governs them; the other 19 designs' kinds
either carry no quality-bearing behaviour at all, or every candidate stat
is authored flat with no observable role-vs-workmanship difference). 28 of
37 products authored matching ProductRole quality; the rest sell an
unrolled design or a design no product sells (Core Power, Industrial
Thermostatic Heater, pswarm, plight -- all already flagged unsold in the
Cut 1 census).
docs/stats-power-cut7-roles.md is the legible review table the map's O7
calls for: every design's roles and which stat took each, grouped by item
kind, plus every product's authored mean/deviation and its basis (one real
brand identity -- Arctica/Alakrita on heat efficiency, from
item-provenance-target.md -- the rest generic placeholders flagged for
operator review).
Verified before/after: AetherDb dangling/station-fit/hardpoint-fit output
is byte-identical; `loadout 1` output is byte-identical (no generation
behaviour moved); census reports 0 designs with roles and no matching
product spread; 144 Aetheria.Shared.Tests pass (was 141); the six-mutation
harness in mutation_tests_stats_power_cut8.py all behave as declared.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Cut 7's gate removal (previous commit) only has anything to curve if some
shipped stat actually declares a PowerSupply term. Checked: none did --
removing the gates would have made brownout invisible (still full
performance at any nonzero grant) instead of graceful.
Added tools/AetherDb's "brownout-migrate [apply]" command (ShieldMigrate's
own dry-run/apply/report shape) and ran it against GameData/Aetheria.cc,
authoring exponent-1 (linear, the gentle default) PowerSupply terms on:
design behaviour stat before after
Arctica RadiatorData pumpedHeat 3 -> 4
Iapyx RadiatorData pumpedHeat 1 -> 2
Large Drive ThrusterData thrust 2 -> 3
OK Disperser RadiatorData pumpedHeat 3 -> 4
Skiron RadiatorData pumpedHeat 1 -> 2
Traction AetherDriveData torque 3 -> 4
cold like my heart RadiatorData pumpedHeat 3 -> 4
deep space burnout ThrusterData thrust 3 -> 4
No shipped ConstantWeaponData record exists yet, so ConstantWeaponData.Damage
has nothing to author against; the tool still targets it for whenever one
ships. None of the four targeted fields is a power-request field
(StatValidation.PowerRequestFields), so this does not trip
ValidateNoPowerSupplyOnRequest.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
f4d5659d landed with StatValidation's OptimalTemperature-bounds check replaced by
`if (false)`: the mutation harness was running concurrently against this same file
and a `git add`/`git commit` caught it mid-mutation. Restores the real check. Caught
because the harness's own "not yet reached" scars in doctrine are what prompted a
by-hand recheck of the just-committed diff rather than trusting the terminal output
that said 80/80 green a moment earlier.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Migrated by a two-phase scratch console (neither kept): phase A dumps the
four retired exponent fields plus a curve fit (peak, optimum, near-peak
band) from the pre-Cut-1 code; phase B applies them as declared StatTerms
and authored OptimalTemperature/PlateauWidth under the new schema, in one
Commit, refusing to write anything if a single record fails to resolve.
348/348 stats and 51/51 EquippableItemData records migrated; zero
failures. AetherDb's census/factions/dangling/station-fit/hardpoint-fit/
loadout-1 are byte-identical before and after (captured with the matching
pre/post binary against the matching pre/post catalog, since neither
binary can open the other's catalog shape -- the pre-migration catalog no
longer opens under the new code, confirmed and explained in the report).
37 items fitted from an authored curve; 14 had none and got a full-range
plateau (reproducing the old "always full performance" behavior exactly).
281 of 348 stats evaluate identically at quality .5/full durability/optimum;
67 diverge upward (toward Max), the intended balance change Cut 0 flagged --
max delta ~73 units on a 750000-1750000 stat. Full table:
docs/stats-power-cut1-migration.md.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Cut 2 of docs/addressables-cut.md. The asset move (git mv
Resources/{Prefabs,Schematics,Sprites/Icons} -> Content/...) and the
UnityHelpers.cs deletion already landed in 1fdf8151, picked up by a
concurrent session sharing this working tree; this commit is the rest
of Cut 2 landing on top of that shared state, atomically:
- Bump CultLib to cultlib-unity-v1.0.60 / caching-unity-v1.4.0 (both
45c2f40) in Packages/manifest.json, packages-lock.json and
Directory.Build.props, together with the 8 ServerShared
[CultInspectorAssetPath] usages becoming [CultInspectorAssetGuid] -
the .NET and Unity sides move together or nothing compiles.
- Assets/Scripts/EngineAssets.cs replaces UnityHelpers: loads an
Addressables key (bare GUID or guid[subAsset]) synchronously,
loading the GameObject and taking the component for the four sites
that load a component. ActionBarSlot, EntityInstance, ShipInstance
and ZoneRenderer call it instead of Resources.Load/UnityHelpers; the
inline "Assets/Resources/" prefix strips are gone with them.
CultCacheDrawers' schematic preview goes through
AssetDatabase.GUIDToAssetPath first.
- Assets/Scripts/Editor/EngineAssetCheck.cs validates every stored
[CultInspectorAssetGuid] value: 32 lowercase hex, resolves to a file,
is addressable, and satisfies its member's consumer-type contract
(Texture2D for icons/logos/schematics, a GameObject with the right
component for prefabs) - table-driven, so an attributed member with
no row fails loudly instead of being skipped.
- GameData/Aetheria.cc: the scratch migration (Aetheria.Shared + the
pinned CultLib revision, a throwaway console app, never landed)
walked all 138 attributed field slots across 180 documents,
rewriting the 30 non-empty Resources paths to their .meta GUIDs -
108 stayed empty, 0 unresolved, matching the map's census exactly.
Verification: dotnet test tests/Aetheria.Shared.Tests 61/61 green
against CultLib 45c2f40; Unity 6000.3.24f1 batchmode compiles clean;
EngineAssetCheck.Run passes all 30 stored references; the map's
negative greps are clean; tests/mutation_tests.py's 5 mutations (wrong
type, non-addressable, random guid, an old path, and an untabled
attributed member) are all caught and named, the control case and the
post-revert recompile stay clean, and the catalog/source are restored
byte-identical afterward.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Probe Q3's body: re-upsert every stored ItemData with its own key in one
commit, through a throwaway scratch console (not part of the repo). Every
record schema-migrated from key 3 (Manufacturer) as an ignored extra slot
after the field's deletion; the rewrite clears that, matching the probe.
115 ItemData records rewritten, 12,686,267 -> 12,683,061 bytes. Reopening
reports 0 ignored-extra-slot migrations across all 180 stored records.
AetherDb factions/dangling/station-fit/loadout-1/hardpoint-fit are byte
identical before and after; census is also identical, because every design's
old Manufacturer field already agreed with the product that sells it (probe
Q1: 0 designs with more than one maker, 0 unset-maker products).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The previous commit replaced the ignore line for GameData/PlayerSettings.msgpack
with run.cc and player.cc, and `git add -A` then picked up the operator's local
settings file. Q10-2 A discards that file; it was never tracked before. This
removes it from the index only, so `git ls-files GameData` matches Cut 9 again.
The working copy is left for the operator to delete.
Builds: headless. Unity does not build yet (see the previous commit).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
AetherDb's one-off boss hull command becomes `dangling`: it walks every
catalog record's CultRecordRef members by reflection (plain refs, list and
array elements, ref-keyed dictionary keys, nested [MessagePackObject] and
[Union] values), prints each ref that resolves to nothing as
`<record> <DeclaringType.Member> -> <key>`, and with `clear <Member>` unsets
those refs or removes those dictionary keys. Dry run unless `apply`, which
alone opens the catalog writable and lands every changed record in one
Commit. Faction.BossHull stays clearable through it.
Ran `dangling clear CompoundCommodityData.DemandProfile apply` (operator
ruling, option B): 3 keys removed, 2 on Mouth Adapting Gummy Molars and 1 on
Neural Lace, pointing at the deleted Conscientiousness and Neuroticism
attributes. `dangling` now lists exactly the three WeaponData.AmmoType refs
(DeathCluster, FastBlast+-, pretty pretty bang bang), left for the operator's
Studio click-through. census, factions and hardpoint-fit are byte-identical
to the Cut 9 captures. The commit rewrote Aetheria.cc in 1.0.59's canonical
unset-ref form.
Builds: headless.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
AetherDb gains legacy-census and a one-shot import (tools/AetherDb/Import.cs,
deleted by Cut 10). The import rewrites each legacy [tag, payload] record by
the target type's [Key] shape: slot 0 Guid becomes the record key and nil,
CultRecordRef members and DatabaseLink wrappers become D strings, the all-zero
Guid becomes nil, StatModifierData.RequireBehavior keeps the simple type name.
All 180 records land in one Commit; a second import refuses.
InputLayout moves to the catalog (Q9-1 A), with the test fixture seeding it
while the catalog is writable. GameData/*.cc is LFS, GameData/*.lock ignored.
The legacy msgpack and ansi104.json sources are removed.
Imported: SimpleCommodityData 13, CompoundCommodityData 51, GearData 25,
HullData 3, NameFile 12, Faction 12, PersonalityAttribute 3, CargoBayData 4,
DockingBayData 1, WeaponItemData 18, FactionProductData 37, InputLayout 1.
Six refs dangled already in the legacy data and are preserved as authored.
The Key(0) precondition checks only the Guid-slotted tagged types; InputLayout
is imported bare and keeps its Key(0).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Eight factions pointed at one boss hull GUID that no longer resolves,
shared wreckage from the database loss. PlaceFactionsMain gives a boss zone
to every faction carrying a BossHull, so each dangling link claimed a
chokepoint that could never spawn a boss.
AetherDb.Open no longer registers the name file store. CultCache subscribes
Add to a store EntryAdded, MultiFileBackingStore.PullAll re-emits what it
loads, and Add pushes to that type store, whose Push writes a file: opening
the cache rewrote all twelve name files, 4.4 MB, on every command. They were
byte identical, and it only surfaced as an error because Unity had one of
them memory mapped. Name files now load only on request, and the scope doc
records the underlying smell.
Adds commands: factions, clear-boss-hulls, save, loadout (runs the real
LoadoutGenerator against every hull), hardpoint-fit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
One product per design that carried a manufacturer, keeping its name,
description and maker. No design has roles yet, so every stat still reads
the item own workmanship and behavior is unchanged.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The centered 4x4 reactor left no 4x4 interior block free, so the only
docking bay could never fit and every non-tutorial station threw
InvalidLoadoutException. Edited by the operator in the database tools.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>