Adds a control (no-op) and a red mutation reverting Entity's constructor
to alias its settings argument instead of copying it. Both run against
EntitiesDoNotShareDefaultEntitySettings; the red mutation is killed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
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>
DefaultOverworldSoundbank/DefaultCombatSoundbank/DefaultBossSoundbank/
AmbienceSoundBank and HullHitColor have no reader in Assets/Scripts
(settings-globals-cut.md 1.1).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Atmosphere Settings, Volume Settings, Elysium, Test Galaxy and Icons hold
data for scripts deleted in 2021-2022. Nothing under Assets/Scripts, tools
or tests reads them (settings-globals-cut.md 1.2).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Operator ruling: all settings live in CultCache globals. Unity-serialized
CultMath fields load as zero, which cost mouse sensitivity and the rarity
tier colours. Marks the playground map's fork S as superseded.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
ActionGameManager.Sensitivity was a Unity-serialized public float2, but
CultMath's float2 isn't Unity-serializable, so ARPG.unity's stored value
loaded as zero and mouse look went dead. Sensitivity is a player
preference, so it belongs in PlayerInputSettings (key 2) with the prior
default (-0.001, 0.001) as a field initializer, so a pre-existing player
store missing the key still deserializes to the working default instead
of zero. ActionGameManager now reads PlayerSettings.InputSettings.Sensitivity
directly; no cached copy on the MonoBehaviour. Adds a pinning test that
simulates an old store lacking key 2 and asserts the default, plus a
round-trip test for a non-default value.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
AI-extended material built on Emily Harvey's 2020 tutorial premise (Threefra,
the staged assessment); her text is not reproduced. Beats advance on events and
mark which primitives exist, which are data-only, and which are missing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
CapabilityEventsTests.EachEventKindReachesOnlyItsOwnSubscribers publishes one
of each event kind and asserts every subscriber list holds exactly its own
event -- a subscriber to Absorb must never see a Grab/Melee/Thrust event.
Mutation entry in tests/mutation_tests.py kills a mutant that makes
PublishAbsorb also notify the Thrust stream, plus a no-op control proving the
mutation script's own read/replace/restore path is transparent for this file.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
FieldDriver now implements IAbsorbPresenter/IGrabPresenter/IMeleePresenter/
IThrustPresenter by delegating to its existing AddHit/GrabObject/Melee/Push
fields; it still decides nothing about capability rules, only how they render
(fork L, docs/headless-playground-cut.md). Its own click-to-hit wiring moves
out to whatever publishes AbsorbEvent (the test scene, next commit) since a
presenter should not be sourcing its own capability events.
The private nested GrabPhase enum is renamed to TendrilPhase so it doesn't
collide with the new global GrabPhase in CapabilityEvents.cs; this is the only
behavior-preserving rename, tendril timing is unchanged.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
IAbsorbPresenter/IGrabPresenter/IMeleePresenter/IThrustPresenter let a Unity
component declare which capability events it visualizes without knowing about
CapabilityEvents itself. CapabilityPresentationBinder is the only thing that
subscribes a presenter to its matching stream, resolving a GrabEvent's plain
target handle to a live Transform (and initial velocity) through delegates its
owner supplies, since the engine-free GrabEvent can't carry a Unity reference.
Neither file knows about FieldDriver or any other concrete presentation.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Fork L (docs/headless-playground-cut.md): pickup, impact absorption, melee
blade and propulsion are separate item capabilities that a future simulation
will own; presentations subscribe and decide nothing. This stands up the wire
shape only -- AbsorbEvent/GrabEvent/MeleeEvent/ThrustEvent plus a per-entity
CapabilityEvents source (UniRx Subject<T> per kind, matching the idiom
already used on Entity) -- with no publisher wired up yet. Compiles into the
headless Aetheria.Shared build with no Unity dependency.
AbsorbEvent carries the hit's DamageType (operator, 2026-09-17) so a future
presenter can vary visuals per type; the damage-type mask itself belongs to
the absorb capability's own data and is out of scope here.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
IffAndCombatTests builds a minimal headless world (CultCache catalog, a Ship
hull and a gun with InstantWeaponData, an empty Zone/GalaxyZone) and pins:
override decides outright; clearing restores the derived rule; leaving the
zone clears overrides; the derived reciprocity path can't mirror another
entity's override; grudge triggers immediately whether the mark or the
detection happens second, is detection-gated, is sticky, and never fires for
a player-controlled entity; PerceivedStanceOf is unknown until detected;
Weapon.StanceAllowsFire and InstantWeapon.Trigger refuse to fire on a neutral
target and fire on a hostile one (and with no target at all); LockWeapon
builds lock on the shooter's own stance, not the target's; and
ZoneGenerator.EligibleWandererFactions excludes the owner and nearest faction
(and is empty when neither is eligible).
Adds one mutation per rule to tests/mutation_tests.py, all KILLED against
this HEAD (control still GREEN).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
TargetReticle, TargetNext and TargetPrevious now consider all visible
entities except self (hostile and neutral), not just VisibleEnemies, so a
neutral wanderer can be selected. TargetNearest stays enemies-only (it drives
weapon lock) but now picks the nearest target: it was using MaxBy, which
picked the farthest.
Adds a "Toggle Stance" input action (bound to the N key; report names which)
that flips the player's own stance on the current target between hostile and
neutral via Entity.SetIff -- one button for the whole affordance, per the
operator's request. Also keeps the "iff hostile"/"iff neutral"/"iff clear"
console commands next to the existing ones, since they cost nothing extra
alongside the hotkey.
Fixes the HUD lock indicator's hostility check, which read
Target.IsHostileTo(CurrentEntity) instead of CurrentEntity.IsHostileTo(Target)
-- the same backwards direction as LockWeapon, fixed in the prior commit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Weapon.StanceAllowsFire is the one shared gate: true with no target, else the
shooter's own Entity.IsHostileTo(Target) -- not the target's stance toward the
shooter. It lives on the Weapon base class so every weapon subtype and every
caller (player input, TurretController, AI) goes through the same rule.
Wired at the two places weapons actually start dealing damage:
- InstantWeapon.Trigger (the base for InstantWeapon, AutoWeapon, ChargedWeapon
and LockWeapon/Launcher, all of which route real firing through Trigger).
- ConstantWeapon.Execute's continuous-beam loop, which stops firing (and
raises OnStopFiring) the moment the shooter's stance disallows it.
Also fixes LockWeapon's lock-building condition, which read the wrong
direction (target.IsHostileTo(shooter) instead of shooter.IsHostileTo(target))
-- the same backwards check as the HUD lock indicator, fixed alongside this in
ActionGameManager.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Entity.SetIff(other, hostile?) is the one owner of a runtime-only, per-entity
override (a ReactiveDictionary, not persisted in packs). IsHostileTo checks it
first, but only for the top-level (non-recursive) query: the derived rule's
internal reciprocity check (recursive=true) skips overrides entirely, so one
entity's override can never leak into another entity's own derived hostility.
An override change refreshes EntityHostility immediately via a dedicated
subscription, so dependents (weapons, HUD, grudges) never need a tick to see
it. Overrides are cleared when an entity leaves the zone (existing removal
subscription).
Non-player entities (ships not IsPlayerShip, stations, turrets) hold a grudge:
WatchForGrudge subscribes to another entity's EntityHostility changes toward
this one, plus this entity's own VisibleEntities.ObserveAdd, so a hostile
stance grudges immediately whether the marking or the detection happens
second -- purely event-driven, no per-tick polling. A grudge only takes while
this entity currently detects the marker (VisibleEntities), and once set it
never re-evaluates (sticky; forgiveness is out of scope until a utility-
evaluation pass exists). Player-controlled entities never grudge automatically.
PerceivedStanceOf(other) exposes another entity's stance toward this one for
UI/AI, gated the same way: unknown (null) until this entity detects them.
Known follow-up: leaving the zone clears overrides, which also clears a
grudge. Left as a known gap per the operator's ruling, not solved here.
Of the per-tick derived-hostility refresh's inputs (Entity.cs ~955-964),
PresencePermitted is already a ReactiveProperty; Faction and zone ownership
are not, so converting that refresh to fully event-driven is future work.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
ZoneGenerator now spawns NeutralWandererCount ships (default 2, authored on
ZoneGenerationSettings) from a galaxy faction that is neither the zone owner
nor its nearest faction, using the zone's existing seeded Random so placement
stays deterministic per zone. None spawn when no faction qualifies. The
faction-pool rule is pulled into ZoneGenerator.EligibleWandererFactions so it
is unit-testable without running the full generation pipeline.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Brand()'s ordering by record key was only exercised indirectly, through
a test that gives each candidate product a different maker. Add a test
with two FactionProductData for the same maker and same design, distinct
record keys, asserting Brand returns the one first in record-key order.
Add the corresponding mutant (OrderBy -> OrderByDescending at Brand's
ordering) to mutation_tests.py so a regression there gets caught.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
MakerOf picked the first product for a design from any maker, the same
tie-break Brand() uses to resolve a runtime item's actual attribution.
That made census silently agree with an attribution it has no business
asserting on its own. Census's job is to report what the catalog says,
including when a design has more than one seller.
MakerOf now lists every distinct maker that sells a design (via its
products, manufacturer set), in record-key order, or "(none)" when no
product sells it. The existing duplicate (maker, design) detector is
unchanged. Verified byte-identical `census` output before and after,
since today's catalog has no design with two makers.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>