Commit graph Aetheria/Assets/Scripts
Author SHA1 Message Date
Meta Vens
3fcdc20c00 Merge controls-helm: Ship.Turn is the only facing command; the helm split and face-the-aim
Soul gate closed at verdict cut-controls-helm.s3 (head b644fceb). Merged
under operator ruling aetheria-release:ruling:completed-cuts-merge.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 20:08:31 +02:00
Meta Vens
9f8b3f4536 Merge floating-bodies: the floating body loot and mines share, one gravity law in Zone
Soul gate closed at verdict cut-floating-bodies.s3, head 6299627b, under
operator ruling aetheria-release:ruling:completed-cuts-merge.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 19:19:27 +02:00
Meta Vens
b644fceb24 Turn bound has one owner, the actuators; pin the turn rate and the 90 degree boundary
Ship.Update no longer clamps Turn: Thruster.Axis saturates and AetherDrive.Axis
clamps, which is where the bound is enforced. TurnIsClampedToOne becomes
TheActuatorsBoundATurnBeyondOne and asserts the actuator bounds directly. The turn
rate is pinned against a value computed from each thruster's Torque, Thrust,
TorqueMultiplier and the hull's Mass; the behind-the-hull rule is probed at 85 and
95 degrees.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 19:11:34 +02:00
Meta Vens
d62d44cb99 One gravity law in Zone: ships and floating bodies read Zone.GravityAcceleration
The law ships felt (normalize(f) * strength * (1/(1-|f|^2) - 1), gated at |f|^2 .001) is
now Zone.GravityAcceleration, per second via a 60 Hz reference rate; Ship.Update applies it
times delta, so ships push as before at 60 fps. Zone.GetForce's separate law is gone and
delegates to it. Floating-body drift at 60 fps now matches the legacy GridObject magnitude.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 17:32:53 +02:00
Meta Vens
636ffc92bd Agent.Update writes Turn every tick, so a state that does not pilot holds the hull
Turn is a rate. Combat wrote it each tick and nothing wrote it after the Minion
returned to its root state, so the hull kept the last rate and spun without end.
The pilot tick now writes zero before the state runs; a piloting state overwrites
it with its demand. One writer per tick, no reset in Ship.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 16:23:55 +02:00
Meta Vens
17f5eb7d8c Retire the Unity mine: Mine, MineManager, the Mine Launcher prefab and ShieldManager's mine branch
Operator ruling mines-back-in-sim-asap: delete now, return as a simulation body.
Mesh, materials and BigExplosion stay for the sim-mines presenter. GridObject
stays for the pickups until loot-1 r2. Comments in FireControl.Detonate and
HullCollider drop the deleted callers. Builds not yet verified at this commit.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 15:01:39 +02:00
Meta Vens
38c47d80ed Floating bodies: FloatingBodyId, KinematicBody.Step, Zone.NextBodyId and the three drift settings
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 14:52:12 +02:00
Meta Vens
9116946874 SimulationDice: fmix32 moves out of FireControl, with the structured per-zone dice stream
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 14:52:10 +02:00
Meta Vens
8c5eb5b7c6 Helm split: the Unity-regenerated input wrapper and the metas for Steering and HelmInput
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 12:44:21 +02:00
Meta Vens
5960beb3e7 Helm split, player input: A/D turn, Q/E strafe, Shift holds and Caps Lock latches face-the-aim
The player writes Ship.Turn through HelmInput.Demand, and the FACE AIM mark shows while the latch is
on. Bindings keep their ids so saved overrides still apply; Face Aim and Toggle Face Aim are new
actions, and the wrapper is regenerated to match the asset.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 12:33:22 +02:00
Meta Vens
c86423936e Helm split, simulation: Ship.Turn is the only facing command; LookDirection becomes Aim
Ship.Update reads Turn and feeds the rotation thrusters and aether drives; it no longer reads the
look direction or snaps Direction toward it. Steering.Toward is the one law from heading to demand
(a heading astern now turns at full demand). HelmInput owns the face-the-aim state. Accelerate,
Combat and MoveTo write Turn through Steering.Toward. Entity.LookDirection is renamed Aim in the
simulation, the Unity readers and the tests. Unity player input follows in the next commit.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 12:33:20 +02:00
Meta Vens
73dd96be00 StationServices: a repair share is never below the sell value it adds, rounded in the sell price's own function
Selling floors price * fraction * condition in doubles while repair ceilinged a separate expression, so the two
disagreed by one credit for some prices (GetPrice 360 at durability 7 of 20). SellValue is now the one sell
rounding, and RepairShare charges at least SellValue(whole) - SellValue(worn), so repair-never-profits holds exactly.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 02:08:37 +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
0857dbe15c StationServices: repair mends armour, never costs less than the sell value it restores, and owns the buy commit
RepairCost adds the worn share of hull armour priced as that share of the hull's price, and TryRepair restores it. The per-unit-of-wear charge is the larger of RepairFraction and SellFraction. TryBuy checks credits with the same boundary as TryRepair and charges after delivery. A 100-unit ore sale pins the commodity sell scale.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 00:47:07 +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
1a42ac7758 StationServices.BuyPrice: the one number the station charges, which the buy path shows, checks and charges
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 22:56:05 +02:00
Meta Vens
b817541647 StationServices.cs.meta: the Unity import record for the new script
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 19:55:01 +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
9651f62ad4 The run's credits are saved and seeded: SavedGame key 13, ScenarioStage.Credits, Staged.Credits
RunSave.Capture takes the credits; a scenario may set the starting amount, defaulting to the gameplay settings'.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 19:30:32 +02:00
Meta Vens
39b6d28f3a StationServices: one engine-free owner for sell price, repair cost and the sale and repair commits
Settings gain SellFraction, RepairFraction and StartingCredits. A sale pays the price scaled by condition and moves the
item into a station bay or refuses with everything unchanged; a repair restores every durability and charges the wear,
or refuses when short.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 19:30:31 +02:00
Meta Vens
d9f85dc639 Merge origin/master into mining: resolve five conflicts by owner, delete the belt-task machine
Mining owns belts, chunks and target picking; scenarios owns admission and run
staging; master owns ships and fire control (rule scenarios-cut.md S4).

- AetheriaStores.CatalogTypes: nine-type union, master's list plus FieldKindData, no Scenario.
- tools/AetherDb/Program.cs: both cases (ship-authoring, field-kinds), one usage string.
- Zone.cs: master's MineAsteroid dropped (mining deleted its inputs); scenarios' SettleBelts and its three calls deleted.
- RunStartTests: the two belt-task tests deleted (they read belt.Transforms and MineAsteroid).
- FireControlCut124Tests: master's strict Exact assertions; mining's CompatibleDrift allowance and its comment dropped.
- GameData/Aetheria.cc: master's pointer 70a7b0a9. This commit lacks the Asteroid field kind in the catalog, so
  TheShippedCatalogHasAPickableFieldKind fails here by design; the next commit rebuilds it.

Builds: this commit builds (verified at the end with commit 2); the catalog pin test fails at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 15:29:29 +02:00
Meta Vens
ec2042b390 Mining target queries: reticle, next, previous and nearest are Entity's best-first index queries
The four handlers in ActionGameManager call Entity.TargetUnderReticle, TargetNext,
TargetPrevious and TargetNearestEnemy. TargetCandidates, which built, sorted and
searched every visible ship and rock per press, is gone. Previous with no target
takes the farthest.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 23:38:20 +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
02e7fd4b7e A fixed seed fixes every fit: RunStart seeds the run's item draws from the galaxy's seed
ScenarioStage.Generated picked from ItemManager.Random, which is clock-seeded per process and advances in play, so a
relaunch of Djinni Shakedown or Long Haul in one session gave the player a different fit; every branded lot's
workmanship and role fills came from the same clock stream, so arena gear and explicit fits varied in quality too.
Galaxy now keeps the seed it was generated at, and RunStart.GenerateArena and Stage each reseed the item manager's
random from it, one stream per step, so what runs between them cannot shift either.

SeedRules relaunches every fixed-seed scenario around a clock-free Main Galaxy launch and a scrambled item random,
and compares the galaxy (links, factions, homes, exit too), the arena down to each item's maker and workmanship, and
the staged fits.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 22:01:17 +02:00
Meta Vens
4d1334e044 Arcs runs at seed 103 again, as the spec sets it: its prelude galaxy generates now that every zone is linked
Reverts 0854d91d.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:59:18 +02:00
Meta Vens
e56af28892 Galaxy links zones along a double-precision Delaunay triangulation: the vendored float MIConvexHull dropped zones, so ~2% of galaxies threw
The vendored MIConvexHull (NIH, ported from double to float) returned triangulations that left whole sets of
interior zones with no cell at all (prelude seed 103: 22 of 64 zones; main seed 4247651650: 182 of 196). Those
zones had no link, Distance lacked them, and the constructor threw KeyNotFoundException placing the antagonist
home (prelude) or the entrance (main). Galaxy was its only consumer; Delaunay.Edges (Bowyer-Watson, double) replaces
it, and the 3,896 vendored lines go.

The three RestoredHullsTests loops that skipped seeds whose galaxy threw now require every seed to build, and the
stale comment that Galaxy mutates Faction.InfluenceDistance goes with them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 21:59:09 +02:00
Meta Vens
0854d91d77 Arcs runs at seed 107: seed 103's prelude galaxy fails generation (a pre-existing KeyNotFound in Galaxy's home-zone placement)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 20:45:31 +02:00
Meta Vens
c0be2843ea A galaxy's zone names are unique within the galaxy, not across the process
MarkovNameGenerator kept every name it ever gave in a static list, so each later galaxy in a session drew different
zone names at the same seed, and ZoneGenerator seeds a zone from its name: a fixed-seed scenario relaunched in one
session got a different arena. Galaxy now passes one used-name set to its factions' generators. The unused Reset goes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 20:45:26 +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
c37d6adfa8 Galaxy derives a prelude's halved faction influence instead of writing it into the catalog's Faction
A prelude halved every faction's InfluenceDistance on the shared catalog object, so each later generation in the same
session, prelude or main, started from an already-halved value, and a continued prelude read the unhalved one. A
fixed-seed scenario relaunched in one session therefore could not reproduce its galaxy. Galaxy.InfluenceOf derives
the reach from IsPrelude; Galaxy and ZoneGenerator read it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 20:25:26 +02:00
Meta Vens
f98be434f0 AetherDb ship-authoring: create --like a shipped hull, and validate reads the GLB when present
ShipAuthoringStore.HullLike copies a reference hull through its MessagePack round trip and resets Name, Shape,
Hardpoints, Prefab, Schematic and Visual. 'create ... --like <name>' opens the shipped catalog read-only and refuses an
unknown or non-ship hull. 'validate' runs ReadPackage when ModelAsset names an existing file and says which it judged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:07:09 +02:00
Meta Vens
f5743cbad2 Ship packages: a thruster or radiator anchor on a mesh-less GLB node is refused at bind
ReadNodeIds is the one GLB parse and now records, per aetheria.id node, whether it carries a mesh. Bind refuses a
thruster-emitter or radiator-mesh anchor whose node has none, naming the ship and anchor (ruling
thrusters-radiators-are-meshes), so Compose and validate refuse such a package before the catalog sees it. AetherDb
'ship-authoring validate' judges the GLB when it exists (next commit).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 17:07:08 +02:00
Meta Vens
4b002b50bc Merge master 239f3599 into eureka/aetheria-release-scenarios: ship render fixes
The one conflict, ShipInstance.cs's thruster emitter lookup, keeps the
branch's thruster.Item.Hardpoint.Transform and master's new
ThrusterHardpoint.WireExhaust(particles, thrusterHardpoint). Master's side
as written would have brought back the origin-cell hardpoint lookup.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 16:09:55 +02:00
Meta Vens
cfd9884a33 Merge master into eureka/aetheria-release-scenarios: take the ship-mounts lane
The one conflict is EntityInstance's SoundBank block, which this branch had
moved onto item.Hardpoint and ship-mounts deleted: it stays deleted.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:41:54 +02:00
Meta Vens
239f359990 Ship exhaust: wiring an exhaust to an emitter turns Use Mesh Colors off
The emitter carries the invisible material, whose alpha is 0, so an exhaust
prefab left at Unity's default (Use Mesh Colors on) emitted nothing. The
shipped thruster prefabs only worked because theirs is off. ThrusterHardpoint
.WireExhaust now owns the wiring and turns it off; ShipInstance calls it. The
preview smoke wires a default particle system to each emitter on the clone and
requires every particle emitted and none transparent.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:39:14 +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
fc73d7abcd Ship render: the hull collider carries the invisible material, so clones draw nothing
forceRenderingOff is not serialized, so Instantiate and SaveAsPrefabAsset dropped
it and every cloned mod ship (and every FBX-built prefab) drew its collision hull.
The collider renderer now takes the template's invisible material, as the thruster
emitter does. The preview smoke checks the collider on the clone and the prefab
smoke checks it on the configured prefab.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:37:33 +02:00
Meta Vens
a4e8e14718 Mining index: the index alone decides reach; tests pin what Stryker found loose
BeltTargets drops its own reach skip (TargetRegion.CanHold owns it) and an
empty-belt guard AsteroidBelt already makes unreachable. Tests add an
off-centre sun, whole-belt searches across the antipode, cost after time
passes, a late short step that re-keys nothing, and an entity search off the
origin.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:25:32 +02:00
Meta Vens
1482a35922 Mining index: BeltTargets uses Math.PI (CultMath has no PI_DBL)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:04:33 +02:00
Meta Vens
f803151681 Mining index: a general targeting index fed by providers; the linear chunk scan goes
Zone.Targets (TargetingIndex) answers Within and best-first Best over
ITargetProvider regions. EntityTargets offers the observer's VisibleEntities;
BeltTargets keys each belt's rocks into kinetic bands and bounds each segment's
annular sector for distance, bearing and visibility. Entity.VisibleChunksInReach
queries the index with DetectionReachPerVisibility, an upper bound from the
sensors' hull. Zone.ChunksNear and AsteroidBelt.InnerRadius are deleted.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:02:51 +02:00
Meta Vens
5ea59ac6b5 Entity: an equipped item keeps the hardpoint it occupies
The placement rule (HardpointAt) already finds the one hardpoint an item lies
in at equip; TryEquip threw that answer away and eighteen readers recomputed it
from the item's origin cell, which need not lie in the hardpoint (Soul's
scenarios batch-4 P30). EquippedItem.Hardpoint now carries the answer, null for
Tool gear and the hull, and every origin-cell lookup reads it instead:
FireControl.ArcFor, the eleven weapon managers, EntityInstance, ShipInstance
and ActionGameManager's articulation grouping. Entity.Hardpoints[,] stays the
per-cell map for armour and display.

TryFindSpace's hardpoint search tries every origin the fit rule can accept,
including ones up and left of the hardpoint, so a design whose shape lacks its
origin cell is found wherever ItemFits would place it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:57:27 +02:00
Meta Vens
2d39c83504 Merge master into eureka/aetheria-release-scenarios: adopt the scenarios lane onto master's base
The one conflict is AetheriaStores.CatalogTypes: keep ShipAuthoring from the
ships lane and Scenario from the scenarios lane.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:53:29 +02:00
Meta Vens
da2a299baa Ship mounts: hide the thruster emitter with the invisible material
forceRenderingOff is not serialized, so the prototype's clone drew the
emitter again; the preview smoke's clone check caught it. The emitter's
materials become the template's invisible material, which survives
Instantiate and which EntityInstance keeps as the renderer's own material.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:48:51 +02:00
Meta Vens
95c0fa621b Ship mounts: a thruster's mesh is an unrendered emission surface
Ruling thrusters-radiators-are-meshes: thruster and radiator mounts are meshes;
the thruster's is not drawn and is the surface its exhaust emits from, the
radiator's is drawn. The assembler already required a mesh for both; it now
turns rendering off on the thruster emitter, and the preview smoke checks it.
The authoring doc states the mount rules and the mesh rule.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:39:09 +02:00
Meta Vens
976b711905 Ship mounts: anchors only for visible hardpoints, every role rule in Validate
ShipAuthoringStore.Validate now alone decides which hardpoints carry anchors
and which role each plays. A thruster, radiator, energy, ballistic or launcher
hardpoint needs an anchor of its mount id with role thruster-emitter,
radiator-mesh or the new weapon-mount; every other hardpoint is internal and
no anchor may take its id. A mount-role anchor must be a hardpoint's mount, a
muzzle must hang off a weapon mount, and each weapon needs a muzzle; these
checks move out of ShipModPlan.Build, which now only maps a validated pair to
slots and throws nothing itself. 'articulation' stays in the vocabulary for
pivots and is never a mount.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:39:08 +02:00
Meta Vens
23976aada7 Ship mounts: delete EquipmentHardpoints and the plan's Equipment list
The array's only reader was the dead SoundBank block in EntityInstance, which
looked up a hardpoint transform and did nothing with it. ShipModPlan.Equipment,
ShipModShips' assignment, the preview check, the FBX builder's HP.Equipment
case and its smoke assertion all fed that one dead reader. An HP.Equipment node
is now refused by the builder as an unknown hardpoint kind.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:34:05 +02:00
Meta Vens
f88d1fc1b3 Mining Cut 3 fix: launchers do not count toward rock reach (Q12 A)
Weapon.CanMine is the one mining predicate; LockWeapon overrides it to
false. Entity.VisibleChunksInReach counts only weapons that can mine.

Tests: LaunchersDoNotCountTowardChunkReach (a launcher-only ship is offered
no rock; a gun of 200 beside a launcher of 400 is offered the near rock
only) and AnOfflineWeaponAddsNoReach (Soul F8: reach reads Active, not
Enabled).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 13:02:26 +02:00
Meta Vens
ff2be8e26f One placement rule for hardpoint gear
Soul's S3 and the S2 ruling ("B is the design intent, saving slots in a
hardpoint can be a valid tradeoff for crowded ships if you really need to fit
an extra tool"). Entity.HardpointAt is the one placement rule: at an origin,
the item lies within a hardpoint of its type at that hardpoint's rotation
(HardpointData.TakesAt), its own cells are free, and that hardpoint holds no
other hardpoint item. The origin no longer has to be a hardpoint cell, and
TryFindSpace tries every offset inside a hardpoint, the offsets the fit rule
tries, so an L-shaped hardpoint takes its L design instead of generation
throwing. Leftover hardpoint cells may hold general gear, and a hardpoint still
holds one hardpoint item.

Tests: an L hardpoint takes its L design by hand and in generation (Soul's
P11); a turret's gun goes back beside the tool gear in its leftover cells
(P21); a second gun in a roomy hardpoint is refused; a saved entity reloads to
the same loadout with its items in reverse order.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 23:13:37 +02:00
Meta Vens
d50fd1b973 A faction reaches its own gear; allegiance names only other factions
Operator ruling, 2026-09-30: "removing the 11 self-entries was my intention".
IsAvailable, the one reach rule, now says a faction always reaches its own
manufacturer's gear, and a transient `AetherDb allegiance-self [apply]` drops
the self-entries from the eleven factions that had one (Rossum & Douglas never
did, which is why its stations could not carry its own gear).

Tests: in a main-sector galaxy every faction is offered all it makes and no
allegiance map names its own faction; and, through a fixture faction outside
the galaxy with no self-entry, its own product is on offer to it.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 23:13:34 +02:00