Commit graph Aetheria/Assets/Scripts/ServerShared
Author SHA1 Message Date
Meta Vens
5100daa297 FireControl: one PDeviation shape for the deviation price
DeviationProbability's inline saturate becomes PDeviation(deviation, tolerance), defined
for a zero tolerance as well. No behaviour change for a positive tolerance. Delete-first
step of the evasion term: every later deviation-like price reads this one shape.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 00:48:14 +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
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
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
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
Meta Vens
f879527158 Zone: every writer of what the belt tasks read settles them first
Soul's F5 and F6. The asteroid-belt tasks read the clock, the orbits and each
belt's damage and respawn state. Update advanced the clock before waiting on
last tick's tasks (Soul measured 242k transforms placed for the next tick in
576 of 3000 ticks), MineAsteroid wrote damage and respawn state under a
running task, CreateOrbit and AddOrbit wrote the orbits, and a task that threw
stayed in the list, so Wait rethrew it on every tick after.

SettleBelts waits for the tasks and clears the list even when one failed; Update
settles before it advances the clock, and MineAsteroid, CreateOrbit and
AddOrbit settle before they write.

Tests: over 3000 ticks every asteroid of a belt is placed for the time of the
tick that started its task; mining every asteroid of a belt, chipping and
breaking each four times a tick for 1000 ticks, never races the task; a task
that fails surfaces once and later ticks run clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 20:46:31 +02:00
Meta Vens
74d2cf8fc4 Power bus: a consumer its thermostat has closed is not billed
The bus billed every active IPowerConsumer, but a behaviour group stops at its
Thermotoggle: a heater above its target never runs its EnergyDraw, yet its
full draw (1000-2500/s) was charged every tick. On an idle station that kept
the reactor in permanent deficit, overloading at overload efficiency. The bus
now skips a consumer whose group has a closed thermostat ahead of it, the same
rule it already applies to inactive items; Thermotoggle.Open is the one
statement of when a thermostat is open, and Execute returns it.

Tests (Soul's F2; S17 survived before): from a hull at one uniform temperature,
one tick below the heater's target raises its cells and one above does not, so
the heater's own contribution is measured with no reactor heat in it; and the
bus bills the heater's draw below its target and not above.

This does not keep an idle station warm (Soul's F1, reported separately): the
reactor's throttled idle heat alone still drives it past its plateau.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 20:46:30 +02:00
Meta Vens
072a56f0b4 One loose fit rule for hardpoint gear
Operator ruling, 2026-09-30: "Hardpoint fit is loose: nobody's gonna stop you
from putting a small reactor in a large reactor's hardpoint." There is one rule,
HardpointData.Takes: gear of the hardpoint's type fits when its shape, at the
hardpoint's rotation, lies within the hardpoint's cells. TakesAt is the same
rule at one offset, and Entity.ItemFits (equipping, save load, presets) now
asks it instead of repeating the containment test. Generation's hardpoint
picks, HasHome (so station stock and loadouts), product reuse and `AetherDb
hardpoint-fit` all read Takes.

Generation keeps its own placement preference, named IsFilledBy and not a fit
rule: it offers gear that fills the hardpoint when any is on offer and falls
back to anything that fits only when none is, so loadouts change only where a
hardpoint used to stay empty. RestoredHullsTests pick fillers through
IsFilledBy.

Consequence: the Autocannon, Vulcan, scorched void policy, Notorious, pretty
pretty bang bang, Manhattan, plight, DeathCluster, Small Drive and pswarm now
have a home and are offered. Still homeless: CShot RainbowLite Lazer,
ChargeBlast SG, ChargeBlast+-, OK Disperser.

Tests: generation offers exactly the sold hardpoint gear some hull fits; a 7x7
design no hull fits is offered only once a hull that takes it exists; a 5x5
Reactor hardpoint nothing fills still gets a reactor; equipping and the rule
agree for every hull, hardpoint and design; the homeless list is stated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 20:46:28 +02:00
Meta Vens
d91ab8daf9 Generation never offers gear no hull can mount
Operator ruling, 2026-09-30, on the Autocannon: "Leave the autocannon unsold,
we'll need to author a bunch more hulls before all the gear variety in the game
has a home." The fit rule gets one owner, HardpointData.Takes (the gear's type,
laid in at the hardpoint's rotation, filling every cell); LoadoutGenerator's
hardpoint picks, its reuse of a previous product and `AetherDb hardpoint-fit`
all read it. RandomProducts, which both station stock and NPC loadouts draw
through, offers only gear with a home: Tool gear, hulls, or hardpoint gear some
hull in the catalog takes. The Autocannon keeps its product and price.

Test: the Autocannon is never drawn in 2000 draws of its hardpoint type; after
a scratch hull whose hardpoint takes it is authored, it is.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 18:01:35 +02:00
Meta Vens
5c3cd599ac Zone: wait for last tick's belt tasks before clearing the orbit cache
Update cleared `_updatedOrbits` and only then waited on the previous tick's
asteroid-belt tasks, which read the cache through GetOrbitPosition. A task
still running could see the set mid-clear ("concurrent update ... corrupted its
state") or recompute an orbit into last tick's position. The wait now comes
first.

Test (Soul's orbit counter, committed): 3000 back-to-back 0.02 s ticks of a
quiet arena, and no orbit stands still against its parent. Clearing first gave
500+ stalls or the corruption exception. Measured against the parent because a
moon can genuinely pause in zone space: one such reading (tick 1321, a moon
whose motion cancels its planet's) is real motion, not the race.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 18:01:34 +02:00
Meta Vens
89ef80d298 Stations: every generated station carries a heater
Operator ruling, 2026-09-30: an idle station has no heat source and cools
toward freezing and invisibility, so station generation (LoadoutGenerator, the
one owner of station loadouts) equips one heater after the docking bay, from
the products whose design is Tool gear with a low-pass Thermotoggle and Heat,
the cockpit's thermostat composition. It is required, like the docking bay.

Not yet warm: generated stations have no reactor (no reactor product fits
Zenith's 16-cell Reactor hardpoint), so the heater's EnergyDraw gets no supply
and the station still cools (280 K to ~247 K over ten idle minutes). The test
that an idle station stays above freezing waits on that.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 15:45:32 +02:00
Meta Vens
27598a464a BaseState: an includeChildren walk keeps its state in locals
AddTransition's graph walk kept its visited, leaf and ignore sets in static
lists, so two Minions built at once on different threads (zones are built in
parallel) walked and cleared each other's state. Soul hit it as "collection
was modified" during parallel test runs. The sets are now the call's own.

BaseStateTests starts sixteen walks together behind a barrier, fifty rounds,
over prebuilt 200-state chains; with the statics restored every run failed
(several hundred of 800 walks wrong or throwing); with locals, clean.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 15:12:41 +02:00
Meta Vens
ff75b8ea34 Scenarios Cut 1: a stance survives docking; it goes only with an entity gone for good
Every entity's zone-removal subscription dropped its IFF override for whatever
left the zone, and TryDock removes the docking ship, so a scenario stance was
lost one way (the other entity forgot; the docked ship, deactivated, kept its
own) as soon as the player docked. The removal event already tells the two
apart: TryDock parents the ship to its dock before removing it, and every
leaving-for-good path (death, warp, unload) leaves with no parent. The override
is now dropped only for an entity that leaves unparented.

Tests: a hostile stance holds both ways, including the live hostility each side
tracks, across dock and undock; a destroyed entity takes the player's stance
toward it with it. UndockingAdmitsWithNoAgent commits Soul's probe: undock
admits unpiloted, active, with no agent.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 15:09:12 +02:00
Meta Vens
3d17ba035b Mining Cut 3: the parked ResourceScanner stops evaluating stats nothing reads
Chunks are detected by reflected light (Cut 3), not by a scanner. The
behavior's per-tick Update of Range, MinimumDensity and ScanDuration had no
reader anywhere; it goes, with the three properties and the interface.
ResourceScannerData stays authored.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:57:04 +02:00
Meta Vens
15723f4037 Mining Cut 3: a chunk is a target, detected by reflected light
- Entity.Target is one slot of TargetRef, read-only from outside
  (IReadOnlyReactiveProperty); Entity.SetTarget is its one writer. A chunk is
  taken only while the entity can see it, so a rock in darkness cannot be
  picked. Every handler, agent, turret and test writes through SetTarget.
- Entity.ChunkInfo (Q14 A): the value the per-tick sensor rule settles at,
  computed on demand through Sensor.PassiveRate/Sensor.Gain -- sum of the
  active sensors' passive rates over (sensors x TargetInfoDecay), capped at 1.
  Stored nowhere; no per-tick loop over chunks. ChunkVisible is the detection
  threshold through the chunk path.
- The lost-track rule reads through the chunk path: Activate's reconciliation
  and a per-tick check of the one slot drop a chunk target that has gone dark.
- Entity.VisibleChunksInReach (Q13 A): visible chunks within the longest range
  among active weapons -- the one reach rule for cycling and programmatic picks.
- Entity-only readers take .Entity: TargetedBy/TargetedByCount, target items,
  the stance gate (a chunk has no stance), lock (Q12 A: never on a chunk),
  turrets, Combat, Minion, FireControl (a chunk fires untargeted until Cut 4).
  TargetRange and the arc gate read a chunk's planar position.
- ActionGameManager: the reticle and next/previous offer visible ships and
  visible chunks in reach; nearest stays enemies-only; the target panel,
  indicator and fire-control debug take TargetRef. EntityInstance reads .Entity.
- MiningCut3Tests pin parity, darkness, monotone brightness, wear and break,
  reach, the chunk query, target survival and loss, TargetRef equality, lock,
  and field-kind assignment at generation and first load.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:56:39 +02:00
Meta Vens
d76756fd68 Mining Cut 3: field kinds, chunk visibility, the chunk query, and TargetRef
- FieldKindData, a catalog document (Q11): a kind's reflectivity per schematic
  cell and its generation weight. AetheriaStores routes it to the catalog.
- AsteroidBeltData.Kind, key 10 (Q16 B). FieldKinds.Assign is the one pick (a
  weighted choice by a stable hash of the belt's key); FieldKinds.Ensure gives
  a kindless belt its kind and saves it. ZoneGenerator calls it at generation
  and Zone calls it on first load, so an old belt is assigned once by the same
  rule and keeps its kind after later catalog edits.
- Zone.ChunkVisibility: Reflector's rule for a chunk -- kind cross-section x
  area in schematic cells x the light on it. Stored nowhere; a worn chunk dims,
  a broken one or a kindless belt's is dark.
- Zone.ChunksNear: the one chunk query, skipping belts whose annulus cannot
  reach. AsteroidBelt gains InnerRadius for that skip.
- TargetRef: an entity, a chunk, or none, with value equality and no ==.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:56:24 +02:00
Meta Vens
a1d27cfc04 Mining Cut 3: extract the detection gain rule into Sensor.Gain
Sensor.Execute's ping and passive gain arithmetic moves, term for term and in
the same multiplication order, into one static function, Sensor.Gain. The
entity loop calls it; Sensor.PassiveRate calls it for the on-demand chunk
query that follows. SensorGainExtractionChangesNothing holds the recorded
EntityInfoGathered trace bit for bit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:56:13 +02:00
Meta Vens
72c58d365f Scenarios Cut 1: a bare hull updates
Entity.Update walks _orderedEquipment, which only TryEquip and TryUnequip
set, so an entity nothing was ever equipped on threw a
NullReferenceException on its first tick. Scenario presets stage bare hulls
(a turret, an unpiloted target), and RunStartTests found it: MapEntity now
sets the ordered equipment to the hull alone when it adds the hull.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:52:44 +02:00
Meta Vens
85ebe036e1 Scenarios Cut 1: RunStart stages a new run; the Scenario catalog type
RunStart (ServerShared, no Unity type) owns what a new run starts with
(docs/scenarios-cut.md, 2.2):
- GenerateArena: the galaxy's entrance pack, generated under the scenario's
  Ambient rule. ZoneGenerator.GenerateZone gains `ambient`; false keeps
  planets, orbits and stations and generates no ship, turret or wanderer.
- Check: every failure staging a scenario would hit, found with no zone,
  touching no store.
- Stage: all-or-nothing. With no scenario, the generated starting-hull ship
  at the origin, as StartGame built it. With one, the player preset and the
  entities at their authored place and heading with cargo, stance set both
  ways through SetIff, a Minion for each piloted one; all through Zone.Admit.

Scenario (aetheria.scenario v1) joins AetheriaStores.CatalogTypes.
RunStartTests stage into a real prelude arena from the shipped catalog and
authored settings.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:35:18 +02:00
Meta Vens
5706b657e3 Scenarios Cut 1: Materialize builds product-less designs unbranded; the hull picks the entity
Two rules on Loadouts.Materialize (docs/scenarios-cut.md, 2.2, Q3):
- A design no product makes is outside the economy and is built unbranded,
  with no maker, at Loadouts.UnbrandedQuality (.95, the console give's).
  A design whose products are all unavailable still fails, as before.
- The hull's type picks the entity: a ship hull builds a Ship, a turret hull
  an OrbitalEntity with no orbit; a station hull is refused. Materialize now
  returns Entity.

Loadouts.Resolve is the one rule for how a design is built; RunStart uses it
for scenario cargo. LoadoutTests.MissingDesignReports no longer uses the
product-less "Orphan" as a failure (it now builds); two tests pin the Q3 rule
and the unavailable-product contract it does not loosen.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:33:00 +02:00
Meta Vens
fbda4c74fb Scenarios Cut 1: Zone.Admit is the one admission into a zone
Zone.Admit(entity, piloted) adds the entity to Entities, activates it and,
when piloted, gives it the zone's Minion. It is the only writer of
Entities.Add and the only creator of agents (docs/scenarios-cut.md, 2.2).
The constructor's pack loop admits every packed ship but the player's as
piloted and keeps its own origin-scatter rule, which is generation
placement, not admission. Entity.TryUndock admits the undocked ship
unpiloted.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 12:32:59 +02:00
Meta Vens
34319b0df1 Ship S2 fixes: RequireDesigns refuses nulls explicitly, and a failing Compose falls back to the shipped catalog
- RequireDesigns names the null (entity, item, zone record, lot, lot ledger) instead of catching NullReferenceException.
- ResolveCatalog reports a Compose-level failure as an exclusion covering all mods and boots the shipped catalog.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-09-30 10:06:16 +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
7eebd21d29 Ship S2: commit the .meta files for ShipModShips and ShipModPlan
Unity generated them on import; without them the two scripts' GUIDs are
unpinned and differ per checkout.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 08:20:33 +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
f470c1b775 Ship S1 fixes: refuse the retired embedded hull, one body per hull, closed validator gaps
Load reads the raw ship authoring payload and refuses a non-nil retired key 1 (the
pre-S1 embedded hull) naming the old shape, so a stale hull is no longer silently
ignored; ship_cc.py refuses the same file on read and therefore on every save.

A hull naming both a Unity prefab and a visual is refused by one predicate
(ShipAuthoringStore.RequireOneBody), called by Validate and by Compose over every hull
in the derived catalog, shipped ones included; a whitespace-only Prefab is unset. This
replaces the mod-ship-only "cannot name a Unity prefab" check.

The validator also refuses non-finite or negative hardpoint Armor and FiringArc, an
undefined HardpointType or ItemRotation, and an anchor Role outside the eight the
schema documents.

Load wraps MessagePack decode failures with the file path. Python replace_layout
refuses non-boolean layout and hardpoint-footprint cells.

Tests: exact Visual key comparison, HullData.Visual at key 32, a save refreshing
stored_at, plus one case per new refusal. HullData.Visual is now [Inspectable] like
Prefab (Unity editor only; not compiled here).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-09-30 06:18:20 +02:00
Meta Vens
1702e0549f Ship S1: one hull record, and a hull names its visual
A mod ship file now holds a HullData at mod-hull:<id> and the ShipAuthoring
visual package at mod-ship:<id>. HullData.Visual (key 32) is the typed ref
between them; ShipAuthoring.Hull (key 1) is retired.

- One joint validator over (hull, visual) is the only semantic check; Load
  owns the file structure (one hull, one visual, deterministic keys).
- Compose copies the mod store's records verbatim, so the derived catalog
  holds one hull per mod ship.
- ship_cc.py edits the hull record's slots directly; the body[HULL_SLOT]
  indirection is gone.
- The package fixture is generated from ShipAuthoringTests.Fixture() (glTF
  scene included) and exported when AETHERIA_SHIP_FIXTURE_DIR is set.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-09-30 03:06:43 +02:00
Meta Vens
18e12d81ce Merge master (fire control 12) into codex/moddable-ships 2026-09-30 02:21:09 +02:00
Meta Vens
fe38f28865 Close the gaps a mutation pass found in the new ship tests (S-Soul F1-F3)
A pass of 137 hand-written mutations over ShipAuthoring.cs, ShipModCatalog.cs
and ship_cc.py, run against the tests from the last three commits, left six
surviving or unrunnable. Each is resolved:

- Validator: the hull Width/Height < 1 guards and the opacity IsInfinity
  guard could not change any outcome (an empty grid has no occupied cell;
  +Infinity exceeds 1 and -Infinity is below 0). Deleted.
- Two accepted shapes had no test: a hardpoint footprint with empty cells
  beside occupied ones, and an empty ParentId meaning no parent. Added.
- The GLB header length was pinned only from above. Added the shorter case.
- Compose's working-directory cleanup was invisible because the assertion
  listed files, not directory entries. It now lists both.
- ReadPackage runs the catalog's item validation on the hull (the derived
  catalog must reopen); that call now has a test.
- Python: a single non-ship record, a non-array payload long enough to fill
  every slot, and a hardpoint-only change to the layout revision each had a
  surviving mutation. Tests added.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 02:14:10 +02:00
Meta Vens
fc90e93618 Merge master (fire control) into codex/mining
Conflict in Zone.cs: kept master's TryGetShot, kept Cut 1's deletion of the BeltUpdates field.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-09-30 02:12:50 +02:00