Commit graph Aetheria/Assets/Scripts/Gameplay/ActionGameManager.cs
Author SHA1 Message Date
soul
5e2a9efc8a Keyboard turning ramps to full over KeyboardTurnRampTime (0.4 s) so a tap feathers the turn; analog turn passes straight through
Release or reversal starts the ramp again from zero (operator request, 2026-10-29: the Longinus lurches).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 08:07:30 +01:00
soul
562ba5c8eb Default weapon-group binding runs once per ship, on its first use; after that the action bar is the player's
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 08:01:29 +01:00
soul
c4911a4c96 Action bar binds weapon groups by default: mouse left/right/middle fire groups 1-3, number key N fires group N
Only slots the input settings define, only groups with weapons, and never over gear or consumables the player placed. Runs on binding to a ship and after a save's bindings restore. Replaces a lazy Zip that never ran (operator request, 2026-10-29).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 07:57:42 +01:00
soul
a9bbea5091 Weapon crosshairs ride the gravity field: the aim point takes its own field height, not the ship's level plane
On a slope the level projection floated over downhill aim and sank into uphill aim (operator report, 2026-10-29).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-29 07:33:28 +01:00
soul
e2f0fc9dc4 SimClock owns the game tick: TickRate, GameStep, ForGame(); the 60 default and ActionGameManager's literal step are gone
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-23 06:09:12 +02:00
soul
8692cf8600 Command seam: the stance press resolves its target at the step, after the step's target verbs
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 08:39:46 +02:00
soul
bc05417450 Command seam fixes: the player's switches, ping and stance flips are PilotCommand presses; triggers, switches and ping are internal
ActivatedBehavior replaces IActivatedBehavior so Activate/Deactivate can be internal under Unity's C# 9.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 04:33:20 +02:00
soul
394c13a099 Command seam, player: ActionGameManager and ActionBarSlot write only Entity.Command (the 18 direct writers)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 02:27:29 +02:00
soul
cc0c164574 determinism-ledger: every ItemManager states its seed; scatter on the zone's dice
- ItemManager(uint seed, ...) refuses seed 0 and seeds Random from it.
- RunStart.ItemSeed(galaxy, step) is public (formula unchanged), refuses a
  zero result; named steps ArenaStep, StageStep, ContinueStep and NoRunSeed.
- Continue seeds the item stream from the saved run's seed (ContinueStep);
  a scene with no galaxy uses NoRunSeed.
- Zone's unpack scatter draws SimulationDice.For(CombatSeed, ScatterStream,
  1-based pack ordinal), never the item stream.
- Loadout's scratch manager and AetherDb's catalog command take fixed seeds;
  every test and Editor construction gains 1u (mechanical rewrite).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 19:01:41 +02:00
352e221453 Faction.BossLoadout (key 22): the boss is its faction's Loadout, resolved by Loadouts.BossOf and built by Materialize
BossOf refuses typed (BossRefusal Unset or Missing, Describe names the field and echoes no input).
ZoneGenerator builds the boss from the Loadout with ChooseProduct as the chooser; a refused or
unbuildable boss logs and spawns none. Galaxy picks boss factions through BossOf; AetherDb factions
prints the boss Loadout. Loadout vocabulary: no preset, no variant. Production builds; the tests
project does not until the next commit (RunGoalTests still sets BossHull).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-18 21:14:09 +02:00
Meta Vens
71fa9411c6 Belt rocks and their reticle are drawn on the floater layer over the field by DrawAhead
DrawAhead.Chunk/ChunkHeight (ruling asteroids-on-floater-layer); ZoneRenderer and the
chunk reticle both read it; ChunkWorldPosition and the renderer's global are gone.
Fixes the reticle sitting off the rock by |field|. Test: AChunkIsDrawnOnTheFloaterLayerOverTheField.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 13:48:34 +02:00
Meta Vens
6fe7f7cecb Merge eureka/aetheria-gravity-children-within-reach (children-within-reach, head cf242106)
Merged into master f937662d. No textual conflicts (auto-merged: ActionGameManager.cs,
Belt.cs, LockOn.cs, RunStartTests.cs, ScenarioTests.cs, AetherDb/Program.cs).
GameData/Aetheria.cc untouched by the merge.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 11:52:44 +02:00
Meta Vens
84337de569 ZoneGenerator.Place owns every generated distance, fold and belt width
PlanetSafetyRadius, ChildDistanceMinimum/Maximum, ExpandSolar's distance series
and the window filters are deleted. Place (ported from replace.py, root window
from rootReach per root-window-floor) lays children inside-out, folds the
lightest family while the outermost overflows, stretches to the window, merges
rings that cannot keep their heavy member outside its Roche margin and sets
belt half widths. Stations pick well-bearing, sibling-clear off-ring bodies;
the tutorial entrance falls back to an orbit round a root node; turrets stop a
side when within the base body's extent. GenerateZone/GenerateArena take
PlanetSettings. Not yet built.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 04:55:57 +02:00
Meta Vens
b70372963a Delete the minimap asteroids setting; minimap belts always draw
Ruling minimap-asteroids-setting-deleted. PlayerGraphicsSettings key 1 stays
retired so old saves load; OldPlayerSettingsLoad now writes the old 3-element
array by hand. MapPresenterSmoke asserts a belt draws with the map screen
closed. Not built or tested yet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 04:36:13 +02:00
Meta Vens
8f20cd3664 Merge map-presenter (aetheria-release cut map-presenter r1; closing verdicts s1 and s2) 2026-10-17 01:17:41 +02:00
Meta Vens
39c7508e38 Merge boss-gate (aetheria-release cut boss-gate r2; closing verdict s3) 2026-10-17 01:17:38 +02:00
Meta Vens
4694366d98 Map presenter: ShowAsteroidsInMinimap stays (head's belt cost misses 0.1 ms); belt upload via SubUpdates; settings key restored
The setting gates belts on the minimap again, through MapPresenter.BeltsOnMinimap; the map screen always draws them.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 23:54:45 +02:00
Meta Vens
281745394b Map presenter: one owner places every map icon in 2D, belts become one instanced draw (not yet compiled)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 23:26:26 +02:00
Meta Vens
65a6ce8705 MainMenu: a surfaced broken mod gets a Remove button that moves it aside
RefuseMods names every faulted or excluded package with one Remove button per
package, all through ShipModCatalog.RemovePackage; the catalog stays as this
boot opened it and the dialog says to restart. ModsPath becomes public.
Unity-only code; not built until the Starfire smoke at the end of the cut.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 21:48:57 +02:00
Meta Vens
dca660e448 Boss gate: TryWin is the one way to win; equal-gap tie-break and two exit pins tested
Win() becomes TryWin(), which checks RunGoal.ExitOpen itself; the call site no longer reads it.
Pins: first-of-equal-gaps, exit-zone-only, no ship hull on offer. Not yet built or run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 21:18:52 +02:00
Meta Vens
e5eb87050e Drawn pose: ship indicators and map centre read DrawAhead; Round takes one time; RailAt logs a missing parent
- ActionGameManager: the visible hostile/friendly indicators and MenuMap.Position read DrawAhead.Position at Clock.Lead.
- DrawAhead.Round drops its lead parameter: the target's lead is the drawn time less its zone's step time, derived inside,
  so a caller cannot pass two times that disagree. Projectile and BallisticFlightTests updated; the hit tests derive their
  lead from the drawn time; two assertions that only varied the now-absent lead are removed.
- Zone.RailAt logs "Requested orbit is not part of this zone!" for a missing parent again (DrawnPoseTests.AMissingParentOrbitIsLoggedAtADrawnTime).

Builds: not yet compiled at this commit (verified by the run that follows).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 00:50:29 +02:00
Meta Vens
2cb1e83353 Presenters read the drawn pose: HUD markers, wells, rounds, ping, shield hit, compass, loot view, guided aim
HUD target, lock, incoming-lock, bearing and sweep markers anchor on DrawAhead.Position / AtBearing at Clock.Lead.
GravityLowering's record fill is DrawAhead.Well (pure, pinned at non-zero lead). Rounds take DrawAhead.Time
instead of float Zone.Time + lead. Sensor ping, shield hit, compass icons, wormhole bearing, loot ViewOrigin and
the guided-projectile aim read the drawn pose. Not built in Unity yet.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 23:41:49 +02:00
Meta Vens
b57207045d Draw every moving body at the drawn time T = ExactTime + Lead
Planets, belts, wells, loot, mines, stations, the chunk reticle and the flow
clock are evaluated through DrawAhead (Time, Orbit, Height, Position) at one
drawn time; the rail law lives once in Zone.Offset; OrbitPositionAt, GetHeight,
ChunkPose, EvaluateBelt and RideHeight take a time. Fixes the planet jumping
against a co-moving ship at display rates above the step rate.

Not yet built or run (Unity presenter files are verified by compile only on
Starfire).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 21:26:36 +02:00
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
2ba41373bd Bearing markers read the observer's live stance; a ship out of the zone holds no warnings
The hostility stamp (Reveal.Hostile, Contact.Hostile) is deleted: the observer knows its own
stance live. The real fault was the IFF override being dropped when its subject departs while
the book still remembers it; the override now goes when the book drops the subject (ReleaseStance),
so RememberedHostiles reads IsHostileTo. A ship removed from the zone clears its paint inbox and
incoming warnings at the owner, so the Parent == null gate in ActionGameManager is deleted.
Tests pin both stance directions after the act, the departed override hostile, the exclusive
memory window at the equality, and the empty inbox. Unbuilt until the verify job; Unity side not compiled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 17:53:58 +02:00
Meta Vens
2ea329e6f1 Remember a hostile's stance with its sighting; pin the lapse, claim and distance rules
RememberedHostiles read the stance the freshest reveal was made under (Reveal.Hostile, surfaced as Contact.Hostile) instead of IsHostileTo now, so a hostile held by the observer's override keeps its marker and the music after it dies or warps, until the bearing lapses. The departure test no longer re-sets the override. New tests: the Detected clause for an in-zone lapsed hostile, position independence for far hostiles on three sides, a within-category lie in ClaimedClasses, and the stale warning of a docked ship. The HUD no longer collects sweeps for a docked ship, and a sweep flash resets the pooled lock indicator's motion.

Untested here: the Unity-side changes (ActionGameManager) have no headless test and no compile has run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 16:12:44 +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
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
fa911f2d85 Zone.Entities read-only outside Zone: Admit and Remove are the only membership writers
Entities is a MemberView with no mutating member; Admit installs the death watch with the
membership and refuses a member already present, Remove takes it away with the membership.
The Reset and duplicate-Add bypass paths of the death watch cannot be spelled any more.
Tests move to Admit/Remove; Admit also activates, so the explicit Activate calls that followed
a raw Add are dropped. Unity call sites route through Zone.Remove.

Builds: unverified at this commit (verified in the job at the head).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 02:13:43 +02:00
Meta Vens
c47ced9cfd Paints carry search or track; a ping sweep warns every ship it crosses in its beam; allies hear the return silently
LockWarning becomes PaintWarning with a PaintMode (Search for a ping sweep, Track for a lock);
Entity.IncomingLocks becomes IncomingPaints. Sensor replaces the _pingedEntities set with a stateless
crossing rule over the previous and current wavefront radius, limited to a new BeamWidth stat (key 12,
absent reads 360), and credits allied pings from the receiving sensor's own sensitivity and distance.
The HUD lock indicator follows Track paints only. Folds in the radiator sampling-instant pin.

Unverified at this commit (first build still to run).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 14:05:16 +02:00
Meta Vens
1c5c602054 Lock warning fix 1: publish paints in a zone phase, one lock-indicator curve, strength and progress-term pins
- Zone.Update publishes every entity's paints before any entity updates (Entity.PublishPaints), so a broken lock clears on the same tick whatever the entity order.
- ActionGameManager.ApplyLockProgress is the one lock-indicator curve, called by the outgoing and the incoming indicator.
- LockWarningTests drive the real LockWeapon through Zone.Update; pins on strength across 0.15..1.0, the direction and sensor progress terms, and both entity orders.

Not yet run: this commit's tests have not been built.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 23:29:27 +02:00
Meta Vens
e5cfc0d676 Lock warning: a painted ship owns a typed incoming-lock warning carrying the lock's strength
LockWeapon.Execute paints its target with its own Lock (the one value the outgoing indicator also reads);
Entity publishes the one-tick inbox as IncomingLocks; the HUD shows one incoming indicator on the strongest
warning with the outgoing indicator's curves. Unity HUD code not compiled here; tests not yet run at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 19:25:22 +02:00
Meta Vens
f28d4b4b12 Merge eureka/aetheria-release-sim-speed: one SimClock steps the zone, presenters draw ahead by Lead
AetherDrive.cs: master deleted the behaviour (2cfdc728); the branch only added a
TurnRate line to it. Deletion kept. Thruster remains the one rotation actuator
and feeds Entity.TurnRate. No sim stepping outside the clock on master
(mines presenter, Pirates AI, lot-product all step through Zone.Update).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-09 02:29:37 +02:00
Meta Vens
257a8a4795 Sim speed fix: scripted poses are not drawn ahead; a step cannot reset its clock; DrawAhead.Time deleted
DrawAhead leaves a ship in a wormhole animation where the step put it. The clock is
one static instance; a zone entered inside a step ends that frame's stepping and the
clock resets between frames (SimClock.Reset throws inside Advance). DrawAhead.Time had
no consumer.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-08 23:39:30 +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
c4bd6e153e Sim speed: one SimClock steps the zone; presenters draw ahead by Lead
SimClock (engine-free) turns real frame seconds into whole fixed steps; ActionGameManager.Update feeds it outside the pause gate and Zone.Update(Time.deltaTime) is gone, with IntroCutscene (dead, Unity-driven pose writes). Entity.TurnRate is the sum of the rotation actuators' applied turn per sim second, zeroed each Update; DrawAhead reads it so EntityInstance and ShipInstance draw the latest sim state ahead by Lead. Unverified at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 18:26:02 +02:00
Meta Vens
ace8171929 Merge origin/master into eureka/aetheria-release-product-titles 2026-10-08 16:27:49 +02:00
Meta Vens
8761b3707f Loot scan label and FIRE CONTROL overlay read Title, not the design name
Every item-title display site now routes through ItemManager.Title. The grep
for design-name reads under Assets/Scripts outside ServerShared leaves only
log lines, exception text, console parsing and the Type row.
Does not build-verified yet; the Unity compile runs at the end of the batch.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-08 15:30:48 +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
179ab92abc Merge evasion-term: evasion is changes of vector plus a per-gun mount term; authored tracking rates in the catalog; the aether drive leaves the envelope
Soul gate closed at verdict cut-evasion-term.s5 (head 473a4bcc); remaining Low
test gaps are deferred to a follow-up. Merged under operator ruling
aetheria-release:ruling:completed-cuts-merge. Carries the migrated
GameData/Aetheria.cc (LFS sha256 63250cf2...7ae25); master did not change the
catalog.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 22:29:51 +02:00
Meta Vens
b6487afd95 FireControl: the mount factor, AngularVelocity, TrackingRate and PMount, in the price, the freeze, Inspect and the HUD
PMount(AngularVelocity(source, target), TrackingRate(weapon, source)) multiplies HitProbability after the pFire gate;
Fire freezes it into PendingShot.PFire; Inspect and the debug HUD show omega, rate and the factor. TrackingRate is the
one product of the gun's rate and the ship's gear (ruling tracking-per-gun). Tracking(Entity) in metres still alone
forgives the changes of vector (ruling jink-per-ship).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 16:40:00 +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
9883d08dcd Exit gate: the exit zone shows a gate that ends the run as won once RunGoal says the boss is dead
ZoneRenderer adds an exit wormhole at RunGoal.ExitGatePosition; Interact asks RunGoal.ExitOpen and either
calls Win or names the boss that seals it. Die and Win share one EndRun.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-07 01:13:09 +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
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