Commit graph Aetheria/Assets/Scripts/ServerShared
Author SHA1 Message Date
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
Meta Vens
1987009ba1 Pin Compose, ReadPackage and ReadNodeIds; refuse name collisions (S-Soul F2, F6)
Compose, ReadPackage and ReadNodeIds had no test. ShipModCatalogTests now
covers the derived catalog, the atomic replace of an existing one, every
failure path leaving the previous derived file byte-identical, the unsafe
source/output refusals, package binding (directory name, GLB existence and
extension, anchor node presence), and the GLB reader (each header guard, the
JSON chunk boundary, node index accounting, duplicate ids).

Writing them exposed three defects in Compose, fixed here:

- F6: AetheriaStores.CatalogTypes routes ShipAuthoring to the shipped
  catalog, and CultCache indexes names per concrete type with last writer
  winning while GetByName over a base type throws on a cross-subtype match.
  Compose checked keys only, so a mod hull named like a shipped item, or like
  another mod's hull, silently shadowed it or broke lookups. It now refuses
  a hull name matching any catalog ItemData and a ship ID matching an
  existing ShipAuthoring, naming the ship.
- The backing store writes a .lock file beside every file it opens, so each
  Compose left <output>.<guid>.tmp.lock behind, success or failure, once per
  boot. The working copy now lives in its own directory that is deleted whole.
- Deleted: the duplicate-ID check (ReadPackage already pins ID to directory
  name, so it could not fire) and ReadPackage's containment StartsWith
  (Validate already refuses rooted and `..` model paths on the same Read).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 23:47:13 +02:00
Meta Vens
742cb23f5b Gate a charged weapon's Activate on CanFire, and start a burst's cooldown with the tick it flew in
A released charge has a burst pending and no cooldown until its first round, so a second Activate in that
window started a second charge; Activate now asks CanFire. The round that starts a burst's cooldown does so
after the tick's decrement, which made every cooldown one tick long; it now charges that tick to the cooldown.
Pins both, and that a burst triggered after a fired one is not ready before its first round.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 22:15:51 +02:00
Meta Vens
136fddf15a Start the cooldown at a burst's first unrefused round; refused charged weapons never charge
A burst whose every round is refused fires nothing and leaves no cooldown: the cooldown moves from
Trigger to the first round Execute does not refuse, and CanFire holds a triggered burst that has not
yet fired. ChargedWeapon.Activate asks FireControl before it starts charging, so a refused weapon pays
no charge heat or audio. InReach is deleted: Designated carries the one range test and the lock gate,
and Combat reads it. GuidedProjectile answers Resolve while alive and keeps its binding through the
shot's flight time, so a faded round still shows the simulation's detonation.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 21:16:52 +02:00
Meta Vens
57c2560fc0 Fuse fixes: arming holds for every burst, no-lock rounds stop on the first hull, settle before user code
Operator ruling 2026-09-30: a no-lock round of any fuse stops at the first hull
on its aim line and detonates there (bomb fishing still bursts at max range on
a clear line). CommitBurst no longer special-cases Contact.

Soul's findings on 14f66634..7e620ff9:
- Arming (HIGH): a contact or delayed blast on a hull nearer the muzzle than the
  blast radius detonated at the hull. Armed is now the one owner of the arming
  rule; Solve plans its burst point through it and ApplyBlastHit pushes the hull
  point through it.
- A refused beam never starts (ConstantWeapon.Activate asks Refuses), so
  OnStartFiring no longer flashes visuals and audio for a beam that fires nothing.
- Step removes a shot from the queue before Apply runs damage observers, so a
  throwing observer cannot make the blast repeat every tick.
- AgentFires consults Solve for a fused weapon: a refused weapon is never fired
  and Combat's group pick no longer counts its damage.
- SingleAmmoBurst pays at its first unrefused round in Execute, judged with the
  Range that round flies with, instead of at the trigger on the previous tick's.
- Inspect reads Designated from Solve (FireSolution.Designated) instead of
  recomputing visible, in-range and locked; FireControlDiagnostic drops those
  three fields and the debug HUD shows the one. Combat's group range test is
  FireControl.InReach, the range half of Designated (a LockWeapon must be
  activated to acquire its lock, so Combat cannot ask Designated itself).

Tests pin each rule, plus the two surviving gaps: a pushed-out targeted round's
arrival at the arming distance, and the AgentMinHitProbability boundary.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-29 20:31:59 +02:00
Meta Vens
a193853d34 Fuse batch 5: agents fire per weapon, Solve owns the burst, refusal is free, arming is the blast radius
Operator rulings 2026-09-30.

* Combat and TurretController ask FireControl.AgentFires for each weapon. A
  fused weapon fires whenever its target is designated (Designated, the one
  visible / in-range / locked predicate PFire already used), whatever the arc;
  an agent never fires one at nothing. A direct-hit weapon keeps the
  AgentMinHitProbability threshold. The group's first weapon no longer speaks
  for the group, and the turret's own range test is gone.
* FireControl.Solve is the one decision about what a round does, extracted
  from Fire: Direct, Burst at a reach, or Refused. Fire, Inspect and the
  weapons' refusal check all read it. Inspect gains Outcome and BurstReach and
  the debug HUD prints them for fused weapons.
* A refused round costs nothing. InstantWeapon asks before its ammo and energy
  spend (at the trigger and at each round), ConstantWeapon folds the refusal
  into the gate its power request and Execute already share, so a refused beam
  draws no power, wear, heat or visibility and stops.
* The arming distance is BlastRadius, measured from the shooter's position and
  blind to hull size. HullAhead's exit, ArmingDistance and
  PendingShot.ArmingDistance are deleted; HullAhead survives as HullEntry for
  the contact fuse. A round fired at a valid target inside the radius is pushed
  out along its line but keeps its target, so a departed target cancels it.
* Step settles a shot's queue state before publishing about it, so a throwing
  presentation observer costs its own notification and cannot re-commit or
  re-resolve the shot on every later tick.

Tests: FireControlPerWeaponTests (new; includes a fused-beam fixture), the
arming tests in FireControlCut124Tests rewritten to the literal distance,
the hull-inclusive probe premises deleted.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 18:36:59 +02:00
Meta Vens
24b4071b69 Arming distance: no round bursts nearer than its blast radius past the shooter's hull
Operator ruling 2026-09-30. A fused round's burst is at least BlastRadius
beyond the far edge of the shooter's own hull, measured along the flight line
against the hull as it stood at fire (HullAhead's exit). A close burst -- a
target inside that distance, in or out of arc -- is pushed out along the aim
and carries no target; a contact round is floored to it too.

- The F3 trigger gate is deleted. Fire refuses a round (returns 0) whose
  arming distance exceeds Range, per round, where Range is read after Execute
  refreshed it; InstantWeapon and ConstantWeapon skip a refused round.
- PFire's range, Inspect's range and the range clamp are planar (R7).
- HullEntryDistance becomes HullAhead (entry and exit); the max(...,0) clamp
  on entry is gone, the arming floor covers it.
- ShotOutcome.HasBurstPoint names the rounds that have a frozen burst point.
- SafeAssert: the tests no longer hand xunit an Entity, PendingShot or
  ShotOutcome to format; a failing assertion had been overflowing the test
  host's stack.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 17:05:14 +02:00
Meta Vens
9c0029931a Presentation follows the committed shot, not the selection (F7)
EntityInstance handed effect managers the shooter's selected target whatever
FireControl decided. A fused round whose target was invalid or out of arc
flies at none, and GuidedProjectileManager dropped a launcher shot with no
target entirely, so a real burst had no missile.

- Zone.TryGetShot: a presentation reads the shot the simulation committed
  (its target, its burst point) by the ShotId OnFire hands it.
- EntityInstance passes the shot's own target; a launcher round with none
  flies to the shot's burst point.

Unity-only; compile-checked by reading.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 16:27:54 +02:00
Meta Vens
640fa96787 Fused rounds fire out of arc; safe fuse; proximity misses type as Burst
Operator ruling 2026-09-30: a fused weapon with a selected but out-of-arc
target fires. Its round flies along the arc-clamped aim and bursts at the
target's range. Non-fused weapons still refuse.

- FireControl.ArcPermitsFire is the one trigger arc gate (fused weapons are
  exempt); Fire reads the same InArc through PFire's new designated/inArc
  outs, which replace `bears`. No valid targeting data still bursts at Range.
- F3: a fused weapon whose effective Range does not exceed its BlastRadius
  stays safed at the trigger (FuseCanArm, read from the runtime Range). The
  catalog check on Range.Min is deleted; it read the authored floor, which
  Evaluate can scale below.
- F4: a targeted proximity burst is pulled back along its line to Range.
- F8: a proximity round that detonates commits as Burst (or Hit); Apply's
  Proximity case collapses into the Burst path via Outcome.BurstPoint.
- Tests: arc-only and LockWeapon gates, out-of-arc burst, trigger gate,
  runtime-Range refusal, Range clamp, Burst typing, commit horizon, and
  Soul's adopted probes (aim clamp edges, contact point, target leaves,
  shooter destroyed).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 16:27:46 +02:00
Meta Vens
f5c6729e7a No-lock fused rounds: aim, invalid targets, contact stops, outlived shooters
Operator rulings 2026-09-30 after Soul's pass on 8c002637:

- A no-lock round flies along Entity.LookDirection restricted by the mount's
  arc (FireControl.AimDirection: inside InArc's cone as is, outside it turned
  to the cone's edge; no aim falls back to the mount). The simulation had no
  aim clamp before; the old code used the hull-fixed mount direction.
- An invalid target (out of range, out of arc, not visible, not locked) counts
  as no lock for a fused round. PFire's gate is the one decider and now also
  reports `bears`; Fire reads it. The round carries no target afterwards.
- A no-lock Contact round bursts at the first hull its aim line crosses
  before max range, read through Lane's own cell admission (CellsOnLine,
  split out of Lane). Proximity and Delayed keep the max-range burst. Such a
  round commits at Fire, since it has no target facing to read late, and
  arrives when it has flown to the burst point. The seam for mining chunks is
  FireControl.ContactDistance.
- A round outlives its shooter: Step no longer cancels a shot whose source
  left the zone. Resolution reads the zone and the target; the shooter is an
  identity a shot carries. PendingShot.FireOrigin freezes where it left from.
- ShotOutcome.Result (Miss, Hit, Burst) replaces the stored Hit bool, which
  is now derived. A burst without a target is no longer reported as a miss,
  and the debug HUD labels it BURST.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 13:27:43 +02:00
Meta Vens
e3c9cbb282 Refuse a fused weapon whose Range does not exceed its BlastRadius
Soul: a no-lock round bursts at Range, so Range <= BlastRadius (or a zero
Range) lands the blast on the shooter. Made structurally impossible at the
catalog rather than policed at runtime: StatValidation.ValidateFuse joins
the checks CultRecordRefs.Validate runs on every Upsert, at the weakest value
the Range stat can take. Only a weapon that will detonate (a Fuse and a
BlastRadius above zero) is held to it.

AetheriaStores.Open now calls that same Validate for every equippable and
consumable document instead of carrying its own copy of the three checks, so
Upsert and Open can no longer disagree.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 13:27:42 +02:00
Meta Vens
8c00263740 A fused shot with no target bursts at max range along the aim line
Operator ruling 2026-09-30: fused weapons without a lock explode at max
range. Fire froze BurstPosition at the shooter's own position with flight
time 0, so a proximity shot detonated on its own shooter and contact and
delayed shots did nothing.

With no target and a fuse, Fire now freezes the burst point as the mount
direction times the weapon's Range stat from the source, and flight time as
Range over Velocity. Apply sends every such shot through Detonate at that
point whatever its fuse. Targeted shots and unfused shots are untouched.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 12:28:10 +02:00
Meta Vens
4629bc6799 Fire control 12.4 closing batch: Death fires once; pin the blast loop's multi-kill and untouched-entity cases
Entity.Death, the owner of the stream, now ends after its first cause. A blast that destroyed a
cockpit fired Death, which removed and deactivated the entity, and the blast's own DamageHull then
raised a second Death to every subscriber but Zone's idempotent handler. Every damage path gets the
guard because none of them raise Death themselves.

New pins: one blast killing three ships (a break after the first kill survives the old suite), a
shieldless ship outside the disc receiving nothing, a cockpit-kill blast and a direct hull kill each
raising Death exactly once.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 07:36:04 +02:00
Meta Vens
8b4bf01eac Fire control 12.4 fix batch: tangent disc, candidate cull, lethal blast
F1: RectDiskOverlap counted a whole square when a cell edge sat exactly r from
the disc centre (`h < yhi`, `-h > ylo`). The comparisons are inclusive now, so
the chord bounds the piece. A proximity burst on an integer centre of mass
delivered 127.32 of 100 at BlastRadius 1 and 100.80 at 3.

F2: delete Detonate's distance prefilter and the radius <= 0 guard. The
prefilter measured from the centre of mass with the bounding box's
half-diagonal, which is not a bound on how far a hull's cells reach; it culled
real overlap on an L-shaped hull and on the shipped Longinus corners.
RectDiskOverlap is the single decider. An untouched entity is still skipped
(its covered list is never allocated).

F3: Detonate iterates a snapshot of zone.Entities, as Zone.Update does. A
lethal blast removed the entity from the live collection and the next MoveNext
threw, leaving the shot pending so it detonated again the next tick.

Tests: tangent discs through Fire and Detonate, an L-shaped hull, grazing
blasts at the farthest corner of Longinus and LonginusX (expected values from
a numeric overlap), and a lethal blast that must resolve once.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-09-29 03:38:14 +02:00
Meta Vens
24c2964046 Preview typed mod ship visuals and captured LineArt in Unity 2026-09-26 19:10:44 +02:00
Meta Vens
4ba4bbaf2e Compose validated mod ships into a derived catalog 2026-09-26 18:30:02 +02:00
Meta Vens
42eb5214ce Add parallel typed ship authoring and Blender LineArt capture 2026-09-26 18:14:36 +02:00
Meta Vens
e160bbe5e8 Merge restored hull and thruster content 2026-09-26 13:19:42 +02:00
Meta Vens
072e50d275 Cut 1 fix batch 3 (F3, F4): fix the entrance-throw condition, delete the dead FixedPosition copy
F3: the throw fired on selectedStationOrbits.Length == 0, which is also true
whenever stationCount rolls 0 -- an unrelated variable. It now checks
lagrangeCandidates.Length == 0 directly, the actual "no candidate orbit"
case, and the message says so.

F4: CreateLagrangeOrbit's FixedPosition copy and its comment described a
fallback orbit that no longer exists (widening always returns a real,
parented planet orbit). Deleted; nothing reads FixedPosition off a
lagrange/turret orbit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 01:23:43 +02:00
Meta Vens
7c99909d2b Cut 12.4(b): Detonate replaces Splash and Entity.Absorb
FireControl.Apply now switches on the frozen shot.Fuse: a null fuse keeps
12.3's lane path (ApplyDirectHit), a proximity fuse detonates at arrival with
no roll, and a contact or delayed fuse detonates only on a committed hit
(ApplyBlastHit), locating P through Lane and the new Reach owner (moved
verbatim from Apply's own inline penetration clip; the delayed fuse point
reads the identical rule). Step has no damage branch left.

Detonate (FireControl.cs) is the one owner of blast damage: candidates by
centre-plus-half-diagonal, exact circle/cell overlap shares computed once,
every blast's shield decided live per Q12-9 = A (including the host of a
contact/delayed blast -- Commit now gates its own shield decision on
shot.Fuse == null), armour absorbed per cell, and each item's covered cells
pooled into one ItemAbsorb call. Entity.Absorb and FireControl.Splash are
deleted; Entity gains ToSchematicPoint/ToWorldPoint for the point conversion
Detonate and the delayed fuse point need. Mine.Explode now calls Detonate.

Existing Splash/Absorb-era tests across Cut4/5/6/11/123 are rewritten or
retargeted to the new public owners; behavioural coverage for the blast
model itself lands separately.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-26 01:17:36 +02:00
Meta Vens
0fe7156d8b Cut 1 fix batch 2 (F2): collapse the entrance station to one orbit selection
Two writers decided the tutorial entrance's station orbit: the floor
(stationCount < 1 -> 1) and a synthesized fallback orbit, each masking
bugs in the other (removing either alone still passed the entrance
test). Collapse to one rule: the floor still guarantees stationCount
>= 1, but its orbit always comes from the same Lagrange selection. When
that selection has no candidate (a zone that is entirely one rosette),
widen it to every parented planet orbit ordinary placement draws from
before the rosette filter, instead of inventing an unparented,
zero-distance orbit -- which gave PlaceTurret's phase a division by
zero and left an orphan orbit record. If even the widened set is empty,
throw loudly instead of silently omitting the entrance's station.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 20:15:00 +02:00
Meta Vens
2625768f86 Cut 12.4(a): rename AirburstRange to BlastRadius, add WeaponFuse
WeaponItemData.AirburstRange (slot 29) becomes BlastRadius, same slot and
type so CultCache opens the catalog as compatible drift. A new nullable
slot 32 (30 and 31 belong to EquippableItemData) carries WeaponFuse?
Fuse. FireControl.Fire now decides "detonates" once, from BlastRadius
and Fuse directly, and freezes Fuse only when BlastRadius > 0 -- the
WeaponModifiers.Airburst label no longer decides anything (Q12-6).
PendingShot.BurstRadius is renamed BlastRadius and gains a Fuse field
that nothing reads yet; Step's Splash/Apply dispatch is unchanged.

No shipped weapon carries a blast radius or the Airburst label (Cut 12's
Probe4, reconfirmed against GameData/Aetheria.cc), so this is
behaviour-neutral on shipped content. Apply's fuse switch and deleting
Splash are Cut 12.4(b).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 19:15:26 +02:00
Meta Vens
c07b4fee65 Cut 12.3 fix batch (F4, F6): delete unreachable guards, fix stale ArmorAbsorb comment
Entity.ItemAbsorb's `item == null` guard is unreachable: both callers (Absorb,
and FireControl.ApplyPooled's Resolve) already guarantee a non-null item
before calling in. Its `total > 0f ? ... : 0f` divide guard is unreachable
too -- the function already returned above whenever total <= 0.1f, so the
divide never sees zero. Both deleted; the surrounding comment now says why
instead of describing a guard that no longer exists.

ArmorAbsorb's own comment was stale from before the "one code path" ruling:
it described the item phase as deferred only for a cell shared with another
lane, when every occupied cell now defers to ItemAbsorb's pool, a lane that
turns out to be the sole contributor included (a pool of one, not a separate
solo path).

Soul's findings (docs/fire-control-cut.md, Cut 12.3): F4, F6.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 18:33:23 +02:00
Meta Vens
64d17a290d Cut 12.3 fix batch (F4): one writer for lane completion, delete dead reachability offset
ApplyPooled.Resolve no longer calls FinishLane directly -- AdvanceLane is now
the single place that checks pointer >= walked and finishes a lane, so lane
completion has one writer instead of two. StillReachableByAnotherLane's own
`blocked ? pointer+1 : pointer` collapses to plain `pointer[li2]`: the
alreadyContributed check just above it already excludes a lane that is
blocked on the very item being asked about, so `pointer[li2]` is never that
item's own cell by the time the +1 would have mattered.

Soul's findings (docs/fire-control-cut.md, Cut 12.3): F4.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 18:33:09 +02:00
Meta Vens
3a0b5892c9 Tutorial station: ZoneGenerator.GenerateZone always seats the entrance zone (operator ruling)
Operator, 2026-09-25 (docs/locomotion-cut.md): the tutorial's entrance zone always gets a
generated faction station with a docking bay, deterministically. Structurally, three defects made
that false on every seed: Galaxy.cs halves influence and picks the lowest-influence unowned zone
for Entrance, so stationCount rolled 0; a Lagrange orbit is only available when a planet has an
orbiting sibling, which a boring or empty system never has; and a null station loadout silently
skipped the slot.

GenerateZone now identifies the entrance zone by reference against the galaxy parameter it already
takes (isTutorial && galaxyZone == galaxy.Entrance), never by name:
- stationCount is floored to 1 for the entrance zone, after the roll that produced it.
- When no Lagrange orbit exists, a fallback orbit fixed at half the zone radius from centre is used
  instead of leaving selectedStationOrbits empty. CreateLagrangeOrbit now carries FixedPosition
  through so a Parent-less base orbit (the fallback) still positions correctly.
- A null station loadout throws for the entrance zone instead of continuing past it.
- The enemy count is based on the pre-override station count, so forcing the entrance's station
  doesn't also hand it a bonus enemy.

The story-station path (Locations/LocationStory) is not used: it isn't saved, and
EntitySerializer.cs:77 would break Continue, per the map's own ruling.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 17:40:31 +02:00
Meta Vens
e9339a5673 Cut 12.3 fix batch: one apply path for every item (operator ruling)
Replace the survey-then-branch (ApplySequential vs. ApplyWithSharedItems)
with a single pooled walk. Lanes are clipped to penetration once, right
after Lanes returns; every item -- single-cell or multi-cell -- pools
whatever lanes reach it and resolves the moment no other unfinished lane
can still reach it down its own remaining clipped walk, with no separate
reachability survey. A cyclic dependency between two non-convex items
resolves every currently open pool at once, order-independent by
construction. Entity.ItemAbsorb becomes the one absorption function,
gated on the pooled total; Absorb (Splash's only remaining caller) now
funnels through it with a one-contribution pool.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 17:01:05 +02:00
Meta Vens
567579136a Cut 12.3 fix batch: proportional absorption for multi-cell items shared between lanes
Operator ruling (2026-09-25): "proportional absorption; go". A multi-cell item
struck by several lanes of one shot now absorbs their combined incoming damage
(up to its own remaining durability) and each lane's leftover is in proportion
to what it brought, replacing the old behaviour where whichever lane Apply
happened to visit first drained the item and the next lane inherited whatever
was left.

Entity.Absorb is split into ArmorAbsorb (per-cell, never shared) and ItemAbsorb
(the single-lane path), so FireControl.Apply can call armour immediately and
defer item resolution only for a cell whose item is reachable by more than one
lane this shot. FireControl.Apply gains a geometric survey (which items are
reachable by >1 lane, decided before any damage is applied) and takes the
untouched sequential walk (ApplySequential) whenever nothing is shared, or a
new coordinated walk (ApplyWithSharedItems) that deposits each lane's
post-armour remainder into a shared item's pool and resolves it once every
contributing lane has arrived, splitting the leftover proportionally
(sum-then-split, order-independent by construction). A deterministic tie-break
(smallest first-contact Entry) breaks the rare "opposite order" deadlock two
non-convex shared items can create between two lanes.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 16:16:53 +02:00
Meta Vens
cb71a3cfad Cut 12.3 fix batch: unify Lane and Lanes on one membership query
Self's review found that commit 4e6495dd's fix for F1 replaced the per-lane
forward-arithmetic defect with a second, still-independent membership
computation: Lane's own half-open admission (Lo <= s < Hi, from a cell's own
Extent) versus Lanes' ceil((cell.Lo - centreLateral) / laneSpacing) lane
index. The two agree only when a cell's own (Hi - Lo) equals the externally
supplied laneSpacing exactly in float -- the identical two-derivations trap
Cut 12.2's own fix batch already found and removed from Lane itself,
reintroduced one layer up. Confirmed reachable: on commit 4e6495dd, solid5
b=(0,1) s=0.49999997 n=1 leaves the ceil-based centre lane EMPTY while Lane(s)
itself finds all 5 cells of the row -- breaking R3 ("the centre lane always
meets metal", Commit's own guard) and the 12.2 placement contract.

FireControl.Lanes is now built entirely out of FireControl.Lane: it calls
Lane(hull, b, centreLateral + k * laneSpacing, ...) once per lane index, so
Lane(s) is literally this function's n = 0 case rather than a parallel
re-implementation of its rule. Commit's placement and Apply's damage split
now read one function. The narrower question left -- can two individually
correct Lane() calls, at two different lines, still walk the same cell? --
is resolved by ownership (the lane closest to the centre keeps a contested
cell; the centre lane, k = 0, never loses one), not by a competing formula,
so the centre lane's final cell set is always exactly Lane(centreLateral)'s
own output.

Lane() itself is unchanged (still called directly by Commit and by
FireControlCut12Tests' edge-seed and interval-edge tests, all still green:
HitsLandOnTheFacingEdge, LaneSeamIsHalfOpen, LaneNeverEmptiesAtAnIntervalEdge,
Cut12-edge-68442709, Cut12-edge-64078070).

Adds LanesQueryIsDisjointMatchesLaneAtCentreAndNeverEmptyOnHull: now that
Lanes is a public, pure geometric query, the boundary sweep is a behavioural
test of its own contract, no reflection -- over every cell's own shadow edge
and float neighbours, at exact-axis, 45-degree, |bx| > |by| bearings and
Soul's own two reproduction cases, spread 1-2: (a) no cell is walked by two
lanes, (b) the centre lane equals a plain Lane(s) call, (c) the centre lane
is never empty when the centre lateral is inside the hull's own shadow. Hand-
confirmed to fail on 4e6495dd's ceil-based Lanes (property (b), the same
input above) and to pass on this commit (fc123fix2-mut3.log).

Adds CommittedCellIsTheFirstCellTheCentreLaneDamages: an end-to-end check
through Fire -> Commit -> Apply (damageSpread 0, a single lane) that the
committed outcome.Cell is the first cell Apply damages.

Full suite: 286 tests, identical across 3 runs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 14:24:55 +02:00
Meta Vens
4e6495dd63 Cut 12.3 fix batch: F1, decide lane membership once per cell
Soul's second pass (CONFIRMED): even after the F2 shadow-width fix, Apply's
per-lane loop still called Lane() once per lane index, each call re-deriving
its own lateral s(li) = Lateral + (li - n) * laneSpacing by forward float
addition, then testing that value against a cell's Extent interval
independently of every other lane. Two lane lines are only exactly
laneSpacing apart in real arithmetic; accumulating the offset by repeated
addition can shift a side lane by an ulp or two, letting it land inside a
neighbouring cell's half-open interval that its own unrounded value would
never reach -- the same "two derivations of one quantity" defect Cut 12.2's
own fix batch already removed from Lane itself, recurring one layer up in
Apply.

FireControl.Apply now calls a new Lanes() that decides each candidate cell's
lane index with one computation: k = ceil((cell.Lo - centreLateral) /
laneSpacing) is the unique integer for which centreLateral + k * laneSpacing
falls in the cell's own [Lo, Hi) -- derived once, from values no other lane's
arithmetic has touched. A single Ceiling call returns exactly one integer, so
a cell can be assigned to at most one lane by construction, not by float
luck. When k == 0 this is the same condition Lane() tests for centreLateral
itself, so the centre lane's cell set is unchanged (the 12.2 placement
contract, HitsLandOnTheFacingEdge, still holds). laneSpacing is still used,
unchanged, to place each admitted lane's own line for AlongBearing's slab
solve -- geometry, not membership.

Lane() itself is untouched (still used directly by Commit and by
FireControlCut12Tests' edge-seed tests).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 14:07:36 +02:00
Meta Vens
34994732d2 Cut 2 fix batch: a broken chunk absorbs no damage
Zone.Wear did not check whether the chunk was already broken. A later hit
read wear.Damage starting from 0 (the value ChunkWear carries while
BrokenUntil is in the future), stayed under hitpoints, and wrote
BrokenUntil = null -- un-breaking a chunk mid-respawn.

Damage delivered to a chunk that is currently broken (zone time <
BrokenUntil) now changes nothing: Wear returns false (this hit did not
break it -- it was already broken) and BrokenUntil, and Damage, are left
untouched. The chunk stays absent until its original respawn time, then
resumes wear from zero as before.

Adds two behavioural tests: a re-hit inside the respawn window, both
below and above hitpoints, must not un-break the chunk or move its
respawn time; and the same rule survives a save/reload round trip.
Confirmed by reverting the fix and watching both new tests fail with the
chunk reappearing early, then restoring the fix byte-exactly.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 12:49:57 +02:00
Meta Vens
b82b7eab21 Cut 12.3 fix batch: F2 lane spacing by shadow width, F3 penetration boundary fixture
Operator ruling (2026-09-25): overlapping spread lanes should diffuse sideways
rather than double up. FireControl.Apply now spaces lanes by the shadow width
a cell casts at the committed bearing (Extent's own h, doubled) instead of by
one cell -- 1 at axis-aligned bearings (unchanged), up to sqrt(2) at 45
degrees. Reuses Extent, the one function that already owns h for Silhouette
and Lane, rather than re-deriving it a second way.

F3: PenetrationExcludesACellExactlyAtItsOwnBoundary's 1e6-durability marker
absorbed the whole shot before the walk could reach the boundary cell, so the
test could not fail under the `>=`-to-`>` mutant. The marker now carries 10
durability, leaving a remainder that would visibly damage the boundary cell if
the walk incorrectly included it. Adds
PenetrationExcludesCellsBeyondANonIntegerDepth, pinning the ordinary
"< penetration" comparison at a depth (1.5) that isn't an exact-integer
boundary.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 11:32:02 +02:00
Meta Vens
3b9f0f1d09 Cut 2: the dead mining path goes, and chunks get one owner
MiningTool (its Execute range-checked against nothing, since no writer ever
set AsteroidBelt/Asteroid) and Zone.MineAsteroid (mints nothing; the
SimpleCommodity drop was commented out) are deleted, per Q1=A: "Bring back
the drill, indeed." Union tag 26 is retired, not reused. ResourceScanner's
dead survey Execute and its scan-target fields go too; its authored Range/
MinimumDensity/ScanDuration stay pending Q2. PlanetSettings.MiningDifficulty
had one reader, now gone.

Chunk wear (damage, broken-until) moves off AsteroidBelt's three per-belt
dictionaries and onto Zone as the one owner (Q3=A): Zone.Wear is the only
writer, ChunkExists/ChunkRadius are the readers, and respawn is a lazy
comparison against zone time, never a per-tick loop. ChunkId is
(CultRecordKey Field, int Index) -- "Field", not "Belt", because chunks are
meant to generalize past asteroid belts to other debris fields later.

Persisted in ZonePack's new key 6 (List<ChunkWearPack>, nullable so an older
record with no key 6 loads with no wear instead of throwing), pruned of
healed, non-broken entries at pack.

The break threshold stays strictly greater-than, matching today's behaviour:
damage exactly equal to hitpoints does not yet break the chunk.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 11:30:44 +02:00
Meta Vens
70c3e0ccdb Cut 12.3, sub-cut A: armour absorbs first down the direct-hit lane
Deletes Entity.DamageSchematic (the even split over the whole hit shape)
and Entity.ApplyHit (the 0.5-step penetration march), replacing both with
Entity.Absorb (armour then item, per cell) and Entity.DamageHull, moved
verbatim from DamageSchematic's own body. FireControl.Apply now builds
2n+1 parallel lanes from the committed Bearing/Lateral (Q12-2 = A),
shares damage evenly over the lanes that meet metal, walks each lane in
order via the already-verified FireControl.Lane, absorbing cell by cell
up to the penetration depth, and sends every lane's own remainder to the
hull where it ends (Q12-3 = A). Splash is rewritten onto Absorb/DamageHull
(arithmetically identical to before) since DamageSchematic is gone.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 05:55:59 +02:00
Meta Vens
ca1670a216 Cut 12.2 Soul fix batch 2, S3: measure allocations, correct an overclaiming comment
Measured (Release, 7x9 solid hull -- the LonginusX shipped-hull fixture the
brief named is not available to this test file):

- Lane: 0 B / 1000 calls (was: 64 B/call from Array.Sort's comparer wrapper;
  now confirmed 0 after the earlier IComparable<T> change in this batch).
- Silhouette (caller-supplied buffer): 0 B / 1000 calls.
- HitProbability, gated in (a real, non-gated-out call): ~120 B/call. This is
  NOT from Lane, Silhouette or the comparer -- it comes from Accuracy/
  Resolution's own GetBehavior<T>, which walks Entity.Equipment and each
  item's Behaviors (both ReactiveCollection<T>); that type's enumerator is
  heap-allocated per foreach. This predates Cut 12.2 and is out of this cut's
  scope to fix.
- Inspect, gated in: ~280 B/call (same cause, more GetBehavior<T> calls).

The Forecast comment claiming "the forecast path (HitProbability, Inspect) no
longer allocates on a gated-in call" was not true and is corrected to say what
was actually measured: Silhouette itself is allocation-free given a pooled
buffer, and the residual cost belongs to Entity's own collection choice.
LaneAndSilhouetteAllocateNothingGivenAPooledBuffer asserts the true zero-alloc
claims exactly and records (with a loose regression bound, not a false zero)
the unrelated Entity-level cost on the full HitProbability path.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-25 03:30:30 +02:00