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>
Ship.Update reads Turn and feeds the rotation thrusters and aether drives; it no longer reads the
look direction or snaps Direction toward it. Steering.Toward is the one law from heading to demand
(a heading astern now turns at full demand). HelmInput owns the face-the-aim state. Accelerate,
Combat and MoveTo write Turn through Steering.Toward. Entity.LookDirection is renamed Aim in the
simulation, the Unity readers and the tests. Unity player input follows in the next commit.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
EntityPack.Boss (key 21) carries Entity.IsBoss through save and Continue. GenerateZone adds one boss
per BossZones entry before the ambient return, flying the faction's BossHull or, with the gap logged,
its most expensive available ship hull. RunGoal (ServerShared) is the one owner of boss life and exit
state, derived from Zone.Entities.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every hit price gains one factor, PDeviation(Evasion, Tracking): how far the target can
and does move off the line of fire within SolutionWindow (0.75 s). Capability is Reach, an
eight-face closed form over the ship's ManoeuvreEnvelope (summed from what each live
thruster and aether drive reports with its own Execute arithmetic, read live: a thruster's
Thrust property is stale until it fires, which is why the Djinni moved 1.6 times its stats,
M25). Behaviour is ManoeuvreTrack, observed once per Entity.Update from the measured
acceleration; a steady burn, coasting and a dither much faster than the window do not
evade, and sideways speed alone does not (ruling evasion-speed). The commit price adds the
term at any flight time, so an instant weapon feels a jinking target. Forecast owns the
term for HitProbability and Inspect, which gain Evasion and PEvasion.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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>
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>
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>
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>
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>
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>
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>
- 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>
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>
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>
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>
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>
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>
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>
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>
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>
FireControl.Silhouette replaces HullKernel/WeightedPick/POnHull: the hull's
lateral shadow at a bearing, merged into intervals, integrated exactly with
CultMath.erf/erfinv instead of a discrete per-cell Gaussian sum. FireControl.Lane
does exact slab traversal to pick the impact cell from a lateral offset; only
its first element (the entry-nearest occupied cell) is used here, per the cut
map -- the rest is 12.3's armour-first absorption march.
Bearing timing: PendingShot.PBase is renamed PFire and now carries only the
shooter-side factor (Accuracy x PSensor) behind the gates; TravelDirection,
Spread and FireRange are frozen alongside it. The target's facing is read live
at Commit through FireControl.CommitProbability (steps 1-5 of the spec's
"Bearing timing"), not frozen at Fire, so a target that turns its armour into
an incoming shot takes the hit there. ShotOutcome gains Bearing/Lateral,
frozen at commit; Apply reads only those, never a live position or facing.
Entity.ApplyHit takes an already-schematic bearing instead of a world
direction, and the ToSchematic call 12.1 put inside it is gone.
Superseded tests: PlacementAndProbabilityShareOneKernel, EveryHitLandsOnMetal
and AimingAtTheSternHitsTheStern are replaced by
FireControlCut12Tests.PlacementAndProbabilityShareOneSilhouette,
HitsLandOnTheFacingEdge and AimingAtAnItemCentresTheScatterOnItsLane.
FireAuthorityTests.AimedHitLandsOnSelectedItem and PenetrationMarchIsPlanar are
updated for ApplyHit's new bearing parameter and Lane's entry-nearest-cell
placement (a solid hull's Tool item is never itself the entry cell; reaching
it now needs the same penetration march the new tests exercise).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Entity.ToSchematic(float2) is the one schematic-frame transform;
Entity.ApplyHit's penetration march and FireControl.Splash's
directional half both call it instead of each carrying an inline
forward/right copy. ShotOutcome.Aimed and its plumbing (Q12-4 = A) are
deleted: the aimed local/flag in Commit, MakeOutcome's aimed
parameter, and the AimedCells half of ResolveAimPoint's tuple, which
now returns float2 directly.
No behaviour change. All 244 tests pass unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
9.1, blocking. FireControl seeded CultMath's xorshift32 per shot and drew once.
NextFloat returns the top 24 bits of the FIRST round, and one round cannot carry
ShotId's low-bit variation into the high bits -- so every zone's hit roll spanned
about an eighth, with the threshold fixed at zone creation. A shot was a step
function of p: below the band it never hit, above it always did. An unaided
shooter hit 0 of 18,926 shots. That is the operator's "no hits registering," and
being stable per zone is why it came and went.
The seed derivation is unchanged -- still a pure function of (zone, shot id),
Cut 6b's rule -- and only its diffusion into the first output changes, via an
fmix32 finalizer. Measured across six zone seeds: hit fraction at p=.3 went from
0.0% in five of six zones to 29-31%, and at p=.6 to 58-61%, with the roll
spanning the full range.
The defect survived three cuts because nothing in the campaign measured a
distribution -- every fixture uses accuracy 1 or 0, and a constant satisfies a
determinism test perfectly. TheDieIsUniform now asserts the observed hit
fraction is within .08 of p across several zone seeds, which is the test whose
absence was the real defect.
9.2. Sigma is floored at half a cell. HullKernel approximates a continuous
Gaussian with a discrete sum over occupied cells, and that sum collapses once
sigma falls well under one cell against an aim point that is not exactly on a
cell centre -- true of every shipped hull. Past Precision ~4, pOnHull went to
zero and a better targeting system made the weapon unable to hit anything.
9.3. An active entity's Target is now always a live entity it has info on.
Cut 8's _active guard could never have fixed the operator's LockWeapon crash --
that code only runs on active entities, and cut8's own harness header says so.
The live route was dock, target dies, undock; Deactivate disposed the
subscription that nulls a stale Target and Activate reseeded EntityInfoGathered
without reconciling it. Still not a TryGetValue in LockWeapon.
229 tests pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The operator's play smoke crashed in LockWeapon reaching EntityInfoGathered
through a raw indexer as a ship vanished. Cut 5.6 moved death removal into the
simulation and did half the transition: Zone.Entities.Remove with no Deactivate,
where TryDock has always paired the two. The dead ship kept live subscriptions
and stale references while every survivor dropped it, and because Zone.Update
iterates Entities.ToArray() it received one more Update after the world had
forgotten it. Entity.Update never consulted _active; the flag existed and
nothing asked it.
Death now removes and deactivates in one transition, and a deactivated entity
does not update. Deliberately NOT a TryGetValue in LockWeapon: that silences one
call site and leaves every other behaviour running on a corpse.
Also re-anchors the seven mutations stranded by the diagnostics refactor
(72c0109c), which routed HitProbability through Inspect and rewrote the lines
four harnesses pin -- two of them no-op controls, so those harnesses were
defending nothing. The rules are unchanged; only the text moved. Anchors stay
strict: loudly stale is what surfaced this within one run.
The heat spike, motionless ships and shots that registered no hits remain
UNEXPLAINED and open. See the map's 8.3 -- unreproducible since the diagnostics
changed timing, so recorded with the unclamped dt as the place to probe rather
than patched speculatively.
226 tests pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Deletes the Unity physics hit path (HullCollider.Hit/Splash, and the
raycast/shield/SendHit blocks in Projectile, GuidedProjectile, Laser and
Lightning) and replaces it with a single owner in the same cut: FireControl
now decides whether a shot hits, Zone owns the pending-shot lifecycle, and
Entity.DamageSchematic/ApplyHit (moved verbatim from EntityInstance) apply the
result. Presentation subscribes to Zone.ShotCommitted/ShotResolved and applies
nothing.
FireControl.HitProbability is the pure targeting solution (Accuracy * pSensor
* pSpread, gated by detection/range/lock/arc). FireControl.Fire freezes the
weapon's payload and the shooter's resolved targeting stats at the instant the
trigger is pulled (Q6), computes the predicted intercept through the one
shared PredictedIntercept function (CombatState now calls the same function
instead of duplicating first_order_intercept), and queues a PendingShot.
FireControl.Step commits each shot's outcome at ArrivalTime - CommitHorizon --
deviation from the predicted intercept, measured once, live, at that instant
-- and applies it at ArrivalTime. A shot whose flight is shorter than the
horizon commits and resolves in the same tick it fires. Rolls draw from the
shooter's own ItemManager.Random (Q5, seeded and reproducible); an out-of-arc
or otherwise gated shot draws nothing.
Player fire is arc-gated through the same predicate AI and turret fire use
(Weapon.ArcAllowsFire, checked in InstantWeapon.Trigger -- the one point every
shooter's trigger passes through), closing Q2.
Adds GameplaySettings.CommitHorizon, SchematicCellSize and
AgentMinHitProbability (first guesses; the headless suite is the tuning
harness, operator play smoke is the arbiter).
FORK reported, not worked around silently: HullCollider.SendHit/SendSplash
cannot be deleted yet without breaking ConstantLaser.cs, ConstantLightning.cs,
ConstantParticleWeapon.cs, HitscanEffect.cs and Mine.cs, which still call them
from their own live Physics queries -- that's Cut 4's migration. They fire
into the void today: nothing subscribes to Hit/Splash any more for the four
weapon kinds this cut owns.
tests/Aetheria.Shared.Tests/FireAuthorityTests.cs pins the roll's seeding, the
gate-consumes-no-draw rule, resolve-on-arrival, the commit horizon and its
evasion window, short-flight degradation, the frozen-payload snapshot, aimed
hits, the item-then-hull damage order, the planar penetration march and the
shield-absorbs branch. FireControlTests.cs and InputCapacitorTests.cs are
updated for the new AI gate and OnFire(int) signature.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
TargetingSystem is required interior Tool gear: Accuracy/Resolution/
Precision/Tracking are PerformanceStats reached through the usual
Evaluate path, so lot quality, wear, heat and PowerSupply all apply
(a starved system rolls worse, never switches off). FireControl.Accuracy/
Resolution/Precision fall back to GameplaySettings.UnaidedAccuracy (new,
authored low per Q4) whenever an entity has no targeting system or its
own is destroyed/disabled.
FireControl.IsRevealed derives R5's reveal rule from EntityInfoGathered:
non-hull equipment ranks hardpoint-mounted first, then by size, and
reveals between TargetArmorInfoThreshold and TargetGearInfoThreshold --
the first code to read either setting. Entity.TargetItem/
TrySelectTargetItem/ResolvedTargetItem give both the player and AI one
shared, revoke-on-decay aim-point slot with a single writer.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Entity.HardpointTransforms was written only by Unity (EntityInstance.cs),
so the simulation's notion of where a gun points was a readback from a
renderer that never runs headless -- Combat.cs threw KeyNotFoundException
on the first combat tick outside Unity. Deletes the field, its writer, and
the readback branch in Behavior.Direction, leaving the item-rotation path
(the same convention reaction thrusters use, R6) as the only source of
mount direction.
Adds FireControl (ServerShared), a static class owning whether a weapon
bears on a point: MountDirection (planar, from ItemRotation), ArcFor (the
per-hardpoint HardpointData.FiringArc override, falling back to the new
GameplaySettings.FiringArc default of 120), and InArc (the planar dot-cone
test, R7 -- target height never enters it, and an arc of 360+ passes
unconditionally so a turret hardpoint needs no new type, just a number).
Combat.cs and TurretController.cs now gate AI fire through InArc instead
of the old hardcoded 0.99 dot-product test against a live Unity transform.
Settings.cs drops AgentFiringMinDot, which was declared and read by
nothing.
docs/fire-control-cut.md, Cut 1.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A power request may not depend on power supply (Cut 6/F6), and continuous
consumers brown out through a power term on their own performance stats
(Cut 7). For Radiator (PumpedHeat) and AetherDrive (Torque) those were the
same stat, making six shipped catalog records illegal and leaving six
BrownoutTests cases skipped.
Resolved per the operator's ruling: a power request is evaluated
nominally -- what the item wants at full supply, not what it is currently
managing. EquippedItem.EvaluateNominalPower (mirroring ConditionRatio's
own NominalContext) pins only PowerSupplyFactor to 1; Heat/Durability
stay live, since they are not the term a request would be circular
through. Every PowerRequest/RefreshReserve/RefreshInputCapacitor
implementation now reads a StatValidation.PowerRequestFields stat through
it, so the same stat can carry a brownout curve and be a request field
without the request depending on its own answer.
StatValidation.ValidateNoPowerSupplyOnRequest (F6's static half of the
rule, forbidding the term outright) is deleted -- nominal evaluation
removes the circularity at the root instead. Only the dynamic
modifier-chain half (StatModifier.ValidateNoPowerSupplyChain) still
refuses anything, since EvaluateNominalPower forwards ScaleModifier/
ConstantModifier unchanged (real, not nominal).
Un-skips BrownoutTests' six Radiator/AetherDrive cases and adds two new
regression tests (a direct EvaluateNominalPower probe, and a two-tick
Radiator demand check) backed by a new mutation harness. Updates the four
PowerCurveTests/AetheriaStoresTests cases that pinned the now-superseded
static refusal to instead assert acceptance. GameData/Aetheria.cc is
unchanged and still validates.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
PerformanceStat.Evaluate folded PowerSupply into the same Min/Max lerp factor
as Heat/Durability/Quality, so zero supply bottomed out at Min instead of 0
(measured: a radiator at zero power still pumped 19-25% of full; three of Cut
7's eight authored terms had Min == Max and were completely inert, since
lerp(x, x, anything) == x).
PowerSupply terms are now accumulated into their own multiplier and applied to
the fully-interpolated, fully-modified value instead of to the interpolation
factor. The term still lives in PerformanceStat.Terms -- it is still authored
per stat and still censused/validated the same way -- it is just no longer
blended into `factor`. Corrected the comments that stated the old premise
(Radiator.cs, Entity.cs, ItemData.cs's IStatContext.PowerSupplyFactor doc).
Pinned in tests/Aetheria.Shared.Tests/PowerCurveTests.cs:
APowerSupplyTermedStatWithNonzeroMinResolvesToExactlyZeroAtZeroSupply and
AMinEqualsMaxStatStillRespondsToItsPowerSupplyTerm -- both fail under the
reverted (lerp-based) mutation.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Operator ask (2026-09-19): thruster particles only reflected thrust intent,
so a cooked or starved thruster looked identical to a healthy one.
EquippedItem.ConditionRatio (Entity.cs) resolves a stat's actual value
against what the same item, same lot, same modifiers would produce with
Heat/Durability/PowerSupply pinned to their identity (NominalContext) --
quality and lot are not part of "perfect", so a cheap item still reads 1
at full health. The nominal side bypasses the resolver's cache (which is
keyed only by (owner, stat) and would otherwise collide with the real
cached value) with one direct Evaluate call, a handful of flops.
Thruster.Condition and AetherDrive.Condition expose that ratio against
each behaviour's own governing stat (Thrust, Torque) for presentation to
read next.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
docs/stats-and-power-cut.md Cut 6, purely additive per its own map: the enum member, the
resolver's generation-cache and the bus's PowerSupply write already existed (Cuts 2/3/5)
as an identity everywhere. This lands the two things Cut 6 actually adds.
The curve: EquippedItem.PowerSupplyFactor now returns pow(PowerSupply, exponent) instead
of the Cut-3 identity stub, so a stat that declares a PowerSupply term degrades as this
tick's grant falls and reads unchanged at full supply (pow(1, n) == 1 regardless of n).
PowerBus.AllocateTiers now invalidates StatSource.PowerSupply once per draw per tick -- the
missing half of the wiring named in the cut map -- so the resolver actually recomputes when
the grant moves, using the same per-source generation scheme Heat/Durability already use
(unconditional, at most once per tick, never touching a stat that did not declare the
source).
The request-independence rule: a stat that decides a power request may not depend on power
supply, directly or through a modifier chain. Direct dependency is checked statically
(StatValidation.ValidateNoPowerSupplyOnRequest, ItemData.cs) against a fixed registry of
(BehaviorData type, field) pairs -- the one PerformanceStat each IPowerConsumer's own
PowerRequest evaluates as its request, a compile-time fact rather than something authored
per instance -- and runs at catalog load (AetheriaStores.Open), at Upsert, and again at
equip (EquippedItem's constructor) as defense against the two named bypasses that write a
catalog document without going through Upsert. The modifier-chain half is dynamic
(StatModifier.ValidateNoPowerSupplyChain): a modifier's own magnitude stat is walked
through the same magnitude->target edges ValidateNoCycle already builds for the self-cycle
check, and refused at Initialize (equip time) if it is power-tainted and targets a known
request stat, naming both items.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
PowerTiers.cs names five tiers (Critical/High/Medium/Low/Utility) and their
per-behaviour-kind defaults: Radiator is Critical (the closest thing this game
has to life support -- a starved radiator cascades into wear and shutdown
across the whole hull), Shield is High, Thruster/AetherDrive are Medium,
ConstantWeapon/InstantWeapon are Low, and Sensor/EnergyDraw are Utility.
IPowerConsumer.DefaultPowerTier lets each behaviour own its own default.
EquippableItem.PowerTier (Key 12) is the stored, player-choosable tier on the
unit rather than the design; EquippedItem's constructor seeds a kind default
the first time a unit is equipped, only when the field is still
PowerTiers.Unassigned, and never again -- a tier is a stored choice, not
something the bus re-derives.
PowerBus.AllocateTiers walks tiers lowest-number-first: a tier is granted in
full before the next tier sees anything left, an empty tier passes its whole
share down, and within a tier every consumer rations by the same
grant/demand fraction so unequal requests still divide proportionally. A new
TierGrantRatio[] exposes each tier's own ratio for a future UI (Cut 8) to
read starvation from directly, instead of reconstructing it from every item's
PowerSupply.
Deletes EquippedItem.SortPosition, IOrderedBehavior and Reactor.Order (its
only implementer): the bus already steps before any equipment's Execute, so
equip/behaviour order never decided who got fed even before this cut, and
nothing else needed the interface (subject to the map's O3 operator check).
docs/stats-and-power-cut.md Cut 5 / §1.3.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Deletes Entity.CanSpendCapacitorCharge/TrySpendCapacitorCharge (and the
now-dead _capacitors bookkeeping list that only fed them) -- Cut 3's
named, temporary exception for the four instant draws. InstantWeapon
(both fire sites), Sensor.Ping, and Shield.CanTakeHit/TakeHit now spend
from their own InputCapacitor, filled continuously by PowerBus like
every other IPowerConsumer instead of touching the entity's shared bus
capacitors directly.
InputCapacitor's Capacity/Rate derive from the owning item's Energy and
Cooldown, with an authored-override hook (ChargedWeapon repurposes its
previously-unused ChargeEnergy stat as that override, per the map's own
instruction, rather than adding a new field). A weapon/sensor fire
attempt only ever spends exactly Capacity, so it only ever succeeds at
full charge -- no fractional shot. Shield is the map's named exception:
its reserve is continuous, not an activation buffer, so it allows a
partial draw; its size (no Energy/Cooldown pair exists on Shield) is a
flagged judgment call, not a spec'd formula.
Adds InputCapacitorTests.cs (8 tests) and
mutation_tests_stats_power_cut4.py (7 mutations, all behave as
declared); removes the one PowerBusTests.cs test and Cut 3 mutation
case that exercised the now-deleted Entity methods.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Deletes Entity.CanConsumeEnergy/TryConsumeEnergy and Reactor's own capacitor
draining/filling (the demand-mechanism halves of Reactor.cs:90-141); adds
PowerBus (one per Entity, stepped once per tick before equipment executes),
IPowerConsumer on the five continuous draw sites (EnergyDraw, Thruster,
AetherDrive, Radiator, ConstantWeapon), and EquippedItem.PowerSupply as the
bus's grant ratio. Reactor keeps only its heat/throttle arithmetic, now driven
by PowerBus.NetDraw instead of an accumulator any behaviour could add into.
The four instant draws (InstantWeapon's burst/shot, Sensor's ping, Shield's hit
taken) are out of scope for the bus this cut per the map; they spend capacitor
charge directly and atomically via the new Entity.TrySpendCapacitorCharge/
CanSpendCapacitorCharge, replacing TryConsumeEnergy's old partial-drain-then-
refuse bug for that path too. Named, temporary exception closed by Cut 4.
docs/stats-and-power-cut.md Cut 3.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
StatResolver's _cache, _modifiers and _generations were keyed by owner and
nothing ever removed an entry, contradicting Sec 0b's promise that a resolver
entry is "destroyed at unequip / entity teardown." A ConsumableItemEffect that
expired still had a generations entry, and an unequipped EquippedItem's entries
lived on for the rest of the process -- the same shape of leak the catalog
object had before Cut 2, one level down.
Forget(owner) drops every entry for that owner across all three dictionaries;
Entity.TryUnequip and the consumable-expiry branch in Entity.Update now call it.
Also adds GenerationOwnerCount/CacheEntryCount/ModifierEntryCount, a test-only
surface a mutation test pins the retained-set claim against.
F3: InvalidateSource's comment claimed a stat "recomputes only when a term's
source changes." Entity.cs's UpdatePerformance calls it unconditionally every
tick for Heat and Durability, regardless of whether the value moved, so the
true invariant is "at most once per tick per (item, stat)." Corrected, and
noted Quality as the one source this scheme still meaningfully defends
against a real no-op tick (see F6 in ItemData.cs).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
PerformanceStat kept two Dictionary<Entity, ...> fields for attached modifiers,
grown by one key per entity that ever evaluated the stat and never trimmed
(docs/stats-and-power-cut.md §0.3). StatResolver.cs is the new sole owner of
every resolved (item, stat) value and every attached modifier, one instance
per Entity and reachable only from it. EquippedItem and ConsumableItemEffect
now read and write through it instead of through the catalog object; the two
dictionaries and their four accessors are deleted outright, not hidden.
StatModifier no longer resolves its (type name, field name) reference by
runtime reflection search on every equip: StatValidation.ResolveStatField
does it once, memoized, and StatValidation.ValidateStatModifiers checks it at
catalog load and at Upsert, naming the record instead of failing with an
opaque NullReferenceException the first time something equips it. A modifier
whose own magnitude stat is (directly or transitively, through another
modifier on the same entity) one of the stats it writes is refused at equip:
resolving it would depend on a value computed from itself one tick late.
A resolved value now caches by the generation of the sources its declared
Terms actually read, invalidated per source by EquippedItem.UpdatePerformance
(Heat, Durability) and ConsumableItemEffect.Update (ConsumableProgress), so a
stat recomputes only when a term it declared moves.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
PerformanceStat's four fixed fields (HeatExponentMultiplier,
DurabilityExponentMultiplier, QualityExponent, FromRole) tombstone into a
declared List<StatTerm> (source + exponent + role), walked by the one
evaluation path Cut 0 unified. A stat with no terms resolves to Max (the
same identity a stat with all-zero exponents already produced), so the
migration is exact: a zero multiplier becomes no term, not a term with
exponent 0.
R-heat (operator, docs/stats-and-power-cut.md): EquippableItemData's
HeatPerformanceCurve (a BezierCurve, plus the 100-sample scan that inferred
OptimalTemperature and its cache) is retired in favor of an authored
minimum, maximum, optimum and plateau width, with linear falloff outside
the plateau. StatValidation refuses an optimum outside its bounds or a
negative plateau width, loudly, at catalog load. The plateau's consequence
rides along for free: Wear's thermal term is pow(ThermalPerformance, ...),
and Performance() now returns exactly 1 across the plateau, so a
well-managed item takes wear only from deltaTemp there -- the
operational-lifespan lever the operator asked for.
ConsumableItemEffect's progress-through-duration substitution for "heat"
becomes its own StatSource (ConsumableProgress) rather than an unconditional
override applied regardless of what a stat declares.
Tests: LoadoutTests' four PerformanceStat-shaped fixtures rebuilt against
Terms/authored heat fields; HeatResponseTests.cs (new) pins load
validation, the plateau shape, and the three wear-lever claims (held
inside takes no thermal wear, held outside does, a fast swing across still
wears) each under its own mutation in tests/mutation_tests_stats_power_cut1.py
(new, 10 rules including a no-op control; all pass).
64 pre-Cut-1 tests still pass unmodified; 71 total with the 7 new ones.
Unity batchmode: 0 error CS. ShieldPanelCut1Verify and Cut2Verify pass;
Cut3Verify fails with an unrelated pre-existing "Kernel 'KInit' not found"
compute-shader error, reproduced against Cut 0's own landing state with no
shader/compute file in this diff -- flagged for Soul, not fixed here.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
ItemManager.Evaluate (unequipped), ConsumableItemEffect.Evaluate and
EquippedItem.Evaluate each hand-computed the same quality/durability/heat/
modifier arithmetic with small, undocumented disagreements (docs/stats-and-
power-cut.md Sec 0.2). Collapse the arithmetic into one function,
PerformanceStat.Evaluate(IStatContext), fed by three IStatContext
implementations: EquippedItem (the only one with heat, live durability and
modifiers), ConsumableItemEffect (progress substitutes for heat,
unconditionally, matching its prior behaviour exactly) and a new
UnequippedStatContext in ItemManager (no heat, no modifiers, by name).
No behaviour change beyond the two disagreements the cut map names as
defects. Each context's original NaN handling is preserved exactly
(unequipped throws with diagnostic detail; equipped/consumable fall back to
Min). Behavior.Evaluate(PerformanceStat) keeps its name and signature, so
the ~81 existing call sites are untouched.
Verified: dotnet test tests/Aetheria.Shared.Tests unchanged at 61/61 before
new tests are added; a real-catalog probe over GameData/Aetheria.cc found
the new unequipped path reproduces the old formula exactly across 3123
(item, quality, durability, stat) cases; Unity batchmode compiles with 0
error CS and the Cut 1/2/3 shield probes still pass; AetherDb census,
factions, dangling, station-fit, loadout 1 and hardpoint-fit are
byte-identical before and after.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Entity's constructor now takes a MessagePack round-trip copy of the settings
it is given, so no entity can alias GameplaySettings.DefaultEntitySettings.
That makes ActionGameManager.NewEntitySettings and EntitySerializer.Unpack's
null-coalescing copy redundant; both are deleted, and TradeMenu buys a ship
straight off the template (Entity's ctor copies it).
EntitiesDoNotShareDefaultEntitySettings pins the invariant: writing
ShutdownPerformance on one ship must not move the default for a sibling or
the template (settings-globals-cut.md, Cut 0).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Entity.SetIff(other, hostile?) is the one owner of a runtime-only, per-entity
override (a ReactiveDictionary, not persisted in packs). IsHostileTo checks it
first, but only for the top-level (non-recursive) query: the derived rule's
internal reciprocity check (recursive=true) skips overrides entirely, so one
entity's override can never leak into another entity's own derived hostility.
An override change refreshes EntityHostility immediately via a dedicated
subscription, so dependents (weapons, HUD, grudges) never need a tick to see
it. Overrides are cleared when an entity leaves the zone (existing removal
subscription).
Non-player entities (ships not IsPlayerShip, stations, turrets) hold a grudge:
WatchForGrudge subscribes to another entity's EntityHostility changes toward
this one, plus this entity's own VisibleEntities.ObserveAdd, so a hostile
stance grudges immediately whether the marking or the detection happens
second -- purely event-driven, no per-tick polling. A grudge only takes while
this entity currently detects the marker (VisibleEntities), and once set it
never re-evaluates (sticky; forgiveness is out of scope until a utility-
evaluation pass exists). Player-controlled entities never grudge automatically.
PerceivedStanceOf(other) exposes another entity's stance toward this one for
UI/AI, gated the same way: unknown (null) until this entity detects them.
Known follow-up: leaving the zone clears overrides, which also clears a
grudge. Left as a known gap per the operator's ruling, not solved here.
Of the per-tick derived-hostility refresh's inputs (Entity.cs ~955-964),
PresencePermitted is already a ReactiveProperty; Faction and zone ownership
are not, so converting that refresh to fully event-driven is future work.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Quality, Ingredients and Product leave CraftedItemInstance; a unit now
carries only a LotId into the run-scoped ProvenanceLedger. ItemManager
gains the one lot-minting path (CreateLot/CreateInstance(int)), GetLot,
and Brand(), which derives a maker and product from provenance instead
of a stored field. RunSave persists the ledger pruned to what the saved
zones' entities still reach; the live ledger is never pruned, so a
floor pickup collected after a save still resolves. CopyBuild is gone:
matching hardpoints now share the same lot instead of copying values.
PropertiesPanel shows the derived brand where the design's manufacturer
used to be. AetherDb's census flags duplicate (maker, design) products
and its save command checks every crafted instance's lot against a real
run store.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
TryUnequip removed a weapon from _weapons but left it in WeaponGroups, so an
unequipped weapon could still be fired from its action-bar group and
EntitySerializer.Pack wrote -1 for it. The removal mirrors the group toggle in
WeaponGroupAssignment.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Cut 8b. Aetheria.Shared builds headless against GameCult.Caching and
GameCult.Caching.MessagePack at the pinned CultLib; the pin guard also
checks the Caching project exists.
Documents: [CultDocument("aetheria.<type>", "1")] with [MessagePackObject]
and integer [Key]s on the Q7 concrete types (the eight ItemData leaves,
Faction, FactionProductData, PersonalityAttribute, NameFile, OrbitData, the
four BodyData leaves, SavedZone, SavedGame, PlayerSettings, InputLayout).
SavedGame and PlayerSettings are [CultGlobal]; Name members are [CultName].
ItemData, CraftedItemData, EquippableItemData, BodyData and AgentTask lose
[MessagePackObject]; BodyData and AgentTask lose their [Union]s. InputLayout
moves into ServerShared so AetheriaStores can route it.
References: Guid and DatabaseLink<T> members become CultRecordRef<T>;
Guid-keyed maps become ref-keyed with [CultReference(..., many: true)];
ZonePack holds refs to orbit and body records. Runtime maps (Zone orbits,
bodies and belts, cargo ItemsOfType, agent targets) key by CultRecordKey.
Identity is the record key: ID comparisons become reference or key
comparisons. StatModifierData.RequireBehavior is a simple type name.
AetheriaStores.Open composes the catalog (read-only unless writable), run
and player stores, one home per type. CultRecordRefs carries IsSet, a
null-safe Get(ref), RefOf (key from TryGetHandle) and Upsert.
ItemManager.GetData is the one item resolution path. MathResolver is
declared by [assembly: CultCacheFormatterResolver].
Inspector attributes: text, range and asset path map onto CultLib's
CultInspector attributes (asset path only on string members); every
replaced Aetheria attribute keeps [Inspectable] for the runtime panel.
Builds: Aetheria.Shared. Does not build: AetherDb and the Unity project,
which follow.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
AetheriaMath predates the CultMath swap and re-implemented helpers CultMath
now owns. Callers use CultMath directly: decay (Ship, AetherDrive, Entity),
damp (VelocityConversion, FieldTester, FieldDriver), first_order_intercept
(TurretController, Combat, GuidedProjectile), quadratic_bezier (FieldDriver)
and smootherstep (Ship). Parameter order matches in every case, and those
formulas have the same float evaluation order, so behaviour is unchanged.
Galaxy's commented-out segment check names distance_to_segment.
The other overloads had no callers and are dropped without a CultMath
counterpart being needed: the double Damp overloads, FindDistanceToSegment,
GetCatmullRomPosition, GetCubicSplinePosition, Smoothstep(x), and the
Deg2Rad/Rad2Deg constants.
AetherDb census, factions and hardpoint-fit are byte-identical to the
pre-cut captures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Every Unity.Mathematics using, alias and qualified name under Assets\Scripts
and tools now names CultMath. The nine `using static ...noise;` lines are
gone: snoise lives on CultMath's math. UnityExtensions loses float4.ToColor
and Color.ToFloat4, which duplicate the bridge's ToColor and ToCultMath; the
float3 colour pair stays because the bridge has none.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
One rule now governs interior space: an empty hardpoint cell is usable, in
both UnoccupiedSpace and ItemFits. ItemFits used to refuse hardpoint cells
that UnoccupiedSpace offered, so stations failed to equip a docking bay.
CraftedItemInstance.Ingredients and Product move from keys 3 and 4 to 9 and
10, past every key the derived instances use. At 3 and 4 an older save reads
nil into a non-nullable Guid and fails to load.
WeightedRandomElements returns an empty array when every weight is zero,
instead of an array of nulls. LoadoutGenerator treats a missing Galaxy as
"every product available", the seam a fixture needs to generate loadouts
without a galaxy. ZoneGenerator skips a story station that fails to generate
and logs it, instead of throwing.
Verified: Aetheria.Shared and tools/AetherDb build headless; Unity 6000.3.24f1
batchmode compile succeeds; AetherDb doctor, station-fit and loadout pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A design lists role names; a faction product is a manufacturer's branded
build of one, carrying its name, its flavor text, and a pseudo-gaussian
quality distribution per role whose mean is the technology put in and
whose deviation is their quality control. A PerformanceStat may name the
role whose quality it reads, unset reading the item own workmanship as
before, so old saves behave unchanged. Generation selects products rather
than designs, which makes what a faction makes the availability rule.
This is Njordr shape at one dimension: role names, per-role derivation
and per-product distributions carry over when quality widens into
dimensions. No parts exist yet; the product authors the role quality.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>