Commit graph Aetheria/Assets/Scripts/ServerShared/ShipModPlan.cs
Author SHA1 Message Date
Meta Vens
27ecd1f9c0 RigChains owns what drives a joint; the judge refuses two actuators on a joint and a reach through a driven joint
RigChains.Actuates/Drives/Actuator are the one definition of actuator kinds; ValidateRig, BindRig and ShipModPlan consume
it, and the hand-derived gun-versus-row check and the chain stop are deleted. A nested actuator is now refused, as ruling
one-joint-one-actuator says. Findings nested-actuators-accepted and actuator-kinds-spelled-in-four-places.
Builds; the tests of the previous batch that pinned nesting are red until the next commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 21:31:14 +02:00
Meta Vens
9e516d06d9 Rig in the visual record: ShipAuthoring.Joints, ShipAnchor.Joint, reach check, Bind and ShipModPlan.Rigs
Deletes the articulation anchor role. Adds ShipJoint (key 5 Joints), ShipAnchor.Joint (key 5),
the judge's joint-shape, mount-on-joint and yaw-reach checks over RigChains, Bind's GLB checks
(ReadNodeIds returns the nearest tagged ancestor), and ShipModPlan.Rigs. Presentation only:
arc stays HardpointData.FiringArc and traverse WeaponData.Tracking (ruling mount-arc-gun-traverse).
Not yet built or run when committed; the verification commit follows.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-10 05:23:02 +02:00
Meta Vens
976b711905 Ship mounts: anchors only for visible hardpoints, every role rule in Validate
ShipAuthoringStore.Validate now alone decides which hardpoints carry anchors
and which role each plays. A thruster, radiator, energy, ballistic or launcher
hardpoint needs an anchor of its mount id with role thruster-emitter,
radiator-mesh or the new weapon-mount; every other hardpoint is internal and
no anchor may take its id. A mount-role anchor must be a hardpoint's mount, a
muzzle must hang off a weapon mount, and each weapon needs a muzzle; these
checks move out of ShipModPlan.Build, which now only maps a validated pair to
slots and throws nothing itself. 'articulation' stays in the vocabulary for
pivots and is never a mount.

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

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 14:34:05 +02:00
Meta Vens
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
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