Commit graph Aetheria/Assets/Scripts/ServerShared/Settings.cs
Author SHA1 Message Date
Meta Vens
021c4cbcbf Gravity: one potential per zone owns acceleration and height
GravityField is the law of one well (logarithmic tail, softened core).
Zone.GetForce and GetHeight sum it over the bodies; GetNormal derives from
the force for ship tilt; Flow and Ship read GetForce. Well strength, core
radius and Roche limit are PlanetSettings curves of mass, height
exaggeration K one global. Deletes GravityAcceleration, GravityReferenceRate,
GravityStrength, the PowerPulse well, GetNormal's finite differences and
BodyData.GravityDepthExponent. Settings.asset carries the calibrated curves.
Tests: PotentialOwnerTests, the moon's moon placement, retired keys over every
BodyData type, a body-derived giant sweep. Not yet built or run (verify job
follows); this commit may not build.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 04:36:28 +02:00
Meta Vens
7d3fb29ed2 Gravity subtract: delete the zone bowl and the gas-giant and sun ripples
GetHeight sums body wells only. Removes RadialWaves, GasGiant wave fields,
GasGiantData keys 14-17, PlanetSettings Zone*/Wave* fields, the minimap
gravity range, the Boundary brush and Gravity Waves objects from the scene
and both prefabs. The five bowl fixtures become one WellFixture well at the
origin with unchanged expected numbers. Not yet built or tested: this commit
has not been through the Yggdrasil job.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 19:34:20 +02:00
Meta Vens
e8ec8e903c Flow field: FlowField owns the global flow, Zone.Flow evaluates it at zone time, VolumeSampling.LowerFlow lowers it
FlowField (ServerShared) is the flow law; Zone.Flow/FlowScroll read PlanetSettings.Flow at zone
time. The Flow block moves from DefaultEnvironment to PlanetSettings (ZoneEnvironment key 1 is
retired), VolumeSampling's frame-clock scroll accumulator and the Stardust leftover field are
deleted, and slopeFlow returns 0 for a zero gradient. Unity parity probe follows in the next
commit; this commit has not been built in Unity.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 20:06:35 +02:00
Meta Vens
eebf6f375a Visibility 5: an item can be aimed at when the observer's book holds it and it is still fitted and whole
IsRevealed is now the observer's book (Entity.HasReveal) plus the live filter
(still on its ship, not IsDestroyed). The tier ladder and
GameplaySettings.TargetArmorInfoThreshold are deleted, with the 19 fixture
initializers and the Settings.asset line. Fixtures that aim at an item record
its reveal through RecordReveal; Aetheria.Shared exposes internals to
Aetheria.Shared.Tests for that. Unbuilt and untested at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-13 04:15:35 +02:00
Meta Vens
8120419ecd Merge origin/master into the loot branch (Self's direction)
One conflict, Zone.cs death subscription against contact-reveals' _departures insert: kept both.
The resolution already routes the death subscription through WatchDeath/UnwatchDeath (next
commit's fix target is the same line, so this commit resolves it in that shape).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 20:49:42 +02:00
Meta Vens
806641ae62 Ship contact is a restitution impulse along the normal while closing; e is GameplaySettings.ContactRestitution (.5)
Ruling ship-bounce-restitution-setting: j = -(1+e)(v_rel.n)/(1/m1+1/m2), applied only while closing. The old
exchange formula (PostCollisionVelocity) is deleted. ContactTests now pin momentum, frame shift, restitution,
no impulse while separating, slow closing, tangent of both bodies, inactive hulls, the contact point radius
and the three-body pile. Not yet built or run; verification follows.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 18:28:29 +02:00
Meta Vens
fa4467e9a3 Loot 1 (simulation): Zone owns floating items, rolls death drops on SimulationDice, expires them and commits pickups
Zone.Release is the one adder, StepFloatingItems and TryPickUp the only removers; DropLoot runs from the one
death subscription before the entity leaves the zone. Three C# default settings. Unity's drop path is untouched
(loot-1-present deletes it). Not yet built or run at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 04:00:08 +02:00
Meta Vens
6894c2093e Entity records reveals and derives Contact; ChunkInfo reads PassiveInfoPerSignature
The observer's Entity owns a reveal book keyed (subject, item). Sense records a
light act when its strength times PassiveInfoPerSignature clears the detection
threshold; PublishInbox records an emitter whose paint arrived. ReceivePaint takes
the emitter and its item. ContactOf derives Detected, Tracked, Classified and
Identified from track, reveals, the zone clock and GameplaySettings.BearingMemory.
ChunkInfo's arithmetic moves into PassiveInfoPerSignature; ActiveSensors fills one
buffer instead of allocating per call.

Not yet built or tested: verify follows with the tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 18:25:57 +02:00
Meta Vens
db3103a026 Envelope from columns: Ship.RecalculateEnvelope sums the thruster columns' box extremes; Thruster.Manoeuvre and TorqueFloor deleted
Unverified at this commit (first build still to run); ceiling test not yet restored.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-11 00:14:31 +02:00
Meta Vens
2cfdc72853 Delete the aether drive: behaviour, union 12, hardpoint type, aggregates, settings, presenters, prefab
AetherDriveData and AetherDrive, Union(12) (now a retired-do-not-reuse comment, as 26 is),
HardpointType.AetherDrive (last member, nothing shifts), Ship's drive sets, aggregates and
Axis write, the five request-field rows, GameplaySettings Aether multipliers, ShipInstance's
drive particles, SchematicDisplay's RPM display and AetherDriveUi, the undock refusal's drive
clause, the drive prefab and material, and AetherDb's drive roles and brownout row. The
design is kept at parked/aether-drive.
Adds EveryShippedShipHullHasATopSpeed. ARPG.unity still holds stale serialized references to
the removed SchematicDisplay fields and the RPM Display object; the next commit removes them.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-08 14:04:28 +02:00
Meta Vens
179ab92abc Merge evasion-term: evasion is changes of vector plus a per-gun mount term; authored tracking rates in the catalog; the aether drive leaves the envelope
Soul gate closed at verdict cut-evasion-term.s5 (head 473a4bcc); remaining Low
test gaps are deferred to a follow-up. Merged under operator ruling
aetheria-release:ruling:completed-cuts-merge. Carries the migrated
GameData/Aetheria.cc (LFS sha256 63250cf2...7ae25); master did not change the
catalog.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 22:29:51 +02:00
Meta Vens
38c47d80ed Floating bodies: FloatingBodyId, KinematicBody.Step, Zone.NextBodyId and the three drift settings
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-07 14:52:12 +02:00
Meta Vens
da2957b81c Evasion term: reachable spread from the thrust and turn envelope, realised by changes of vector
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>
2026-10-07 00:48:27 +02:00
Meta Vens
39b6d28f3a StationServices: one engine-free owner for sell price, repair cost and the sale and repair commits
Settings gain SellFraction, RepairFraction and StartingCredits. A sale pays the price scaled by condition and moves the
item into a station bay or refuses with everything unchanged; a repair restores every durability and charges the wear,
or refuses when short.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 19:30:31 +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
d528d88883 Cut 6d: the dart-throw kernel replaces the coin-flip landing rule
FireControl.Commit used to place a hit with a coin flip between exactly
the aimed item and a uniform-random hull cell -- no spatial term, so a
near-miss on a stern item was as likely to land in the bow as the stern.

One Gaussian kernel, in hull-schematic cell units, now decides both
halves of "where will this shot go": w(cell) = exp(-d^2/2*sigma^2) over
every occupied cell, sigma = 1/Precision. HitProbability folds the
kernel's on-hull mass share (pOnHull) into PBase at fire time (R10/Q6
unaffected); Commit draws the landing cell from the same weights. A shot
that passes the roll always lands on metal -- the off-hull chance is
priced into that one roll, never resolved as a second miss stage. The
uniform-random branch is deleted outright, not demoted.

Precision now feeds every shot's pOnHull, aimed or not, so its unaided
fallback (FireControl.Precision) reads GameplaySettings.UnaidedPrecision
instead of a bare 0 -- the same shape as the existing UnaidedAccuracy/
UnaidedTracking floors. pOnHull is saturated: the discrete sum over-
estimates the continuous kernel's integral once sigma drops below about
one cell, and a mass share cannot exceed the whole kernel.

Existing fixtures across FireAuthorityTests, FireControlCut4/5/6Tests and
TargetingSystemTests authored Precision as 0 (or relied on the old 0
fallback) purely as a don't-care value under the coin-flip rule, where it
only gated the aimed-item branch. Under the kernel it drives every shot's
sigma, so those fixtures are re-authored to keep pOnHull near its
ceiling and stay pinned on what they actually test.

mutation_tests_fire_control_cut3.sh's two anchors into HitProbability's
return line and the deleted coin-flip branch are updated to the
equivalent lines/mutations on the new code.
2026-09-19 21:37:39 +02:00
Meta Vens
df5f763187 Fire control Cut 5: close the rules that landed on one path and not its twin
Soul's pass over the whole campaign confirmed eleven findings. Seven were code
defects of one shape -- a rule implemented on one path and left off the path
beside it -- and this is all seven.

5.1 Tracking falls back to GameplaySettings.UnaidedTracking (new, 10) instead of
    zero, and Commit drops the zero branch that turned a Tracking-less shooter
    into a hard wall. Unaided fire was meant to be really, really bad; it was
    334 shots and no hits against a target drifting at 5 u/s.
5.2 A shot the shield cannot absorb now breaks it. The decision is frozen into
    ShotOutcome.ShieldBroken at commit and performed in Apply, so a shield that
    recharges mid-flight cannot retroactively survive. Splash already did this;
    the discrete roll never did, which made the whole shield-break mechanic
    unreachable for every weapon in the catalog.
5.3 ConstantWeapon gates on ArcAllowsFire alongside StanceAllowsFire. A
    side-mounted beam was firing forward.
5.4 The point-blank bearing case moves out of Weapon.ArcAllowsFire and into
    InArc, which used to normalize the zero vector into NaN. The trigger said
    fire and the probability said impossible.
5.5 A destroyed item drops out of IsRevealed's ranking, so Precision stops
    concentrating hits onto a dead subsystem's footprint.
5.6 Zone subscribes Entity.Death and removes the corpse itself. That removal
    lived only in Unity's loot-drop subscription, so headless nothing ever left
    the zone, shots landed on corpses and no fight could end.
5.7 PendingShot drops PredictedIntercept and FlightTime, written and read
    nowhere.

208 tests pass (197 plus eleven new).

Known defect, recorded rather than hidden: the committed mutation harness is
unreliable. Across two runs it failed to restore FireControl.cs and Weapon.cs,
leaving live mutations in the working tree -- including its own 5.1 mutation,
which is how a green suite briefly reported two failures. Its verdicts are
therefore evidence only where re-run from a verified-clean tree. Two anchors
(Zone.cs's ObserveAdd line, Weapon.cs's InArc return) fail to match at all, and
5.3's ConstantWeaponObeysArc survives its own mutation, so that rule is written
but not pinned. Cut 5b owns the repair; nothing here is trusted on the harness's
word, and the suite result above was taken by hand from a hash-verified tree.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 16:56:40 +02:00
Meta Vens
482c47bffe Fire control Cut 4, part 1: FireControl gains Splash and a beam roll
FireControl.Fire takes an optional damageOverride so a continuous weapon can
queue a shot for less than its full Damage. FireControl.Splash is the one new
rule this cut adds: an unconditional area effect (mines, airburst) applying
the shield-absorb-or-hull-takes-it branch per target, then DamageSchematic
over the directional half of each target's own hull that faces the blast --
the rule moved verbatim from the Splash subscription EntityInstance.cs
carried before Cut 3 deleted it (git show b7743789^).

ConstantWeapon.Execute rolls once per GameplaySettings.BeamResolveInterval
(new setting) for Damage*interval, through the same FireControl.Fire/Step
pair a discrete shot uses -- a beam's authored Velocity is 0, so the flight
commits and resolves in the same tick it fires (R4's short-flight
degradation). A beam is a sequence of rolls, not a continuous truth.

Fixes a real defect found while testing the above: both InstantWeapon.Execute
(Cut 3) and the new ConstantWeapon.Execute wrote `OnFire?.Invoke(FireControl.
Fire(...))` inline. C#'s null-conditional short-circuits the whole
expression, argument included, whenever the event has no subscriber -- true
of any headless run with no Unity EntityInstance wired up
(docs/headless-playground-cut.md) -- so a shot silently never fired. Both
now evaluate FireControl.Fire into a local before the null-conditional
invoke.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 15:16:57 +02:00
Meta Vens
b7743789c8 Fire control Cut 3: hit authority moves to FireControl
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>
2026-09-19 14:07:07 +02:00
Meta Vens
c4a57a8df0 Add targeting subsystem, reveal rule and selection slot (fire control Cut 2)
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>
2026-09-19 13:02:20 +02:00
Meta Vens
2b98aaa762 Delete HardpointTransforms; mount direction and arc become sim data
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>
2026-09-19 07:37:52 +02:00
Meta Vens
f732cff9e6 Spawn neutral wanderers so combat has something non-hostile to target
ZoneGenerator now spawns NeutralWandererCount ships (default 2, authored on
ZoneGenerationSettings) from a galaxy faction that is neither the zone owner
nor its nearest faction, using the zone's existing seeded Random so placement
stays deterministic per zone. None spawn when no faction qualifies. The
faction-pool rule is pulled into ZoneGenerator.EligibleWandererFactions so it
is unit-testable without running the full generation pipeline.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:00:22 +02:00
Meta Vens
6140a06a0a Swap Unity.Mathematics usings for CultMath
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>
2026-09-14 17:39:12 +02:00
Meta Vens
7006a6b0dd Restore the stable legacy Unity project 2026-08-10 14:57:50 +01:00
Meta Vens
39a0dc8737 Sync daemon authority migration 2026-06-21 09:37:54 +01:00
Meta Vens
6dbf930aec Delete dead personality state remnants 2026-06-13 21:03:23 +01:00
Meta Vens
64e596d92d Demote Unity config MessagePack metadata 2026-06-13 11:14:38 +01:00
Meta Vens
b0d2aa1156 Purge Newtonsoft state annotations 2026-06-13 04:56:50 +01:00
Arnaut
4811f2ff37 Add component to entity wear based on changes in temperature 2021-06-04 14:49:00 +02:00
Reinier Vens
1284149d47 Hostility System
Implemented hostility system - entities can mark each other as friend or foe depending on changing conditions (currently only depends on local security level)
Added "friendly" target indicators in blue
2021-05-11 04:45:42 +01:00
Reinier Vens
2c4520000b Demo Hotfixes
Replaced Unity TAA with PlayDead TAA
Custom keyboard layout test scene
Adjusted Aetheric Drive VFX to be more subtle
Reworked stardust VFX to reduce flickering artifacts
Added Action Bar & weapon groups saving/loading
Implemented security levels and faction safe zone visualization
Improved station placement (now include defensive turrets)
2021-05-02 20:59:45 +01:00
Reinier Vens
b1bd89a687 Mini Galaxy Gen
Added flags to game manager and player settings to check tutorial status
Created alternate galaxy generation process for tutorial
2021-04-22 02:53:06 +01:00
Reinier Vens
11bfc739fe Aetheric Drive
Added Aetheric Drive hardpoint and item behavior
Added Drive RPM UI to HUD
Fixed death not disabling continue option
Disabling global input when dialog is visible
Fixed loadout generator failure when zero price item present
Replaced fixed top speed with drag coefficients
2021-04-14 03:29:14 +01:00
Reinier Vens
54f7e3a66f Properties Panel Overhaul
Marking player location on galaxy map
Fixed non-input field focus disabling global key map
Player start ship is now always the same
Loadout generator now demands exact match for item dimensions
Thermal damage now triggers ItemDamaged event = player can die from cockpit wear!
Properties panel now has a much more attractive UI
Implemented curve control for properties UI
Centralized number formatting in player settings
Moved significant digits to player settings
Added temperature unit option in player settings
2021-04-13 01:50:42 +01:00
Reinier Vens
a51c402fc5 Reflected Visibility
Ships are now more visible in lit areas (depending on cross section stat in Reflector behavior)
Refactored all behaviors to remove context & entity references (can get them from equipped item reference if needed)
Fixed crash when enemy dies of heatstroke while targeted
Exponential decay for visibility now uses correct time-independent formula
Refactored item inspection in properties panel (now consistent between equipped items vs. inventory and store items, shows effect of heat on stats)
Reordered item properties and added spacing between groups
2021-04-12 04:20:52 +01:00
Reinier Vens
62d4221958 Hypothermia & UI Fixes
Implemented hypothermia death, with associated postprocessing and HUD UI
Fixed heatstroke and hypothermia not triggering death events
Fixed target inventory dropdown not working in trade menu
Added ability to rename ship
Added player death on cockpit destruction
Fixed confirmation dialog not using onconfirm callback
Fixed faulty double click in inventory panel
Fading out heat texture when ship has uniform temperature
Fixed inventory panel displaying incorrect default when no cargo bay equipped
Fixed incorrect state for console and weapon effect managers when restarting from in-game menu
Fixed save/reload when ship is docked at a station
2021-04-10 01:47:16 +01:00
Reinier Vens
ca1ce9859d Live Demo Tweaks
Copied Main Menu to gameplay scene
Added Pause functionality (ESC key)
Save & Restore discovered zones
Applied vertical offset to asteroids (no more intersections!)
Nebula shader optimized to improve early exit
Nebula shader outputs light scattering to second render target
Modified depth of field shader to use nebula light scattering
2021-04-09 14:01:34 +01:00
Reinier Vens
47189c8a7e Equipment Data Simplification
Removed blueprint system for crafting (and excised anything depending on that)
Implemented smootherstep and used it for wormhole animation
Quality dependent durability and heat exponents are now global instead of item specific
Database list view now groups equipment by manufacturer
Thrusters can now consume energy
Weapons can have reloads even when they don't have ammo
2021-03-22 05:22:31 +00:00
Reinier Vens
fd81bf267e Shops & Weapon Icons
Added stations to loadout generator
Overhauled Trade menu to sell station inventory contents
Placing stations in ZoneGenerator
Moved weapons to new item type: WeaponItemData
Implemented icon sets for weapon functionality
Renamed MegaCorporation to Faction
Implemented quality-dependent item pricing
Added unoccupied space helper function for entity
Moved sector generation settings to settings file
2021-03-20 04:20:17 +00:00
Reinier Vens
ebde23a64d Enemy Loadout Generation
Modified zone generator to scale the radius and mass of a zone according to galaxy density
Added loadout generator which procedurally generates ships and turrets
Generating 3 randomized ships in each occupied zone
Fixed DatabaseCache.GetAll for parent types
Fixed wormhole traversal bug for returning to previous zone (ZoneRenderer subscriptions not being properly disposed)
2021-03-18 00:36:34 +00:00
Reinier Vens
73651bf16a Game Loop Galaxy Integration
Added sector map in Galaxy tab of in-game menu
Added player flag to Ship (replaces AGM.PlayerEntities)
Refactored sector map to depend on AGM
Moved sector generation to main menu
Main menu now supports resuming previous playthrough
Database and player settings now statically available via AGM
AGM saves current game state in PlayerSettings on exit
Sector generation is now asynchronous
Added progress callbacks to sector gen + progress dialog in menu
Confirmation Dialog / properties panel can now display dynamic text entry
Added zone title to Zone map
Eliminated ZoneData class (properties moved to ZonePack)
Sector, Zone and Entity serialization now fully functional
Entity settings now separate from player settings
Cleaned up old unused networking message classes
Name files now integrated with database cache
Added ability to save/load additive DB cache files in database panel
Cleaned up Wwise sound setup - removed redundant items & fixed spelling errors
Deleted Wwise cache + added to .gitignore
2021-03-15 11:40:46 +00:00
Reinier Vens
7f3f198f61 Improved Sector Map
Added Boss Icon
Added Home Icon
Added Legend
Placing bosses at chokepoints
Adjusted home zone placement
Added per-faction areas of influence
2021-03-12 05:12:01 +00:00
Reinier Vens
0f33e541c0 Sector Constellations
Generating links between zones within the sector using elimination algorithm with connectedness testing
Improved sample elimination API - now accepts simple density function!
Ported MIConvexHull library to single precision, Unity.Mathematics math
Removed old galaxy generator (new code is much better!)
2021-03-11 01:36:08 +00:00
Reinier Vens
3f9af29843 Sector Generation
Fixed Laser cancelling bug
Fixed Turrets not activating
Added ability to bind player perspective to orbital entities
Added Markov Chain name generator + Australian place name dataset
Modified old "galaxy" shader to serve as sector background
Implemented Cem Yuksel's Weighted Sample Elimination for Poisson Disk Sample Sets
Created sector generator which places sectors using WSE
2021-03-10 09:18:07 +00:00
Reinier Vens
ab54f878f4 Quality Tiers
Item Manufacturers now defined in item data
Items are generated at specific quality tiers with associated colors, displayed in title of properties panel when selected
2021-03-08 02:57:38 +00:00
Reinier Vens
1092159063 Thermal Performance Threshold & Thermal Override
Items will switch themselves off below a customizable threshold to avoid damage
Player can toggle thermal override to disable safety shutdown
Selecting an item allows player to select whether the item will override
Clicking on the background of an inventory panel will display general ship settings (including thermal shutdown threshold)
Performance Stat evaluation has been moved to EquippedItem, slight performance improvement
Item online and active status are now reactive properties
Created player settings file to store e.g. shutdown threshold
Fixed crash when entering wormhole while enemies are visible
2021-03-07 01:10:31 +00:00
Reinier Vens
2f088b5590 Heatstroke VFX
Filling the heatstroke meter now results in a postprocessing filter which increasingly distorts the player's view as they get closer to death.
2021-03-06 02:42:19 +00:00
Reinier Vens
adfb200a91 Wormholes 2021-03-05 14:31:18 +00:00
Reinier Vens
b53e4aec8c Combat & Visibility & Collisions
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
2021-02-26 19:01:47 +00:00
Reinier Vens
8d4bd04891 AI State Machine First Pass
Implemented first pass on code-driven state machine logic for flexible AI agents
2021-02-11 03:14:20 +00:00