One reader, LoadoutGenerator.IsOffered, read by IsAvailable (ahead of the no-faction
shortcut), the AvailableProducts candidates (so the any-maker fallback cannot reach one)
and SoldHulls. A Loadout that pins the product still builds it. Rulings
off-market-is-unoffered-product and boss-hulls-exclusive.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FactionProductData slot 7 Bin (schema id unchanged, additive as slot 6). Mint derives a bin's
distributions from its line on every lot, truncated by NextGaussianAbove (64 tries, then the cutoff).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Replaces h1's AssemblyMean/AssemblyDeviation floats with one Faction.Assembly (key 19, null = not authored) and adds FactionProductData.Assembly (key 6, null = its maker's). CreateLot(product) draws from product.Assembly, else the maker's, else AssemblyDistribution defaults; CreateLot(product, quality) mints the lot and every fill at a stated quality and draws nothing. assembly-from-maker now seeds part mean + .1 and writes only a null Assembly.
The shipped-catalog test is red until the catalog commit.
Co-Authored-By: Claude Opus 5.5 <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>
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>