Commit graph Aetheria/Assets/Scripts/ServerShared/Settings.cs
Author SHA1 Message Date
soul
cada2fde3e Transfer verb: a pilot gives cargo to a ship alongside, committed through the conserving bay move
TryTransferItem(SimpleCommodity) checks the target can take the part and stores the part removed, not the stack
left behind (it duplicated and lost units on every partial move, the player's commodity buy among them).
TryTransferItems goes. CargoTransfer.Step owns a give's progress and end; PilotCommand.Give and StopGiving are applied
by PilotApplier; TransferRate is the new tunable, DockingDistance the range.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-22 16:38:17 +02:00
soul
0e9b9c71e2 Gravity: lane half-width 1.5 body radii (ruling lane-narrow), code default and Settings.asset
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-22 00:44:36 +02:00
soul
f102b082fd Gravity: laned belts, a belt on a copy of a light body's rail filling its slot less a visual lane
Place records every child's slot; GenerateEntities marks belt candidates. After the swarm pass, a lane pass on its own
stream gives a candidate that kept its body, has a band at least the lane's half-width on both sides, carries no swarm and
whose parent has no other belt shape, an annulus on a copy of its rail: rocks over [slot inner, D - E] and [D + E, slot
outer], E = LaneBodyRadii body radii. ZoneGenerationSettings gains LaneProbability (0 in code, 0.5 authored) and
LaneBodyRadii (5). LanedBeltTests pins it; EveryBeltIsKindedAtGeneration moves there and asserts lanes; BeltShapes.Lanes
lands with it; both TrojanSwarmTests fixtures draw no lane.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-21 22:42:49 +02:00
92d6153c2e Trojan swarms: a belt on a copy of its host's rail whose rocks ride the rail's period
Rulings trojans-first, trojans-ride-host-period-with-stations. AsteroidBeltData
key 11 RidesRail; AsteroidBelt.Extent is the one belt extent rule (replaces
Zone's inline farthest-rock loop and the Math.Max at the well node); a swarm's
Periods are its rail's period. The generator draws swarms from a stream of its
own (TrojanStream), so no other draw in the zone moves. Tuning defaults are the
spec's proposals; the code default TrojanProbability 0 draws none. Existing
annulus tests skip swarm rails. Builds.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-18 16:28:42 +02:00
55bda75ac3 Merge faction-curated-place-names (7da0d414), --no-ff
Code from eureka/aetheria-release-faction-curated-place-names. Conflicts kept both sides: Faction holds Assembly (key 19) and Places (key 21); AetherDb dispatches assembly-from-maker, place-names and doctrine-catalog, and its usage names both; FlightTests counts the Faction wire at 22 slots (19 is Assembly, 21 is Places).

The two LFS files are the merge's resolution, replayed on the post-assembly bytes, never merged as text or by side.

GameData/Aetheria.cc, per h1's two-step replay: (1) AetherDb place-names apply built at the branch's commit 1 (740e1ee7, merged onto the assembly merge so key 19 survives), run on the post-assembly catalog: purges the Markov NameFile records while their type exists and authors 15 place lists; (2) place-names apply built at this merged tree, run on step 1's output: authors Miss Terri's list (1 list). Each step's second apply said nothing to do and left the bytes identical; the whole chain run twice from the assembly catalog gave bytes equal except the record write timestamps (masked, both hash alike). Decoded independently with cultcache-py: 16 factions, key 19 Assembly filled on the 15 makers (Ewan Hart has none), key 21 Places 20 names on all 16, key 9 nil on all, no namefile type among the 321 records.

Assets/Resources/Settings.asset: the post-assembly file (Rarity values removed) with the four NameGeneratorSettings lines removed (NameGeneratorSettings, MinLength 5, MaxLength 10, Order 3).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 02:16:57 +02:00
430eb307a3 Merge assembly-from-maker (a899432d), --no-ff
Code from eureka/aetheria-release-assembly-from-maker-r2. The two LFS files are not merged as text or by side; they are the merge's resolution, made as follows.

GameData/Aetheria.cc: master's catalog (0f5def17's, sha256 a4ff0eff...ebee9) is unchanged by master since, so the branch's blob was checked against the replay. AetherDb assembly-from-maker apply, built from this merged tree, run on master's catalog twice from fresh copies and once more on its own output: 15 factions written; the second pass said No changes and left the bytes identical. The replayed bytes equal the branch's blob (sha256 2b18ff7f...90e... ) except for the 333 record write timestamps, each of which a fresh write restamps (masked to a constant, both hash alike). The branch's blob, which h5's full suite tested, is taken.

Assets/Resources/Settings.asset: master's file (b004d902..., which dropped AsteroidVerticalOffset) with the branch's Rarity cleanup replayed: the five Rarity values (1, 0.5, 0.15, 0.05, 0.01) removed, nothing else touched.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-18 02:13:23 +02:00
Meta Vens
1d689adfa6 Delete the Markov name generator, its data and settings, NameFile and GeonameFile
The NameFile records went with commit 2's apply, so the type, Faction key 9
(left as a retired-key comment), NameGeneratorSettings and its parameter on
Galaxy and GalaxyStage, the Settings.asset block, the Name Tools editor
window, the Geonames resources, the purge leg of place-names and the
minor-power and Pirates commands' name-file lookups all go. The Pirates
missing-name-file test pins a retired rule and goes with it. Factions shows a
places count where the geonames column was. Unity compile owed at merge.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 19:26:15 +02:00
Meta Vens
d23038f53c Assembly is the maker's: re-land of h1 on 0f5def17 (net diff of ae300c6a..5187a59d)
Applies the net diff of eureka/aetheria-release-assembly-from-maker (5187a59d) without its catalog blob and RunStartTests residue, git apply -3, overlaps resolved on master's side. 066fb581's message ('git log --oneline -1') was a heredoc slip; the old branch stays as it is. Drops the Rarity = fixture member from the tests master added since ae300c6a. Faction keys 19-20 here are h1's; the next commit reshapes them to one Assembly at 19.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 18:55:16 +02:00
Meta Vens
2055e18d3e Delete AsteroidVerticalOffset: setting, asset line, shader global, and the asteroid shader's field read
Rock height leaves the shader; DrawAhead owns it (next commit). Does not build alone:
ZoneRenderer and ActionGameManager still reference the deleted names.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 13:48:29 +02:00
Meta Vens
84337de569 ZoneGenerator.Place owns every generated distance, fold and belt width
PlanetSafetyRadius, ChildDistanceMinimum/Maximum, ExpandSolar's distance series
and the window filters are deleted. Place (ported from replace.py, root window
from rootReach per root-window-floor) lays children inside-out, folds the
lightest family while the outermost overflows, stretches to the window, merges
rings that cannot keep their heavy member outside its Roche margin and sets
belt half widths. Stations pick well-bearing, sibling-clear off-ring bodies;
the tutorial entrance falls back to an orbit round a root node; turrets stop a
side when within the base body's extent. GenerateZone/GenerateArena take
PlanetSettings. Not yet built.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-17 04:55:57 +02:00
Meta Vens
09a7f18985 Merge eureka/aetheria-gravity-well-law (cut well-law; Soul verdicts s1-s4)
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-17 03:49:59 +02:00
Meta Vens
eeeb6db290 Well law: the band term, WellTree owns every term; the old law, per-body sums and Gauss ring law deleted
GravityField is now the band term U(eps, inner, outer) (C4 smoothstep fade, closed form and a series for tau > 1).
WellTree is built once per Zone from the orbit tree: node terms, reach, support, the pruned Force/Potential walk and
PullAround (rails). Zone.GetHeight/GetForce/PeriodAround delegate to it; WellReference, _wellOn, _strengths,
Strength() and DrawAhead.Well are gone; GravityLowering and the shader template take the flat term list;
HeightExaggeration halves to 2.0491803.

Does not pass yet: Gravity.cginc is not regenerated and PotentialOwnerTests/OrbitsFromFieldTests still spell the old law.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 17:56:25 +02:00
Meta Vens
0f26c4bb35 Suns never take a green hue: draw sun hues from the circle minus a Settings band
Primary hue maps through ColorMath.HueOutsideBand; the secondary takes the
out-of-band side; fog tint and light derive from primary. Band edges are
SunHueExcludedStart/End (75 and 165 degrees by default).

Not yet verified on Yggdrasil at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 17:20:52 +02:00
Meta Vens
be7f2b0787 Layers: one owner puts orbitals above the ship plane and floaters below; per-hull GridOffset is deleted
GameplaySettings carries ShipLayerHeight 3, OrbitalLayerHeight 15, FloaterLayerHeight 0 (authored in Settings.asset).
Entity.LayerHeight (Ship, OrbitalEntity) is the one offset RideHeight adds; DrawAhead.FloaterHeight is the floater
height ItemPickup and MineInstance draw at. HullData.GridOffset (Key 26) and the pickup/mine/prefab GridOffset fields
are gone with every reader. Fixtures (DrawnPose, FireControl*, ImpactFeedback) take heights from the layer owner;
LayerTests pin each kind's layer. FloatingItemsDrawnSmoke follows. ItemPickup/MineInstance.Bind take the settings from
ZoneRenderer. Builds as one commit with its tests; not compile-verified until the cut's head run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-16 02:35:07 +02:00
Meta Vens
a4977cbe48 Every rail's period is derived from the field it orbits in; OrbitPeriod is deleted
Zone.PeriodAround is the one owner: round a body, the pull its well gives at the rail's distance
(GravityField.Acceleration); round a bodyless node, the ring law (strength of the orbits inside, plus
half of what shares the ring). Orbit.Period and AsteroidBelt.Periods are written once at zone build,
before placement; BeltTargets copies the belt's periods. A parentless orbit has no field and stands at
its phase. Fixtures lose OrbitPeriod and gain wells where their rails must move. Builds; the new
OrbitsFromFieldTests follow in the next commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 18:11:27 +02:00
Meta Vens
8f491fd3c9 Core radius is the Roche curve; the global exaggeration divides by the core's growth
core-at-roche-and-exaggeration-up: PlanetSettings.CoreRadius and Planet.CoreRadius are
deleted; the well's softened core reads the RocheLimit curve (one curve of mass). The
core < Roche guard cannot fail and is replaced by a Roche-limit-positive-and-finite
check. Settings.asset: CoreRadius removed, HeightExaggeration 10 -> 4.0983607
(10 / (7.32 / 3)). Tests pin the new curves and the peak drawn slope / 2.44x steeper tail.
Not yet built or run at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 16:46:53 +02:00
Meta Vens
3a5b3b0bab Gravity grid-lowering: the drawn height is one Gravity Field pass over the zone's wells; gravity brushes and brush inputs deleted
Zone.WellReference owns each body's reference zero (GetHeight uses it). Gravity.cginc mirrors GravityField.Potential;
Brushes/Gravity Field draws depth = -h on layer 9 from a StructuredBuffer that GravityLowering.Lower fills from the
zone each frame; GravityLowering.CreateField makes the one quad. GravityFieldParityVerify renders it and compares every
texel with -Zone.GetHeight (max error 0.0059 u), the gradient with GetForce (0.03 degrees) and the wiring.

Deleted: the Gravity Well children of Planet, Gas Giant, Sun and PlanetOutpost prefabs, Wormhole 1's three gravity
children, their overrides in Main Menu and TestScene, five wormhole/wave materials and two brush shaders,
Planet.GravityWellDepth/Radius, BodyData keys 6-7, PlanetSettings.GravityDepth/GravityRadius (and the Settings.asset
keys). Surface Displacement culls layer 9 only. Headless build and tests not yet run at this commit.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 07:11:25 +02:00
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