Commit graph Aetheria/Assets/Scripts
Author SHA1 Message Date
Meta Vens
cd47eefe9e Merge the power fixes: multiplier, active gating, honest tiers, shield repair
F1 power supply multiplies the resolved value (operator ruling), so zero
supply means zero and a flat stat still responds. F2 the bus agrees with
Active in both directions. F3 an empty tier reports no demand instead of
full supply, and sub-epsilon demand is rationed and subtracted. F4/F5 the
shield restores while inactive and CanTakeHit no longer mutates. F6/F7 the
validator names every stat a request reads and the tools validate before
writing. F8 re-anchors two dead mutation harnesses.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 06:04:12 +02:00
Meta Vens
e3e228e036 F7: route AetherDb's identity-preserving repairs through the same validation
CultRecordRefs.Upsert is the one function every catalog write is supposed to
go through, but tools/AetherDb/Program.cs's Dangling, ShieldMigrate and
BrownoutMigrate commands each repair an existing record in place and must
preserve its key -- Upsert's own cache.UpsertAsync(document) cannot take a
caller-supplied key, so all three wrote raw and unvalidated through
`db.Cache.Commit(batch => batch.Upsert(document.GetType(), document, key))`.
`brownout-migrate apply` is how the shipped catalog's PowerSupply terms were
actually authored, unvalidated, the whole time.

Extracted Upsert's validation body into CultRecordRefs.Validate(object), and
call it directly from all three tool commands immediately before their own
identity-preserving commit -- the same rules, invoked where Upsert itself
cannot reach. The comment above StatValidation naming the write-bypass holes
(landed with F6) now names all four instead of two: CultCache Studio's
generic editor (still open -- not this repository's to patch) plus the three
tool commands above (closed).

Pinned in tests/Aetheria.Shared.Tests/AetheriaStoresTests.cs:
ValidateRefusesAnEquippableItemWithAZeroSpanHeatRangeTheSameWayUpsertWould and
ValidateRefusesAPowerRequestCarryingAPowerSupplyTermTheSameWayUpsertWould pin
that the extracted method actually refuses what Upsert would (fail under a
reverted Validate that is a no-op); ValidateIsANoOpForADocumentTypeItDoesNotGovern
pins that a document type it has no opinion about doesn't crash it.

Verified tools/AetherDb/AetherDb.csproj still builds clean against the pinned
CultLib worktree.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 05:47:31 +02:00
Meta Vens
02e2ca9556 F6: name every field a power request actually reads, not just its top-level one
StatValidation.PowerRequestFields registered only each consumer's own
top-level request field (Thruster.EnergyUsage, Shield.Capacity, and so on),
on the premise that PowerRequest reads exactly one PerformanceStat. That was
false for five of the eight consumers: Radiator.PowerRequest also reads
PumpedHeat and WasteHeat (its own early-out gate), AetherDrive.PowerRequest
also reads Torque, LambdaMultiplier, MaximumRpm and PassiveCoupling (its
whole spin-up arithmetic), Shield.PowerRequest (via RefreshReserve) also
reads RefillDuration/RestoreDuration, InstantWeapon.PowerRequest (via
RefreshInputCapacitor) also reads Cooldown/Count, and Sensor.PowerRequest
also reads PingCooldown. Any of those could carry a PowerSupply term and sail
straight past ValidateNoPowerSupplyOnRequest, corrupting the very request it
feeds -- exactly Soul's reproduced "OK Disperser" oscillation
(SOUL_RadiatorRequestDependsOnItsOwnGrantAndOscillates).

Audited directly against each PowerRequest method's own body (and the
RefreshReserve/RefreshInputCapacitor helpers it calls into), not guessed from
the behaviour's public surface.

This correctly refuses the real catalog now: `GameData/Aetheria.cc` carries
exactly six violations --
  cold like my heart   RadiatorData.PumpedHeat
  Arctica               RadiatorData.PumpedHeat
  Skiron                RadiatorData.PumpedHeat
  OK Disperser          RadiatorData.PumpedHeat
  Iapyx                 RadiatorData.PumpedHeat
  Traction              AetherDriveData.Torque
-- re-authoring them (moving the PowerSupply term off the now-covered field,
or redesigning Radiator/AetherDrive's own PowerRequest to read a
nominal/undegraded value instead) is catalog and design work for Self/roles
authoring, not done here.

BrownoutTests.cs's own Radiator/AetherDrive brownout fixtures hit the same
wall -- they authored a PowerSupply term on PumpedHeat/Torque to test Cut 7's
"curve on the performance stat," which is now correctly refused since both
behaviours' PowerRequest reads that same stat. Neither behaviour has an
untouched field left to curve, so there is currently no valid catalog shape
that gives them a working brownout curve without also feeding it back into
their own request -- a real, scoped conflict between Cut 6 and Cut 7 for
these two consumers. The six affected tests are marked Skip with a header
comment explaining the conflict rather than silently reworked or deleted;
Thruster and ConstantWeapon are unaffected (their own PowerRequest never
reads the separate field their tests curve).

Pinned in tests/Aetheria.Shared.Tests/PowerCurveTests.cs:
UpsertRefusesARadiatorWhosePumpedHeatCarriesAPowerSupplyTerm and
UpsertRefusesAShieldWhoseRefillDurationCarriesAPowerSupplyTerm -- both fail
under the reverted (top-level-field-only) registry.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 05:47:14 +02:00
Meta Vens
95d6fd3b14 F4/F5: shield restore survives inactivity, and CanTakeHit stops mutating
F4: a hit that breaks the shield usually also cooks it (TakeHit's own
AddHeat), which can knock the item thermally offline in the same tick. The
reserve's recharge and its Broken-clearing check lived inside Execute, which
Entity.Update only runs while Item.Active is true -- so a shield broken by a
hit that also shuts it down could never come back, no matter how long
RestoreDuration allows for. That logic now lives in Shield.Update
(IAlwaysUpdatedBehavior), which Entity.Update calls every tick unconditionally
(Cooldown.cs already relies on the same interface for the same reason).

F5: CanTakeHit broke the shield and drained the reserve as a side effect of
the query itself, on the premise that every caller queries it exactly once
per hit. That premise was false: RaycastAll/SphereCastAll/OverlapSphere hand
every caller under Assets/Scripts/Gameplay/Weapons both the shield collider
and the hull collider for one shot, so the same shield's CanTakeHit was
queried twice per hit. CanTakeHit is now a pure read (Broken + the reserve's
own CanSpend); the mutation moved to a new Shield.Break(), idempotent, called
by each weapon file exactly where it already decided to route a hit past the
shield instead of absorbing it.

Pinned in tests/Aetheria.Shared.Tests/ShieldReserveTests.cs:
RestorationProceedsWhileTheItemIsInactive (F4),
CanTakeHitNeverMutatesRegardlessOfHowManyTimesItIsCalled and
BreakIsIdempotentAcrossRepeatedCalls (F5). Updated every existing test that
relied on CanTakeHit's old mutating side effect to call Break() explicitly,
matching the new caller pattern.

Cannot compile-verify Assets/Scripts/Gameplay/Weapons/*.cs here (UnityEngine,
Unity batchmode unavailable in this environment) -- reviewed by hand for
brace/control-flow correctness; Self or a Unity batchmode pass should confirm.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 05:32:29 +02:00
Meta Vens
f36effd70b F3: an empty tier is not a satisfied tier, and sub-epsilon demand pays its way
AllocateTiers treated any tier whose summed demand was at or below 1e-4 as
"fully met" (ratio 1) without ever subtracting it from `remaining`. Two bugs:
a tier with no consumers equipped in it at all read as 1f, the exact "fully
supplied" signal a UI is meant to trust, even on a fully blacked-out ship
(measured: Critical 0 demand reads "fine" right next to a genuinely starved
High); and a tier with a real but tiny demand (down to 5e-5) was granted out
of nothing and never charged against the ship's actual generation, letting a
lower tier get overfed by the sliver the higher one was never billed for.

AllocateTiers now tracks which tiers actually have a consumer separately from
their summed demand. A tier with no consumer reports the new PowerBus.NoDemand
sentinel (NaN), never 1f. A tier with a consumer whose own request truly is
zero this tick is trivially satisfied (ratio 1, nothing to be short of). Any
other demand, however small, goes through the same grant/remaining arithmetic
as every other tier.

Pinned in tests/Aetheria.Shared.Tests/PowerTierTests.cs:
SubEpsilonDemandGetsNoGrantAtTotalBlackout,
HigherTierSubEpsilonDemandIsStillSubtractedFromRemaining, and
EmptyTierAtBlackoutReportsNoDemandNotFullySupplied -- all fail under the
reverted (<=1e-4 free-pass) mutation. Updated
ATierWithNoDemandPassesItsShareDown's own empty-tier assertion, which had
pinned the bug itself ("empty tiers read as fully met").

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 05:15:30 +02:00
Meta Vens
881415d5e3 F2: gate the bus's reactors and consumers on Active, not Online
PowerBus.Step billed every equipped IPowerConsumer's request unconditionally
and admitted a reactor on Item.Online alone, but Entity.Update only ever runs
a behaviour's Execute when the item is Active (Enabled && Online). A consumer
the player switched off never executes and never spends anything, yet was
still billed, starving live consumers and draining capacitors for nobody. A
reactor switched off stayed Online and kept generating even though
Reactor.Execute (which produces the heat receipt) never ran for it: free,
heat-free power.

Both directions now gate on the same predicate the rest of Entity uses:
item.Active.Value.

Pinned in tests/Aetheria.Shared.Tests/PowerBusTests.cs:
DisabledConsumerContributesNoDemand and DisabledReactorGeneratesNoPower --
both fail under the reverted (Online-only / unconditional) mutation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 05:06:31 +02:00
Meta Vens
90e83234ed Merge authored design roles: items stop being one-dimensional
32 of 51 designs declare roles, 183 stats point at one, 28 of 37 products
author matching role quality. Adds the validation that refuses a stat
naming a role its design lacks, and roles-migrate alongside the other
catalog tools. Product means are placeholders pending operator review.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 05:03:57 +02:00
Meta Vens
da5a710030 F1: power supply multiplies the resolved stat, it does not interpolate
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>
2026-09-19 05:03:31 +02:00
Meta Vens
395494f6a7 Cut 7: refuse a stat naming a role its design lacks
StatValidation.ValidateRoleUsage walks every PerformanceStat field on every
behaviour and refuses a StatSource.Quality term whose Role is not in the
design's own declared Roles -- wired into AetheriaStores.Open and
CultRecordRefs.Upsert alongside the existing heat/modifier/power-supply
checks. Lot.QualityForRole already falls back to workmanship for a role an
old lot never rolled (forward-compat for a role added after minting); this
is the other direction: a term naming a role the design never declared at
all is an authoring mistake, not a lot predating the role, and must fail
loudly.

RoleAuthoringTests.cs pins three rules with both a positive and negative
control: Upsert refuses an absent-role term but accepts a declared one, and
two products of one design with different ProductRole means mint lots that
resolve a role-termed stat to different, deterministic values.
tests/mutation_tests_stats_power_cut8.py (this repo's own numbering follows
cut7.py's brownout work) mutates ValidateRoleUsage in both directions
(never-refuse, always-refuse) and QualityForRole's fallback, plus
ItemManager.CreateLot's mean read -- all six behave as declared.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 05:01:17 +02:00
Meta Vens
ff7f8a5c2a Cut 8: presentation reads Condition instead of recomputing durability
ShipInstance's thruster and aether-drive emission were the operator's
actual complaint (2026-09-19): thrust intent times a raw durability ratio
that ignored heat and power and duplicated simulation arithmetic in
presentation. Both now multiply intent by Thruster.Condition /
AetherDrive.Condition -- no durability/heat/power math left in
presentation. Unity-side; not covered by the shared test suite. Small and
obvious for Self's batchmode run on merge to check.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 04:41:23 +02:00
Meta Vens
4cdfa22fb0 Cut 8: EquippedItem.ConditionRatio -- how healthy a behaviour actually is
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>
2026-09-19 04:41:13 +02:00
Meta Vens
b4702bbc33 Cut 7: continuous consumers brown out instead of flicking off
docs/stats-and-power-target.md: "Continuous consumers brown out through a
power supply curve on their performance stats." Cut 6 wired the curve
(EquippedItem.PowerSupplyFactor) but every continuous consumer still gated
its own effect on Item.PowerSupply >= 1f, so an 80% grant produced nothing
instead of 80% performance.

- Thruster/AetherDrive: gate narrowed from ">= 1f" to a true-zero floor
  (> 1e-4f, PowerBus's own epsilon); Thrust/Torque are plain Evaluate()
  reads, so a curved stat already degrades once the full-grant demand is
  dropped.
- Radiator: the gate is deleted outright. PumpedHeat is already a curved
  Evaluate() read; waste heat is unaffected, so a starved radiator now falls
  behind instead of refusing to pump, and zero supply already zeroes
  PumpedHeat via the curve with no special case needed.
- ConstantWeapon: the weapon no longer safes itself off (_firing = false)
  on a partial grant -- only true zero still stops it. Damage already
  degrades via base.Execute's own Evaluate() read.
- EnergyDraw: has no performance stat of its own -- its Execute return
  value IS the effect (gates its BehaviorGroup). Narrowed the same way:
  a partial grant still passes, only true zero closes the gate.

InputCapacitor and the three instant consumers (InstantWeapon, Sensor,
Shield) are untouched: all-or-nothing on a partial charge still holds.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 04:10:19 +02:00
Meta Vens
1c1249e700 Cut 6: wire StatSource.PowerSupply and refuse a power request that reads it
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>
2026-09-19 03:47:07 +02:00
Meta Vens
8a717542a4 Merge remote-tracking branch 'origin/codex/power-tiers' into codex/item-provenance 2026-09-19 03:00:02 +02:00
Meta Vens
55249beb98 Cut 5: priority tiers replace PowerBus's single shared GrantRatio
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>
2026-09-19 02:58:38 +02:00
Meta Vens
b0e67cb36f Shield reserve is authored: Capacity/RefillDuration/RestoreDuration, and a broken state
Operator ruling, 2026-09-19, supersedes Cut 4's derived reserve (EnergyUsage refilling
every second, flagged as a guess). ShieldData now authors the reserve size and two
recharge speeds directly; EnergyUsage stays the per-damage-point cost multiplier.

A hit the reserve cannot fully cover now breaks the shield instead of a silent,
charge-preserving refusal. Two follow-up rulings settle the fork the first left open:
the breaking hit passes through in full (no partial absorption -- TakeHit never runs
for it), and the reserve empties to zero on break so RestoreDuration means the same
thing every time regardless of how full the shield was.

InputCapacitorTests' shield fixture now authors the three new fields explicitly --
without them the reserve defaults to zero capacity and breaks on every hit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 02:46:17 +02:00
Meta Vens
8dacabb3d8 Cut 4: input capacitors close the last direct capacitor spend
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>
2026-09-18 22:52:15 +02:00
Meta Vens
fc80c8944b Add the meta Unity generated for PowerBus
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 21:43:08 +02:00
Meta Vens
2e62f576d3 Merge the power bus: one grant per entity, no more free overdraw
Cut 3 of docs/stats-and-power-cut.md. TryConsumeEnergy and the reactor's
own capacitor plumbing are gone; PowerBus owns the grant, steps once per
tick before equipment executes, and rations every consumer by the same
fraction when supply is short. Tiers are Cut 5; the four instant-draw
sites still spend capacitor charge directly until Cut 4.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 21:41:56 +02:00
Meta Vens
f1fd64ac60 Cut 3: PowerBus replaces TryConsumeEnergy/CanConsumeEnergy
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>
2026-09-18 21:39:38 +02:00
Meta Vens
fb6062b8c6 Shield panel: gate reuse and Hit on the panel's own radius
The operator's play report on FieldShieldTest ("weak hits are very
janky, clicking outside the hex still makes it tremble and shatter,
pooling seems very rough") traced to two provable defects, not one
tuning constant:

- ShieldPanel.Hit had no bounds check at all. A point handed to it was
  always enqueued and injected regardless of how far outside the
  panel's own panelRadius it was.
- ShieldInterceptor.FindReusable decided reuse from a raw world-space
  chord distance to the panel's stale spawn-time Position, using
  PanelRadius*ReuseFraction (authored up to 2x) as the threshold. On a
  non-uniformly scaled/curved envelope a chord across curvature is not
  the panel's own in-plane extent, so a click clearly outside the
  rendered tiling could still measure inside threshold and get routed
  to Hit() -- which had nothing to reject it.
- Reusing a panel never refreshed its pooled DieAt, so a panel struck
  again could still expire and get returned to the pool mid-fracture
  ("pooling seems very rough").

Fix: ShieldPanel.ContainsWorldPoint is now the one owner of "is this
point within my own radius" (panel-local in-plane distance vs.
panelRadius), used both as Hit's hard gate and as FindReusable's
candidacy test (with ReuseFraction, now capped at 1, narrowing but
never widening past the physical radius). Reuse now also extends
DieAt from the moment of the new hit.

Pinned in ShieldPanelCut3Verify.CheckHitOutsideRadiusDoesNotReachPanel:
a direct Hit() and a routed Absorb() outside a panel's own radius must
enqueue nothing and leave its state buffer untouched, and a genuinely
outside click opens its own panel. Deterministic (checks the pending
queue and no-op state, not temper drift) because breakBudgetFraction
paces fracture over many frames on purpose, so temper keeps drifting
from an earlier hit alone -- a drift-based check would have been
measuring that, not this rule (caught this against the check's own
first run).

All four ShieldPanelCut<N>Verify probes pass (batchmode, real GPU
device, no -nographics).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 21:02:18 +02:00
Meta Vens
bfdde9c33d Merge the stat resolver: one per entity, no per-entity state on catalog objects
Cut 2 of docs/stats-and-power-cut.md, with Soul's gates closed: the
resolver forgets an owner on unequip and consumable expiry (F1), and
Initialize owns the modifier detach/reattach so a refit no longer
silently loses a modifier (F2).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 20:43:25 +02:00
Meta Vens
529a3b40c4 F5: name AetherDb's Dangling-apply validation gap; F6: note Quality's gap
F5: ItemData.cs's comment claimed every tool, test and migration writes
through CultRecordRefs.Upsert. tools/AetherDb/Program.cs's Dangling command
does not -- it commits repaired records through CultCache's own batch API,
keyed explicitly to preserve identity, bypassing the validating extension.
That path can land an EquippableItemData or ConsumableItemData with an
invalid heat response or an unresolvable stat modifier reference, refused
only the next time someone reopens the file. Named as a second exception
alongside Studio's already-documented one, since routing the fix through the
generic Upsert<T> extension would need a way to change an existing record's
key-preserving write path that this pass did not have visibility into --
correcting the comment is the honest option available now.

F6: nothing invalidates StatSource.Quality (no InvalidateSource call for it
anywhere). Harmless today because EquippedItem.Lot is set once in the
constructor and never reassigned. Sec 0b designs an upgrade as a lot swap the
resolver must see; recorded at the read site so the cut that adds the repoint
finds the obligation waiting for it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 20:42:21 +02:00
Meta Vens
5581911fb3 Gate 2: Initialize owns detach/reattach; delete dead StatOwner (F8)
StatModifier.Initialize recomputed _targets fresh every (re)activation but
never reset _applied, so after deactivate -> unequip the target -> equip a
replacement -> activate, Update saw `_executed && _applied` (both still true
from the stale attachment) and neither branch of its latch fired again --
the modifier silently stopped reaching anything. Differential evidence: the
same scenario resolved 6 pre-cut and 1 at Cut 2's HEAD.

Chose the ownership fix over the one-line flag reset: Initialize is the
entity's own re-activation hook, called exactly once per (re)activation for
every StatModifier on it, so it is the one place that already knows a
transition is happening. Detaching whatever this modifier was attached to
before recomputing _targets removes the split authority between Initialize
(which decides targets) and Update (which was silently also deciding
attachment state) instead of leaving Update to infer a transition it was
never told about.

F8: Behaviors.cs's `StatOwner` property had no production caller -- it was
added only to make one mutation test's mutant expressible. Deleted; the
mutation test now uses `Entity` (a real symbol) as its wrong-owner stand-in.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 20:41:54 +02:00
Meta Vens
b0d3354357 Gate 1: give the resolver a Forget(owner); correct the recompute-cost comment
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>
2026-09-18 20:41:42 +02:00
Meta Vens
799c21913d Cut 5 follow-up: strengthen the echo so weak-hit tension actually clears zero
Cut 5's own probe passed while breaking Cut 3's reuse rule: with R7 holding
the rim, the through-thickness echo (KEcho/_EchoReflect) is the only
remaining source of sub-critical tension for a weak hit, and its magnitude
(-0.65) was weaker than the still-live residual compression velocity left
by the direct KInject kick by the time the echo fired. The echo's own
header comment says a free-surface reflection inverts with unit
magnitude, matching the pre-R7 rim's Dirichlet condition -- -0.65 was a
lossy fraction that could reduce but never flip the sign of u, so a weak
hit's u never crossed positive and KFracture's `u <= 0` guard skipped the
sub-critical erosion branch forever, no matter how many hits landed.

Raised echoReflect from -0.65 to -0.9 (ShieldPanel.cs) -- enough margin to
flip a weak hit's residual compression into net tension without needing a
delay/seeding change; echoDelaySteps and KInject's seeding were not the
defect. All four probes now pass, including Cut 3's reuse rule (temper
0.4180 -> 0.3997 on a reused panel).

Also lands the multi-hit-reuse rule Cut 5's own report flagged as unpinned:
CheckRepeatedWeakHitsBreakWhereOneDoesNot in ShieldPanelCut5Verify.cs.
Energy 15 (not 8, whose peak tension of ~0.14 sits under tensileStrength
0.2 and can never break at any repetition) breaks on hit 2 of a live,
reused panel while a cold single hit -- given equal idle time (720 steps,
matching the multi-hit run's total budget, to rule out "just needed more
time to ring out") -- never breaks. This is the Cut 3 reuse rule and the
temper mechanism producing the operator-facing payoff together.

Verified: ShieldPanelCut1Verify, Cut2Verify, Cut3Verify, Cut5Verify all
PASS via batchmode (graphics device required, not -nographics).

Operator watch: echoReflect at -0.9 is close to the physical "unit
inversion" ceiling implied by the header comment; if later tuning raises
hit energies or lowers damping, watch for the echo overshooting into an
immediate break on a single moderate hit (observed at -1.4 and even -1.0
in earlier tuning passes) rather than the intended multi-hit erosion.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 20:22:51 +02:00
Meta Vens
bdb45f6521 Cut 5: hold the rim, clamp v, fix fracture's clock, tune to spec
R7 (operator ruling): the panel's emitters hold its edge, so the rim is no
longer a free surface. Deletes the openW ghost term end to end -- its only
consumer in ShieldSim.compute's Laplacian, and the accumulation loop in
TilingBuilder that built it -- rather than zeroing it at runtime. A broken
cell's own faces are untouched (KWaveStep's per-edge `solid` check already
treats a broken/ungrown neighbour as free), so the dicing cascade survives.

D9: v was unclamped while u was, so a hard hit drove v far past what one
substep's u-clamp could absorb, pinning u in compression indefinitely (the
measured collapse above energy ~60). Added `_VelClamp` and clamp v to it
every substep in KWaveStep, exposed as ShieldPanel.velocityClamp (100).

D10: KFracture dispatched once per frame but read `_Dt` still holding the
substep dt from the wave loop, so damage and temper erosion accrued at
1/substeps of the intended rate. Fracture's clock is the frame it settles
once per, not the substep, so it now gets the frame dt -- one line, not the
five-extra-dispatches-per-panel alternative (dispatch count is the measured
per-panel cost at up to 12 live panels).

D15: zero-init BuildLine's output struct so the compute compiler's dataflow
analysis stops flagging every branch as a potential non-initializer.

Tuning (ShieldPanel.cs Material header): tensileStrength 0.9->0.2,
temperErosion 2.2->12, damageGain 6->100, breakAt 0.75->0.08,
storedEnergyGain 0.8->1 -- makes a solid hit dice a local cluster around
impact, a weak hit leave nothing, and repeated weak hits erode temper
substantially without breaking anything outright.

Adds ShieldPanelCut5Verify (batchmode probe, same pattern as Cuts 1-3):
pins monotonic peak tension against energy (no D9-style collapse), solid
vs. weak hit outcomes, temper erosion under repeated sub-critical hits,
breaks clustering at the impact rather than the rim (R7), and a broken
cell's neighbours breaking more often than distant cells (the cascade).
D9 and D10 mutations were manually reverted and confirmed to fail their
respective checks; R7's reintroduced-rim mutation did not reliably fail
the cluster check within this probe's energy/step budget -- noted as a
known gap rather than papered over.

The map's own operator-level check ("repeated hits on the same spot break
through on a later hit than the first") is left to play: a closing hit
landed after several prior weak hits on one live panel instance measured
a materially lower peak tension than the same energy against a fresh
panel, a reproducible multi-hit interaction this cut did not chase to
ground.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 20:04:05 +02:00
Meta Vens
dbb8be39d9 Cut 2: give every entity its own StatResolver, delete the catalog leak
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>
2026-09-18 19:53:59 +02:00
Meta Vens
336a3672a2 Say plainly that the shield Cut 3 probe needs a graphics device
Under -batchmode -nographics every compute kernel lookup fails with
"Kernel 'KInit' not found", which reads like a broken shader and is not
one: it cost one agent four reproductions and a wrong 'pre-existing
environmental regression' claim, and another agent a contradicting pass.
SystemInfo.supportsComputeShaders still reports true against the null
device, so the guard tests the device type.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 18:58:11 +02:00
Meta Vens
7204259ac3 Fix a mutation accidentally captured in the previous commit
f4d5659d landed with StatValidation's OptimalTemperature-bounds check replaced by
`if (false)`: the mutation harness was running concurrently against this same file
and a `git add`/`git commit` caught it mid-mutation. Restores the real check. Caught
because the harness's own "not yet reached" scars in doctrine are what prompted a
by-hand recheck of the just-committed diff rather than trusting the terminal output
that said 80/80 green a moment earlier.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 18:45:10 +02:00
Meta Vens
f4d5659d99 Cut 1: close S5/S6's validation gaps, pin S7's surviving mutants
StatValidation.ValidateHeatResponse now refuses NaN in any of the four heat-response
fields, a zero-span range (Minimum == Maximum -- Tractor Beam's exact bug), and a
plateau whose low or high edge pokes past its bounds, matching the R-heat ruling and
the Performance() comment that already claimed this was enforced. The writable-path
hole is closed for every path this repo owns: CultRecordRefs.Upsert (AetheriaStores.cs),
the one function every tool, test and migration script writes catalog documents
through, validates before a write reaches disk instead of waiting for the next Open().
CultCache Studio's generic editor bypasses Upsert and still has no per-document
validation hook -- that hole is CultLib's, not this repo's, and stays named in the code
rather than silently assumed closed.

EquippableItemData's four heat fields get non-degenerate defaults (0/100/50/20, the
same shape HeatResponseTests already hand-authors) because dozens of existing test
fixtures across the suite build designs that never cared about heat and defaulted into
the same zero-span trap Tractor Beam shipped with; enforcing the zero-span refusal
without this would have required touching every one of those fixtures instead of the
root cause.

Four new mutations pin S7's survivors, each with its own dedicated test rather than a
coincidentally-sensitive existing one: out-of-bounds semantics (return 1f instead of 0f
outside bounds), the plateau-clamp validation's two sides, and a Quality term ignoring
its own exponent (StatsReadTheLot's Exponent = 1 everywhere could not tell "reads the
exponent" from "always uses 1"; the new test uses Exponent = 2). Performance()'s own
runtime plateau clamp is separately confirmed dead code -- the outer bounds guard makes
it unobservable at every input, verified by an exhaustive numeric sweep -- and is
recorded as such rather than forced into a fake kill.

80 tests (9 new), 17 mutation cases in tests/mutation_tests_stats_power_cut1.py, all
green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 18:42:10 +02:00
Meta Vens
05b5a209db Cut 1: terms replace the four fixed exponents; R-heat
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>
2026-09-18 17:18:06 +02:00
Meta Vens
e9b688de51 Cut 0: collapse the three disagreeing stat evaluate bodies into one
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>
2026-09-18 16:19:22 +02:00
Meta Vens
5ae5c518a2 Add the Cut 3 batchmode probe and its mutation harness
ShieldPanelCut3Verify.cs stands in for NUnit coverage the same way Cut 1 and
Cut 2's probes do (Tests.asmdef cannot see Assembly-CSharp). It builds an
envelope/prototype/interceptor rig purely in code and steps ShieldPanel's
private Update() by reflection, since Cut 1 removed [ExecuteAlways] and
Update() otherwise never runs in edit mode. It needs GPU access, so unlike
Cut 1/2's probes it runs without -nographics.

Checks: same-frame injection (D17), the gate staying open on the following
frame (D20), reuse striking the existing panel and eroding its minimum temper,
pool exhaustion holding the cap with no allocation once full, null-guarded
Absorb, no rebuild across a pool return/reuse cycle (driven directly via
OnEnable/OnDisable reflection, since Object.Instantiate's OnEnable is not
synchronous in every context this runs in), and the D21 Penrose/Hex density
ratio at radius 1.5/3/5/10.

mutation_tests_shield_panel_cut3.py mutates each rule Cut 3 establishes back
to its pre-fix or pre-rule shape and asserts the probe goes red naming it,
plus a no-op control. Kept separate from _cut1.py/_cut2.py (each owns its own
cut's rules) and from mutation_tests.py (the item-provenance cut's headless
dotnet runner, no path to a Unity batchmode check).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 13:51:44 +02:00
Meta Vens
0e2fe6dc11 Add ShieldInterceptor: the interceptor presenter and panel pool (Cut 3)
R2: the shield is an interceptor. ShieldInterceptor implements IAbsorbPresenter
and converts each AbsorbEvent into a pose (intercept point projected onto the
ShieldEnvelope, normal from SurfaceNormal, size from the item's PanelRadius)
and a strike, deciding nothing else. It reuses Assets/Scripts/Prototype.cs
rather than writing a second pool.

Reuse: a second hit landing within PanelRadius*ReuseFraction of a live panel
strikes that panel (Hit only, no ResetSim) instead of spawning a new one --
this is what makes ShieldSim.compute's temper erosion observable across
multiple hits.

Pool exhaustion: when MaxLivePanels is already live, the oldest live panel
(by spawn order) is recycled in place -- reposed and re-armed for the new
intercept point -- rather than dropping the strike or growing past the
§2.3 frame budget.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 13:51:26 +02:00
Meta Vens
7848a8a86e Fix ShieldManager's missing-envelope fallback regression
ShieldManager's fallback (no ShieldEnvelope yet, e.g. every ship prefab
before the operator hand-rigs it per Q5) hard-failed to a fixed
Vector3.forward direction with a per-hit Debug.LogError. That silently
changed behaviour for every ship in the game until the operator edits
Longinus.prefab/Djinni.prefab on their own schedule -- worse than either
the deleted code or a loud one-time failure.

Extract ShieldEnvelope's local-direction primitive into two static,
no-component-required entry points -- SurfaceDirection(Transform, Vector3)
and LegacyLocalSurfacePoint(Transform, Vector3) -- so both FieldDriver's and
ShieldManager's fallbacks go through one owner instead of each re-deriving
the pre-Cut-2 formula by hand. ShieldManager's fallback now reproduces the
deleted normalize(shield.transform.InverseTransformPoint(point)) formula
exactly via the shared static, logging once (a warning, not a per-hit
error). FieldDriver's fallback is rewired onto the same static rather than
its own inline copy of the maths.

Documented, not silently assumed: FieldDriver's "envelope present" branch
(envelope.ProjectToSurface, world-space) and its fallback (the legacy local-
space formula) are only numerically identical when the carrier's transform
has zero position and identity rotation -- true of the one FieldDriver
carrier in the tree today, not true in general. This is a characteristic of
Cut 2 as scoped by the map (FieldDriver.cs:125 reads envelope.ProjectToSurface
directly, per the map's own text), not something this fix introduces or
resolves; flagged so nobody assumes the two branches are interchangeable for
a future non-origin, non-identity FieldDriver carrier.

ShieldPanelCut2Verify.CheckLegacyFallbackFormulas pins both static entry
points against an independent re-derivation of the exact pre-Cut-2 formulas,
on a carrier with a non-trivial transform (nonzero position, non-identity
rotation) so the check isn't vacuous. mutation_tests_shield_panel_cut2.py
gained two cases: SurfaceDirection collapsing back to a fixed Vector3.forward
(the exact regression fixed here), and LegacyLocalSurfacePoint collapsing to
the raw, untransformed world point -- both correctly fail the probe.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 06:45:07 +02:00
Meta Vens
a454a5a77f Collapse the two implicit shield ellipsoids into ShieldEnvelope (Cut 2)
FieldDriver derived the shield ellipsoid from its own transform.localScale;
ShieldManager derived it independently from the Shield prefab instance's
transform, doing the same normalise-and-project by hand against a different
object. Add ShieldEnvelope as the one reader of a transform's centre, radii,
surface projection, and true outward normal (derived, not authored, per R6 --
no second copy of numbers the physical MeshCollider already owns), and switch
both consumers onto it, deleting their hand-rolled projections.

Radii read the attached collider mesh's own bounds.extents per axis rather
than assuming a flat 0.5 or 1.0: Shield.prefab's Icosphere collider measures
(0.0095106, 0.01, 0.01), not a uniform round number, and the cubesphere's
collider measures exactly (1,1,1) -- confirmed by a throwaway batchmode probe
against the actual mesh assets, not guessed.

SurfaceNormal is not normalize(p): a non-uniform ellipsoid's true normal is
the gradient of the implicit surface, transformed by rotation and the INVERSE
of lossyScale (a normal is a covector). The first implementation used
TransformDirection (rotation and forward scale) and the batchmode probe's
finite-difference gradient check caught it immediately -- exactly the
plausible-looking-wrong-answer failure mode the cut map called out by name.
Both original consumers keep normalize(p)-equivalent behaviour via the new
SurfaceDirection method, since they only ever wanted a direction.

FieldDriver falls back to its pre-cut formulas (logged once) when no
ShieldEnvelope is present, since it has no guaranteed carrier yet.
ShieldManager does not: every object that carries it gets an envelope in this
cut, so a missing one logs an error and degrades to a fixed direction rather
than recomputing a second projection.

No prefab or scene file is touched here (Q5: the operator rigs prefabs and
scenes by hand); ShieldPanelCut2Verify's batchmode probe instead builds
synthetic transforms carrying Longinus's and Djinni's actual override values
plus the real Icosphere mesh, and proves ProjectToSurface lands exactly on the
ellipsoid and SurfaceNormal matches a finite-difference gradient to 1e-3.
mutation_tests_shield_panel_cut2.py mutates SurfaceNormal three ways (back to
normalize(p), back to TransformDirection, and a flattened 0.5 extents factor)
and confirms the probe goes red for each, naming the reason.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 06:33:38 +02:00
Meta Vens
ff8b2ff7b6 Add the Cut 1 batchmode probe and its mutation harness
Companion to a935b965: the actual verification tooling for the shield-panel
Cut 1 landing, split into its own commit since it's infrastructure rather
than the ported sources.

.gitignore: ignore tests/_scratch_* (the mutation harness's throwaway log
directory) alongside the existing scratch-* patterns.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 06:08:24 +02:00
Meta Vens
67cbf34b25 Switch engine asset references from Resources paths to Addressables GUIDs
Cut 2 of docs/addressables-cut.md. The asset move (git mv
Resources/{Prefabs,Schematics,Sprites/Icons} -> Content/...) and the
UnityHelpers.cs deletion already landed in 1fdf8151, picked up by a
concurrent session sharing this working tree; this commit is the rest
of Cut 2 landing on top of that shared state, atomically:

- Bump CultLib to cultlib-unity-v1.0.60 / caching-unity-v1.4.0 (both
  45c2f40) in Packages/manifest.json, packages-lock.json and
  Directory.Build.props, together with the 8 ServerShared
  [CultInspectorAssetPath] usages becoming [CultInspectorAssetGuid] -
  the .NET and Unity sides move together or nothing compiles.
- Assets/Scripts/EngineAssets.cs replaces UnityHelpers: loads an
  Addressables key (bare GUID or guid[subAsset]) synchronously,
  loading the GameObject and taking the component for the four sites
  that load a component. ActionBarSlot, EntityInstance, ShipInstance
  and ZoneRenderer call it instead of Resources.Load/UnityHelpers; the
  inline "Assets/Resources/" prefix strips are gone with them.
  CultCacheDrawers' schematic preview goes through
  AssetDatabase.GUIDToAssetPath first.
- Assets/Scripts/Editor/EngineAssetCheck.cs validates every stored
  [CultInspectorAssetGuid] value: 32 lowercase hex, resolves to a file,
  is addressable, and satisfies its member's consumer-type contract
  (Texture2D for icons/logos/schematics, a GameObject with the right
  component for prefabs) - table-driven, so an attributed member with
  no row fails loudly instead of being skipped.
- GameData/Aetheria.cc: the scratch migration (Aetheria.Shared + the
  pinned CultLib revision, a throwaway console app, never landed)
  walked all 138 attributed field slots across 180 documents,
  rewriting the 30 non-empty Resources paths to their .meta GUIDs -
  108 stayed empty, 0 unresolved, matching the map's census exactly.

Verification: dotnet test tests/Aetheria.Shared.Tests 61/61 green
against CultLib 45c2f40; Unity 6000.3.24f1 batchmode compiles clean;
EngineAssetCheck.Run passes all 30 stored references; the map's
negative greps are clean; tests/mutation_tests.py's 5 mutations (wrong
type, non-addressable, random guid, an old path, and an untabled
attributed member) are all caught and named, the control case and the
post-revert recompile stay clean, and the catalog/source are restored
byte-identical afterward.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 05:04:50 +02:00
Meta Vens
1fdf815111 Map the shield panel onto the built-in pipeline and the absorb event
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 04:47:36 +02:00
Meta Vens
f839631334 Cut 0: MainMenu takes a run-owned copy of the background settings
MainMenu.cs wrote NoisePosition directly onto the shared authored
SectorBackgroundSettings/TutorialBackgroundSettings objects on every New
Game. Once settings are a catalog global that write lands on the cached
record. Take a MessagePack round-trip copy before searching and seeding
Galaxy; the authored object is never assigned (settings-globals-cut.md 1.4,
Cut 0).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 18:22:41 +02:00
Meta Vens
0c2da217f3 Cut 0: give Entity its own EntitySettings copy, delete the duplicate copies
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>
2026-09-17 18:22:22 +02:00
Meta Vens
52011771bd Cut 0: delete dead soundbank and HullHitColor fields (fork X)
DefaultOverworldSoundbank/DefaultCombatSoundbank/DefaultBossSoundbank/
AmbienceSoundBank and HullHitColor have no reader in Assets/Scripts
(settings-globals-cut.md 1.1).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 18:22:00 +02:00
Meta Vens
00ebe46abe Move mouse-look sensitivity into the PlayerSettings CultCache global
ActionGameManager.Sensitivity was a Unity-serialized public float2, but
CultMath's float2 isn't Unity-serializable, so ARPG.unity's stored value
loaded as zero and mouse look went dead. Sensitivity is a player
preference, so it belongs in PlayerInputSettings (key 2) with the prior
default (-0.001, 0.001) as a field initializer, so a pre-existing player
store missing the key still deserializes to the working default instead
of zero. ActionGameManager now reads PlayerSettings.InputSettings.Sensitivity
directly; no cached copy on the MonoBehaviour. Adds a pinning test that
simulates an old store lacking key 2 and asserts the default, plus a
round-trip test for a non-default value.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 17:22:09 +02:00
Meta Vens
807c4fab7e Drive the field shield test scene by publishing capability events
FieldTester now owns a CapabilityEvents instance and stands in for the
capability source the simulation doesn't have yet: it publishes AbsorbEvent
on click (cycling DamageType so the operator can see how a type-aware
presenter would behave), GrabEvent(Started) on pickup click, MeleeEvent on
the Melee button, and a ThrustEvent every frame from input -- FieldDriver only
ever reacts through CapabilityPresentationBinder. The damped push/twist state
that used to live directly on FieldDriver.Push/FrontTwist/RearTwist now lives
in FieldTester and is applied through the event instead.

Adds a CapabilityPresentationBinder component to the field object in
FieldShieldTest.unity, alongside the existing added ClickableCollider
component on that same prefab-instance GameObject (same pattern, no
serialized fields to wire). Scene behavior is unchanged: hits, melee, pickups
and flow all look and act as before.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:36:54 +02:00
Meta Vens
2138aa4560 Make FieldDriver a capability presenter, not an owner
FieldDriver now implements IAbsorbPresenter/IGrabPresenter/IMeleePresenter/
IThrustPresenter by delegating to its existing AddHit/GrabObject/Melee/Push
fields; it still decides nothing about capability rules, only how they render
(fork L, docs/headless-playground-cut.md). Its own click-to-hit wiring moves
out to whatever publishes AbsorbEvent (the test scene, next commit) since a
presenter should not be sourcing its own capability events.

The private nested GrabPhase enum is renamed to TendrilPhase so it doesn't
collide with the new global GrabPhase in CapabilityEvents.cs; this is the only
behavior-preserving rename, tendril timing is unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:36:40 +02:00
Meta Vens
450d0731f7 Add presenter interfaces and a capability event binder
IAbsorbPresenter/IGrabPresenter/IMeleePresenter/IThrustPresenter let a Unity
component declare which capability events it visualizes without knowing about
CapabilityEvents itself. CapabilityPresentationBinder is the only thing that
subscribes a presenter to its matching stream, resolving a GrabEvent's plain
target handle to a live Transform (and initial velocity) through delegates its
owner supplies, since the engine-free GrabEvent can't carry a Unity reference.
Neither file knows about FieldDriver or any other concrete presentation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:36:27 +02:00
Meta Vens
fdea06f27f Add an engine-free capability event contract
Fork L (docs/headless-playground-cut.md): pickup, impact absorption, melee
blade and propulsion are separate item capabilities that a future simulation
will own; presentations subscribe and decide nothing. This stands up the wire
shape only -- AbsorbEvent/GrabEvent/MeleeEvent/ThrustEvent plus a per-entity
CapabilityEvents source (UniRx Subject<T> per kind, matching the idiom
already used on Entity) -- with no publisher wired up yet. Compiles into the
headless Aetheria.Shared build with no Unity dependency.

AbsorbEvent carries the hit's DamageType (operator, 2026-09-17) so a future
presenter can vary visuals per type; the damage-type mask itself belongs to
the absorb capability's own data and is out of scope here.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:36:14 +02:00
Meta Vens
a5fd8f1d1d Let the player target and mark neutrals, and fix the HUD lock direction
TargetReticle, TargetNext and TargetPrevious now consider all visible
entities except self (hostile and neutral), not just VisibleEnemies, so a
neutral wanderer can be selected. TargetNearest stays enemies-only (it drives
weapon lock) but now picks the nearest target: it was using MaxBy, which
picked the farthest.

Adds a "Toggle Stance" input action (bound to the N key; report names which)
that flips the player's own stance on the current target between hostile and
neutral via Entity.SetIff -- one button for the whole affordance, per the
operator's request. Also keeps the "iff hostile"/"iff neutral"/"iff clear"
console commands next to the existing ones, since they cost nothing extra
alongside the hotkey.

Fixes the HUD lock indicator's hostility check, which read
Target.IsHostileTo(CurrentEntity) instead of CurrentEntity.IsHostileTo(Target)
-- the same backwards direction as LockWeapon, fixed in the prior commit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:01:15 +02:00
Meta Vens
a351009956 Gate weapon fire on the shooter's own stance, shared by player and AI
Weapon.StanceAllowsFire is the one shared gate: true with no target, else the
shooter's own Entity.IsHostileTo(Target) -- not the target's stance toward the
shooter. It lives on the Weapon base class so every weapon subtype and every
caller (player input, TurretController, AI) goes through the same rule.

Wired at the two places weapons actually start dealing damage:
- InstantWeapon.Trigger (the base for InstantWeapon, AutoWeapon, ChargedWeapon
  and LockWeapon/Launcher, all of which route real firing through Trigger).
- ConstantWeapon.Execute's continuous-beam loop, which stops firing (and
  raises OnStopFiring) the moment the shooter's stance disallows it.

Also fixes LockWeapon's lock-building condition, which read the wrong
direction (target.IsHostileTo(shooter) instead of shooter.IsHostileTo(target))
-- the same backwards check as the HUD lock indicator, fixed alongside this in
ActionGameManager.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-17 14:00:59 +02:00