EntityPack.Boss (key 21) carries Entity.IsBoss through save and Continue. GenerateZone adds one boss
per BossZones entry before the ambient return, flying the faction's BossHull or, with the gap logged,
its most expensive available ship hull. RunGoal (ServerShared) is the one owner of boss life and exit
state, derived from Zone.Entities.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The expected fit is the generator replayed from the staging seed, so a bare hull, a preset or one swapped item fails.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The Pirates hire the player, who is not one of them (ruling player-not-a-pirate);
the base Longinus with its default fit is the start hull (ruling
demo-start-hull-longinus). The hull is named in the script; StartingHull no
longer owns the demo's hull. The Pirates-hull test is replaced by one pinning
the Longinus, its Alakrita maker, a null ship faction and the origin.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Each reads the compiled scenario as the run start builds it: the listed scenario's Name, the staged player's faction,
hull and position, and the generated galaxy's zone count and links against the same cast at density one half.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Mining owns belts, chunks and target picking; scenarios owns admission and run
staging; master owns ships and fire control (rule scenarios-cut.md S4).
- AetheriaStores.CatalogTypes: nine-type union, master's list plus FieldKindData, no Scenario.
- tools/AetherDb/Program.cs: both cases (ship-authoring, field-kinds), one usage string.
- Zone.cs: master's MineAsteroid dropped (mining deleted its inputs); scenarios' SettleBelts and its three calls deleted.
- RunStartTests: the two belt-task tests deleted (they read belt.Transforms and MineAsteroid).
- FireControlCut124Tests: master's strict Exact assertions; mining's CompatibleDrift allowance and its comment dropped.
- GameData/Aetheria.cc: master's pointer 70a7b0a9. This commit lacks the Asteroid field kind in the catalog, so
TheShippedCatalogHasAPickableFieldKind fails here by design; the next commit rebuilds it.
Builds: this commit builds (verified at the end with commit 2); the catalog pin test fails at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A second density-equal belt size and reach, held-target presses and the reticle at three headings,
each ceiling within about 10% of the measured count; the shared ceiling drops from 1500 to 700.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Pins two Stryker survivors: Entity.Order's field comparison and DistanceKey.Bound's forward bound.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Launch cleared the run store before generating, and a generation or staging failure only reached the log: the
Generating Galaxy dialog stayed up, StartGame threw, and the saved run was already gone.
RunSave.Replace runs a start with the saved run still stored: when it returns a staged run the saved run's records go,
and when it returns null or throws, only the records it wrote (the arena's orbits and bodies) go. StartGame's
new-run branch is StartScenario, chosen by PendingScenario rather than by the absence of a SavedGame; it mints into an
empty ledger, and a failed start clears CurrentGalaxy (so quitting saves nothing) and refuses on the main menu with
every failure. Launch no longer clears; a galaxy that throws is refused on the title menu. The menu offers Continue
whenever no run is live, which replaces MainMenu.InGame (cut, with its prefab value and scene override), so a
failed start can resume the saved run in place.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ScenarioStage.Generated picked from ItemManager.Random, which is clock-seeded per process and advances in play, so a
relaunch of Djinni Shakedown or Long Haul in one session gave the player a different fit; every branded lot's
workmanship and role fills came from the same clock stream, so arena gear and explicit fits varied in quality too.
Galaxy now keeps the seed it was generated at, and RunStart.GenerateArena and Stage each reseed the item manager's
random from it, one stream per step, so what runs between them cannot shift either.
SeedRules relaunches every fixed-seed scenario around a clock-free Main Galaxy launch and a scrambled item random,
and compares the galaxy (links, factions, homes, exit too), the arena down to each item's maker and workmanship, and
the staged fits.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The vendored MIConvexHull (NIH, ported from double to float) returned triangulations that left whole sets of
interior zones with no cell at all (prelude seed 103: 22 of 64 zones; main seed 4247651650: 182 of 196). Those
zones had no link, Distance lacked them, and the constructor threw KeyNotFoundException placing the antagonist
home (prelude) or the entrance (main). Galaxy was its only consumer; Delaunay.Edges (Bowyer-Watson, double) replaces
it, and the 3,896 vendored lines go.
The three RestoredHullsTests loops that skipped seeds whose galaxy threw now require every seed to build, and the
stale comment that Galaxy mutates Faction.InfluenceDistance goes with them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A Scenario is an abstract C# class compiled with the game: Generate picks the galaxy through GalaxyStage (Main or
Prelude, at the scenario's seed, the background noise drawn from the same seed), Stage places the run's first
entities through ScenarioStage (Fit, Bare, Generated, Preset, Player, Place, Cargo), which collects named failures
and admits nothing. RunStart generates the galaxy, the arena under Ambient and admits everything through Zone.Admit,
all or nothing. The aetheria.scenario record, ScenarioShip, ScenarioEntity, RunStart.Check and the null-scenario
branch are cut.
New Game opens a submenu: Tutorial Galaxy and Main Galaxy, then (editor and development builds) Djinni Shakedown,
Starved Reactor, Arcs, Duel, Launcher Angles and Long Haul, each with its brief. MainMenu.Launch is the one way into a
new run; ActionGameManager.PendingScenario carries the scenario to StartGame once.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
IsTutorial duplicated Galaxy.IsPrelude; its readers read CurrentGalaxy.IsPrelude, and RunSave.Capture writes
SavedGame.IsTutorial from galaxy.IsPrelude with no isTutorial argument. TutorialPassed was never written and its only
reader was New Game's unreachable main-galaxy branch, which goes with it (S2 brings the main galaxy back as a
scenario). spawnturret's two identical generator branches collapse to one. Old player.cc files still load.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
MODEL_ASSET_SLOT, ANCHORS_SLOT and ANCHOR_MEMBERS sit beside the other slot constants and ShipSchemaPinTests binds them
to ShipAuthoring's and ShipAnchor's [Key]s. replace_visual carries an anchor's slots past Order by Id, refuses a blank
or duplicate id, a wrong-length row and a changed ship id, and leaves the hull record and the lines alone.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ShipAuthoringStore.HullLike copies a reference hull through its MessagePack round trip and resets Name, Shape,
Hardpoints, Prefab, Schematic and Visual. 'create ... --like <name>' opens the shipped catalog read-only and refuses an
unknown or non-ship hull. 'validate' runs ReadPackage when ModelAsset names an existing file and says which it judged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ReadNodeIds is the one GLB parse and now records, per aetheria.id node, whether it carries a mesh. Bind refuses a
thruster-emitter or radiator-mesh anchor whose node has none, naming the ship and anchor (ruling
thrusters-radiators-are-meshes), so Compose and validate refuse such a package before the catalog sees it. AetherDb
'ship-authoring validate' judges the GLB when it exists (next commit).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Three tests in MiningIndexTests, no production change. RegionsStayNearTheSearchArc bounds the share
of a small search's regions that lie past reach on both sides (window widened, nearest loosened);
VisibilityBoundPrunesADimBelt bounds rocks examined against rocks in reach in a half-lit belt of
largest rocks; ARockExactlyAtReachIsFound searches from 1-300 units with reach set to a rock's exact
distance, a third of them radially outward from a belt's outermost rock. Each threshold's unmutated
and mutant values are in its comment.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Soul's scenarios-adopt probe S4 as a committed test: on generated ships,
stations and turrets every weapon, thruster and radiator holds a non-null
Hardpoint containing all its cells, and Tool gear and the hull hold none.
It pins the input the muzzle, arc, thruster-emitter and radiator readers
dereference (finding headless-reader-input).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The one conflict is EntityInstance's SoundBank block, which this branch had
moved onto item.Hardpoint and ship-mounts deleted: it stays deleted.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
BeltTargets drops its own reach skip (TargetRegion.CanHold owns it) and an
empty-belt guard AsteroidBelt already makes unreachable. Tests add an
off-centre sun, whole-belt searches across the antipode, cost after time
passes, a late short step that re-keys nothing, and an entity search off the
origin.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Soul's scenarios batch-4 probe P30 lived only in a session scratchpad. Its
fixtures are now tests: an L gun in an L hardpoint whose origin lies outside
it, an edge gun whose origin lies in a neighbouring radiator hardpoint,
TryFindSpace finding what ItemFits accepts (unrotated and turned), reload into
the same hardpoint, and Tool gear holding none. Three batch-4 minors are
pinned too: IsFilledBy against a cell oracle written in the test, the last-row
placement search, and billing independent of heater equip order.
The file is a part of RunStartTests, so it shares that fixture's scratch-hull
and catalog helpers instead of a second copy of them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Kills the Stryker survivor that armed every weapon with any muzzle on the ship
(the && in the per-weapon muzzle check turned into ||): a second weapon mount
with no muzzle is refused even when the first has one.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The one conflict is AetheriaStores.CatalogTypes: keep ShipAuthoring from the
ships lane and Scenario from the scenarios lane.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ShipAuthoringStore.Validate now alone decides which hardpoints carry anchors
and which role each plays. A thruster, radiator, energy, ballistic or launcher
hardpoint needs an anchor of its mount id with role thruster-emitter,
radiator-mesh or the new weapon-mount; every other hardpoint is internal and
no anchor may take its id. A mount-role anchor must be a hardpoint's mount, a
muzzle must hang off a weapon mount, and each weapon needs a muzzle; these
checks move out of ShipModPlan.Build, which now only maps a validated pair to
slots and throws nothing itself. 'articulation' stays in the vocabulary for
pivots and is never a mount.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The array's only reader was the dead SoundBank block in EntityInstance, which
looked up a hardpoint transform and did nothing with it. ShipModPlan.Equipment,
ShipModShips' assignment, the preview check, the FBX builder's HP.Equipment
case and its smoke assertion all fed that one dead reader. An HP.Equipment node
is now refused by the builder as an unknown hardpoint kind.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- AFirstLoadKindIsSavedFromACleanStore: FieldKinds.Ensure's kind is saved
when the store was clean at load (ZoneData.cs:162).
- SetTargetRefusesALitChunkBeyondSight: a lit rock too far to see is
refused (Entity.cs:345).
- TheChunkQueryMatchesBruteForce: 3000 random queries, off-origin, two
belts, across the outer skip edge (Soul F7).
- ThePingArmIsUnchangedByTheGainExtraction: Soul's ping sweep, golden
recorded at cb4a1dbd; kills the Sensor.cs:168 and :189 mutants.
- TheShippedCatalogHasAPickableFieldKind (Soul F2).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Weapon.CanMine is the one mining predicate; LockWeapon overrides it to
false. Entity.VisibleChunksInReach counts only weapons that can mine.
Tests: LaunchersDoNotCountTowardChunkReach (a launcher-only ship is offered
no rock; a gun of 200 beside a launcher of 400 is offered the near rock
only) and AnOfflineWeaponAddsNoReach (Soul F8: reach reads Active, not
Enabled).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Soul's S6. Generation always gives Zenith's 16-cell Reactor hardpoint a reactor
that fills it though smaller ones fit; a generated Djinni's eight thrusters
share one lot; across 5 K either side of a heater's target the bus bills it
exactly when its thermostat is open; and a thermostat gates only its own
behaviour group (a two-group fixture: the closed group's 10 is not billed, the
other group's 7 is).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Soul's S3 and the S2 ruling ("B is the design intent, saving slots in a
hardpoint can be a valid tradeoff for crowded ships if you really need to fit
an extra tool"). Entity.HardpointAt is the one placement rule: at an origin,
the item lies within a hardpoint of its type at that hardpoint's rotation
(HardpointData.TakesAt), its own cells are free, and that hardpoint holds no
other hardpoint item. The origin no longer has to be a hardpoint cell, and
TryFindSpace tries every offset inside a hardpoint, the offsets the fit rule
tries, so an L-shaped hardpoint takes its L design instead of generation
throwing. Leftover hardpoint cells may hold general gear, and a hardpoint still
holds one hardpoint item.
Tests: an L hardpoint takes its L design by hand and in generation (Soul's
P11); a turret's gun goes back beside the tool gear in its leftover cells
(P21); a second gun in a roomy hardpoint is refused; a saved entity reloads to
the same loadout with its items in reverse order.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Operator ruling, 2026-09-30: "removing the 11 self-entries was my intention".
IsAvailable, the one reach rule, now says a faction always reaches its own
manufacturer's gear, and a transient `AetherDb allegiance-self [apply]` drops
the self-entries from the eleven factions that had one (Rossum & Douglas never
did, which is why its stations could not carry its own gear).
Tests: in a main-sector galaxy every faction is offered all it makes and no
allegiance map names its own faction; and, through a fixture faction outside
the galaxy with no self-entry, its own product is on offer to it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Operator ruling, 2026-09-30: "Keep the variety, not every galaxy will have
Zhestokost in it." A transient `AetherDb station-reactors [apply]` gives each
manufacturer that makes reactors a design for Zenith's 16-cell Reactor
hardpoint, scaled by cells from its largest reactor with every other value,
stat term, role, temperature and sound bank its own, and a product by it:
Vulcan Station Reactor (AU, from Vulcan 12 cells x1.333) charge 66.7..266.7, mass 666.7, price 1,550,000
Notorious Station Reactor (Lucent, from Notorious 9 x1.778) charge 711.1..2133.3, mass 1333.3, price 1,800,000
MoveOnPro Station Reactor (NiteLife, from MoveOnPro 4 x4) charge 100..500, mass 1200, price 3,600,000
Core Power Station Reactor (R&D, from Core Power 4 x4) charge 400, mass 200, price 1,000,000
products: Vulcan Station, Notorious Station, MoveOnPro Station, Steadfast Station
The Manhattan-derived one is renamed "Manhattan Station Reactor" (product
"Manhattan Station").
Reach is read through the one rule, LoadoutGenerator.IsAvailable. Test: a
faction allied only to AU, Lightsail and NiteLife is offered none of
Zhestokost's products and AU's, its stations carry nothing it cannot reach and
nothing by Zhestokost, and they are powered.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
AFailedBeltTaskSurfacesOnce swapped a belt's asteroids while that belt's task
could still be running, so it failed in 5 of 8 runs including unmutated ones
(Soul S1). It tests belt-task machinery that codex/mining deletes (Cut 1,
22a54ccb), so it goes rather than being reworked.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- SensorGainExtractionChangesNothing traced a saturated sensor: a hull's own
heat makes a ship ~800 bright, so the observer's info sat at 1 every tick and
the hash pinned nothing (a hand probe dividing by the bearing response, and
one pricing a ping as a passive tick, both survived). The scene now observes
through a weak sensor (Dim eye, sensitivity 0.01) and asserts the trace is
unsaturated and carries a visible ping. Golden re-recorded against the
pre-extraction Sensor.Execute (cb4a1dbd with this scene patched in); the
post-extraction code gives the same hash, 919B7EE7...
- Cycling reach fits its guns 250, 120, 350, so the last active gun is not the
longest (a "last weapon wins" reach survived the old order).
- The weighted pick uses three positive weights, so a pick that falls through
to the last kind is told apart (it survived with two).
- The chunk query runs around a belt centred off the origin.
- TargetRef hashes an entity target and None.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Operator ruling B, 2026-09-30: "a station with no access to Zhestokost gear
should not have Zhestokost gear." Test: in a main-sector galaxy (not the
prelude, which offers every product), every faction's generated stations carry
a heater and a reactor, and nothing, equipped or stocked, whose manufacturer is
outside the galaxy or the faction's allegiance.
With today's catalog every faction's allegiance names every faction (weights
only bias preference) except Rossum & Douglas, which leaves out itself; the
test killed a reach that ignores allegiance through an R&D station carrying
R&D reactors.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Soul's F5 and F6. The asteroid-belt tasks read the clock, the orbits and each
belt's damage and respawn state. Update advanced the clock before waiting on
last tick's tasks (Soul measured 242k transforms placed for the next tick in
576 of 3000 ticks), MineAsteroid wrote damage and respawn state under a
running task, CreateOrbit and AddOrbit wrote the orbits, and a task that threw
stayed in the list, so Wait rethrew it on every tick after.
SettleBelts waits for the tasks and clears the list even when one failed; Update
settles before it advances the clock, and MineAsteroid, CreateOrbit and
AddOrbit settle before they write.
Tests: over 3000 ticks every asteroid of a belt is placed for the time of the
tick that started its task; mining every asteroid of a belt, chipping and
breaking each four times a tick for 1000 ticks, never races the task; a task
that fails surfaces once and later ticks run clean.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>