LoadoutGenerator.AvailableProducts and RandomProducts now range over CraftedItemData; only
equippable gear needs a hull home. StockConsumables is the last step of GenerateShipLoadout and
GenerateStationLoadout: it draws nothing when no consumable is on offer. Unbuilt/untested at
this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Expiry fires when the remaining duration reaches zero (<= 0), so behaviours execute on
Duration/dt ticks and not one more. AConsumableRunsForExactlyItsDurationInTicks pins it
with 0.25 s ticks. Builds; verified in the next run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FireControl.RoundEnd and RoundAt leave FireControl (RoundEnd to DrawAhead verbatim, RoundAt as DrawAhead's private Line);
DrawAhead.Round takes the published outcome, steers a hit or burst from its frozen line at the commit tick onto its
end (burst point, else the impact cell on the target's drawn pose), and RoundStop is deleted. Projectile caches the
last published ShotOutcome and calls DrawAhead only. BallisticFlightTests move to the new signatures; the frozen-line
moving-target test is replaced by impact-cell, steer and no-drawing-function tests. Unverified: not yet built or run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Entity.Activate re-initialises the running consumable effects through the same
InitializeBehaviors that initialises gear and ActivateConsumable, so a consumable
active across deactivate/refit/activate retargets to the new items.
ConsumableTests gains the stackable overlap/multiply, shared-entry detach,
expiry-boundary, per-design cooldown and refit facts. StatResolverTests' expiry
test builds its consumable through ItemManager.CreateInstance.
Not yet built or run; verification follows in a later commit message.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Deletes At, the end formula (Unity restating the range) and Resolve's own stop
arithmetic. Launch binds ShotCommitted (refresh the record, learn the outcome)
and ShotResolved; Draw is DrawAhead.Round plus RoundOver; a hit or burst stops at
DrawAhead.RoundStop. Projectile names no flight quantity.
Builds headless (Projectile is not in the test project); the Unity compile is
run separately at the final head.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
RoundEnd(shot, known) is the one statement of when a ballistic round's drawn
flight ends: arrival for a hit, burst or unpublished outcome, the frozen range
(never short of arrival) for a miss. RoundAt takes the known outcome and clamps
at RoundEnd. DrawAhead gains Round, RoundStop, RoundOver (pure, no state) so the
blend, stop and done rules are headless-testable. Seven new tests (ten cases).
Unity build: Projectile.cs still calls the old RoundAt, so this commit does not
compile in Unity (the headless test project does not include Projectile). The
next commit moves Projectile onto the statics.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
FireRange is the distance to the engaged target and 0 for a round with none, so a no-lock burst round and a
round that misses never flew. MaxRange = weapon.Range is frozen at Fire beside Speed. Unity compile not yet run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Deletes the Time.deltaTime gravity/drag/position integration and the range-distance kill from Projectile and the
UnityEngine.Random jitter, barrel direction and inherited velocity from ProjectileManager. A round holds a copy of
its PendingShot and draws at RoundAt(Zone.Time + Clock.Lead) with a barrel offset decaying over BlendTime; ShotResolved
ends a hit or burst at the outcome's BurstPoint, a miss flies to the FireRange clamp. Unity compile not yet run at
this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ActivateConsumable runs Initialize on the effect's behaviours; expiry disposes
them before Resolver.Forget, so a consumable's modifiers exist exactly while
its effect is active. ItemManager.CreateInstance returns a ConsumableItem for a
consumable design. StatResolver.DetachModifier drops an entry left with
nothing attached, so ModifierEntryCount returns to baseline. LoadoutTests'
hand-built ConsumableItem goes through CreateInstance. Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PendingShot freezes the weapon's Velocity as Speed at Fire; RoundAt(shot, time) reads the frozen origin,
direction, speed and fire time, clamped to the FireRange point. Step, Commit and Apply do not call it.
BallisticFlightTests pin the line against the shooter position, aim and authored velocity.
Builds: yes. Presenters still fly their own rounds at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
AetherDrive.cs: master deleted the behaviour (2cfdc728); the branch only added a
TurnRate line to it. Deletion kept. Thruster remains the one rotation actuator
and feeds Entity.TurnRate. No sim stepping outside the clock on master
(mines presenter, Pirates AI, lot-product all step through Zone.Update).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
DrawAhead leaves a ship in a wormhole animation where the step put it. The clock is
one static instance; a zone entered inside a step ends that frame's stepping and the
clock resets between frames (SimClock.Reset throws inside Advance). DrawAhead.Time had
no consumer.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
EmojiFont.Build leaves TMP's emoji fallback list empty. EmojiCheck fails when that list is non-empty,
when the global fallback lacks Emoji.asset, or when a glyph is served by a font other than Emoji.asset
or the body font; reads the Pirates product names from the shipped catalog; renders the
emoji-test.txt corpus and reports what Twemoji lacks; counts only used atlas pages (TMP doubles the
array capacity, so trailing slots are null by design).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
A StatReference naming WeaponData.Damage validated and attached to nothing,
because TargetsOf compared exact types. All three filters now use
targetType.IsAssignableFrom; no exact-match path remains.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
AetherDb Program.cs: both sides appended a command (pd-gear/mine-launcher, pirates-faction);
kept all, one usage line. GameData/Aetheria.cc: master's blob kept here, pirates-faction
apply replayed on it in the next commit (follow-up catalog-blob-merge-order).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
DrawAhead.Rotation delegates to Turned(pose, angle) so the turn is testable on a tilted pose, where the flat Duel poses make the quaternion product's off-axis terms vanish. Unverified at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Assets/Fonts/Emoji/Twemoji.ttf is fetch_emoji_font.py's output for jdecked/twemoji
v17.0.3 (nanoemoji 0.16.0, glyf_colr_0), reproduced bit-identically by two
independent runs on Yggdrasil; the lock pins source and font sha256. EmojiFont.Build
wrote Emoji.asset (dynamic, COLOR, multi-atlas) and TMP Settings' emoji fallback list,
global fallback entry and empty default sprite asset. EmojiCheck.Run: 1425 single
code points and the eight Pirates names render with no missing code point. CC BY 4.0
attribution ships in Assets/Fonts/Emoji/LICENSE.txt. Builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Stryker's one survivor in the first sweep was the guard's `true ?` mutant: the
cache's Get(ref) extension already returns null for an unset reference, so the
guard was a second path. Adds the removed-product fact the spec names.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Lands retire-longinusx on master after gear-without-presence. The catalog
is regenerated from master's catalog with retire-longinusx apply (next commit).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
# Conflicts:
# GameData/Aetheria.cc
tools/emoji/fetch_emoji_font.py builds Assets/Fonts/Emoji/Twemoji.ttf from the
pinned jdecked/twemoji release with nanoemoji (glyf_colr_0); EmojiFont.Build is
the one writer of Emoji.asset and TMP Settings' emoji routing; EmojiCheck.Run
renders every single-code-point emoji and the Pirates names through TMP. The
generated font, lock and asset land in the next commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The first verification showed the rotation sense wrong and no shot resolving in 30 s of Duel; both tests now pin what they claim. Unverified at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Brings gear-without-presence up to master ahead of landing it, with
eureka/aetheria-release-retire-longinusx following.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
SimClock (engine-free) turns real frame seconds into whole fixed steps; ActionGameManager.Update feeds it outside the pause gate and Zone.Update(Time.deltaTime) is gone, with IntroCutscene (dead, Unity-driven pose writes). Entity.TurnRate is the sum of the rotation actuators' applied turn per sim second, zeroed each Update; DrawAhead reads it so EntityInstance and ShipInstance draw the latest sim state ahead by Lead. Unverified at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Brand no longer re-derives the product from maker and design (key-first pick);
CreateLot(product) is the one writer of Lot.Product. The census duplicate-brand
block and the key-order tie-break test go with the derivation they policed.
Unverified at this commit; build and tests follow.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every item-title display site now routes through ItemManager.Title. The grep
for design-name reads under Assets/Scripts outside ServerShared leaves only
log lines, exception text, console parsing and the Type row.
Does not build-verified yet; the Unity compile runs at the end of the batch.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
AetherDb mine-launcher now corrects an already authored launcher to 173.15..473.15 K (optimum 249.65, plateau 36,
the sibling weapon's) and authors new ones the same way. Entity.StartingCellTemperature names the 280 the hull
cells start at, and ShippedWeaponOperabilityTests reads it against the shipped catalog. The catalog blob follows
in the next commit, so the test is red at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
It served its single run; Mine.prefab and the scene wiring are committed and reference plain materials only.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Deletes the AddPirates stand-in and its 21 calls. DemoTerminus_missing_cast_refused removes the shipped record from its scratch
copy first. LoadoutGenerator.HasHome is public so the catalog test asks production's own home rule. These tests are red on
a catalog without the Pirates: the catalog commit (pirates-faction apply) follows separately.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Title derives the brand's product name and falls back to the design name.
The trade list, buy dialog and properties title read it; the product name
line leaves the properties body. Build not yet verified at this commit.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Tools need interior hull cells (the shrunk shape); (0,4) is an edge cell. The 2x1 array
turned clockwise takes the free interior column beside the cockpit.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Presence in the galaxy no longer gates gear (ruling gear-without-presence).
Delete the IsPrelude exception, Galaxy.ContainsFaction with its cache, and
the AetherDb loadout exclude-sellers mode that existed to exercise the
presence gate. An absent maker weighs as one jump beyond the farthest zone
the generator's zone reaches. Not yet verified; may not build.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
The first catalog commit left the item shapeless and unsold; this commit's mine-launcher command fixes both. The
catalog blob committed before this one is superseded by the next commit.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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>
MineInstance reads a Mine and draws it (latest sim body at the grid height, spin, real-time pulse by arming and
trigger); ZoneRenderer makes one per Zone.Mines add and plays the blast on remove; EntityInstance gives a mine
layer no effect manager. AetherDb mine-launcher authors the item; the catalog, prefab and scene wiring follow in
later commits, so this one does not build a playable mine (no MinePrefab yet).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>