Behaviors.cs union list: keep Union(41, ThrottleLockData) from master and
Union(42, VapourDumpData) from this cut; no key renumbered. All commits build
as a merge result only after the verify job.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Zone.Vent is the one adder, StepClouds the one remover, Zone.Obscuration the
one reader: the product of (1 - opacity) over clouds whose disc the segment
touches (closest point of the segment to the centre within Radius), 1f when
none. Derived from live clouds at each call, never cached. VapourDump vents
once on its first run, drifting with its venter. Nothing reads Obscuration
yet (Sensor.Gain takes it in the next commit); this commit builds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ThrottleLockData (union 41) marks the lock; Entity.ThrottleLocked is derived from the
active effects; Ship.Update reads one `move` in place of MovementDirection. Turn is
untouched (ruling overdrive-keep-steering). Not yet verified by a build when committed.
Co-Authored-By: Claude Opus 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>
MineLayerData (union 40) lays through InstantWeapon -> FireControl.Fire -> Lay;
Zone.Mines steps each mine as a KinematicBody after the entity loop, arms it,
triggers it on a hostile hull its blast disc touches (FireControl.Touches, the
coverage Detonate uses) and detonates it through FireControl.Detonate at the
fuse delay or lifetime. Hostile trigger, faction-blind blast, no owner leash.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
MiningTool (its Execute range-checked against nothing, since no writer ever
set AsteroidBelt/Asteroid) and Zone.MineAsteroid (mints nothing; the
SimpleCommodity drop was commented out) are deleted, per Q1=A: "Bring back
the drill, indeed." Union tag 26 is retired, not reused. ResourceScanner's
dead survey Execute and its scan-target fields go too; its authored Range/
MinimumDensity/ScanDuration stay pending Q2. PlanetSettings.MiningDifficulty
had one reader, now gone.
Chunk wear (damage, broken-until) moves off AsteroidBelt's three per-belt
dictionaries and onto Zone as the one owner (Q3=A): Zone.Wear is the only
writer, ChunkExists/ChunkRadius are the readers, and respawn is a lazy
comparison against zone time, never a per-tick loop. ChunkId is
(CultRecordKey Field, int Index) -- "Field", not "Belt", because chunks are
meant to generalize past asteroid belts to other debris fields later.
Persisted in ZonePack's new key 6 (List<ChunkWearPack>, nullable so an older
record with no key 6 loads with no wear instead of throwing), pruned of
healed, non-broken entries at pack.
The break threshold stays strictly greater-than, matching today's behaviour:
damage exactly equal to hitpoints does not yet break the chunk.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
TargetingSystem is required interior Tool gear: Accuracy/Resolution/
Precision/Tracking are PerformanceStats reached through the usual
Evaluate path, so lot quality, wear, heat and PowerSupply all apply
(a starved system rolls worse, never switches off). FireControl.Accuracy/
Resolution/Precision fall back to GameplaySettings.UnaidedAccuracy (new,
authored low per Q4) whenever an entity has no targeting system or its
own is destroyed/disabled.
FireControl.IsRevealed derives R5's reveal rule from EntityInfoGathered:
non-hull equipment ranks hardpoint-mounted first, then by size, and
reveals between TargetArmorInfoThreshold and TargetGearInfoThreshold --
the first code to read either setting. Entity.TargetItem/
TrySelectTargetItem/ResolvedTargetItem give both the player and AI one
shared, revoke-on-decay aim-point slot with a single writer.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Entity.HardpointTransforms was written only by Unity (EntityInstance.cs),
so the simulation's notion of where a gun points was a readback from a
renderer that never runs headless -- Combat.cs threw KeyNotFoundException
on the first combat tick outside Unity. Deletes the field, its writer, and
the readback branch in Behavior.Direction, leaving the item-rotation path
(the same convention reaction thrusters use, R6) as the only source of
mount direction.
Adds FireControl (ServerShared), a static class owning whether a weapon
bears on a point: MountDirection (planar, from ItemRotation), ArcFor (the
per-hardpoint HardpointData.FiringArc override, falling back to the new
GameplaySettings.FiringArc default of 120), and InArc (the planar dot-cone
test, R7 -- target height never enters it, and an arc of 360+ passes
unconditionally so a turret hardpoint needs no new type, just a number).
Combat.cs and TurretController.cs now gate AI fire through InArc instead
of the old hardcoded 0.99 dot-product test against a live Unity transform.
Settings.cs drops AgentFiringMinDot, which was declared and read by
nothing.
docs/fire-control-cut.md, Cut 1.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A power request may not depend on power supply (Cut 6/F6), and continuous
consumers brown out through a power term on their own performance stats
(Cut 7). For Radiator (PumpedHeat) and AetherDrive (Torque) those were the
same stat, making six shipped catalog records illegal and leaving six
BrownoutTests cases skipped.
Resolved per the operator's ruling: a power request is evaluated
nominally -- what the item wants at full supply, not what it is currently
managing. EquippedItem.EvaluateNominalPower (mirroring ConditionRatio's
own NominalContext) pins only PowerSupplyFactor to 1; Heat/Durability
stay live, since they are not the term a request would be circular
through. Every PowerRequest/RefreshReserve/RefreshInputCapacitor
implementation now reads a StatValidation.PowerRequestFields stat through
it, so the same stat can carry a brownout curve and be a request field
without the request depending on its own answer.
StatValidation.ValidateNoPowerSupplyOnRequest (F6's static half of the
rule, forbidding the term outright) is deleted -- nominal evaluation
removes the circularity at the root instead. Only the dynamic
modifier-chain half (StatModifier.ValidateNoPowerSupplyChain) still
refuses anything, since EvaluateNominalPower forwards ScaleModifier/
ConstantModifier unchanged (real, not nominal).
Un-skips BrownoutTests' six Radiator/AetherDrive cases and adds two new
regression tests (a direct EvaluateNominalPower probe, and a two-tick
Radiator demand check) backed by a new mutation harness. Updates the four
PowerCurveTests/AetheriaStoresTests cases that pinned the now-superseded
static refusal to instead assert acceptance. GameData/Aetheria.cc is
unchanged and still validates.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
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>
Operator ruling (docs/item-provenance-cut.md Progress header, 2026-09-17):
delete EntityPack.PersistedBehaviors, IPersistentBehavior,
PersistentBehaviorData and MarkerPersistentBehaviorData outright rather than
keep patching around a feature with no production writer. Key(5) is retired
and left unused; other MessagePack keys are untouched.
Removes the pack/unpack code that read and wrote the field, the feature-only
test ReopenedPackKeepsPersistedBehaviors and its BarePack initializer, and the
matching "not yet reached" mutation notes in tests/mutation_tests.py.
ReopenSurvivesAGeneratedShipWithEntities is kept: it pins the reopen defect
class against a real generated ship, independent of this feature.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Dictionary<int2, PersistentBehaviorData[]> has no hash-resistant comparer
under CultCache's UntrustedData security, so any run store holding an
entity threw MessagePackSerializationException on reopen, even when the
dictionary was empty. EntityPack.PersistedBehaviors (key 5, unchanged)
becomes (int2 position, PersistentBehaviorData[] data)[], matching
Equipment/CargoBays/DockingBays. Pack writes pairs; Unpack builds a local
lookup before restoring behaviors.
PersistentBehaviorData had no concrete leaf and no Union, so nothing could
ever exercise its wire format; added MarkerPersistentBehaviorData as the
one placeholder leaf so ReopenedPackKeepsPersistedBehaviors can round-trip
real data ahead of a real IPersistentBehavior implementer landing.
Tests: RunSaveTests.BarePack uses an empty pairs array.
Added ReopenedPackKeepsPersistedBehaviors (a hand-built pack with two
positions, each with one persisted behavior, round-trips through commit
and reopen) and ReopenSurvivesAGeneratedShipWithEntities (a real ship from
LoadoutGenerator against a catalog fixture, committed into a SavedZone and
reopened, pinning the defect at the layer Soul's probe found it).
MaterializedLotsSurviveSaveAndReload and CommitKeepsOnlyReachableLots go
green; 36 of 36 tests pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Cut 8b. Aetheria.Shared builds headless against GameCult.Caching and
GameCult.Caching.MessagePack at the pinned CultLib; the pin guard also
checks the Caching project exists.
Documents: [CultDocument("aetheria.<type>", "1")] with [MessagePackObject]
and integer [Key]s on the Q7 concrete types (the eight ItemData leaves,
Faction, FactionProductData, PersonalityAttribute, NameFile, OrbitData, the
four BodyData leaves, SavedZone, SavedGame, PlayerSettings, InputLayout).
SavedGame and PlayerSettings are [CultGlobal]; Name members are [CultName].
ItemData, CraftedItemData, EquippableItemData, BodyData and AgentTask lose
[MessagePackObject]; BodyData and AgentTask lose their [Union]s. InputLayout
moves into ServerShared so AetheriaStores can route it.
References: Guid and DatabaseLink<T> members become CultRecordRef<T>;
Guid-keyed maps become ref-keyed with [CultReference(..., many: true)];
ZonePack holds refs to orbit and body records. Runtime maps (Zone orbits,
bodies and belts, cargo ItemsOfType, agent targets) key by CultRecordKey.
Identity is the record key: ID comparisons become reference or key
comparisons. StatModifierData.RequireBehavior is a simple type name.
AetheriaStores.Open composes the catalog (read-only unless writable), run
and player stores, one home per type. CultRecordRefs carries IsSet, a
null-safe Get(ref), RefOf (key from TryGetHandle) and Upsert.
ItemManager.GetData is the one item resolution path. MathResolver is
declared by [assembly: CultCacheFormatterResolver].
Inspector attributes: text, range and asset path map onto CultLib's
CultInspector attributes (asset path only on string members); every
replaced Aetheria attribute keeps [Inspectable] for the runtime panel.
Builds: Aetheria.Shared. Does not build: AetherDb and the Unity project,
which follow.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Every Unity.Mathematics using, alias and qualified name under Assets\Scripts
and tools now names CultMath. The nine `using static ...noise;` lines are
gone: snoise lives on CultMath's math. UnityExtensions loses float4.ToColor
and Color.ToFloat4, which duplicate the bridge's ToColor and ToCultMath; the
float3 colour pair stays because the bridge has none.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Refactor item instance to use DatabaseLink
Labels now pop up when aiming at loot
Yeeted HUD trigger group UI into the abyss
Created rebindable action bar (missing: assigning actions)
Created Consumable Items
Refactored behaviors to work on consumable items
Implemented Velocity Conversion Behavior
Added Aetheric Drive hardpoint and item behavior
Added Drive RPM UI to HUD
Fixed death not disabling continue option
Disabling global input when dialog is visible
Fixed loadout generator failure when zero price item present
Replaced fixed top speed with drag coefficients
Ships are now more visible in lit areas (depending on cross section stat in Reflector behavior)
Refactored all behaviors to remove context & entity references (can get them from equipped item reference if needed)
Fixed crash when enemy dies of heatstroke while targeted
Exponential decay for visibility now uses correct time-independent formula
Refactored item inspection in properties panel (now consistent between equipped items vs. inventory and store items, shows effect of heat on stats)
Reordered item properties and added spacing between groups
Extracted all inspector code for database inspector into a single class per supported field type and wrote reflection code to invoke them automatically
Removed all Aetheria-specific code from database tools
Database View editor is now abstract and supports arbitrary grouping of entry types; specific users must implement their own database view
Removed blueprint system for crafting (and excised anything depending on that)
Implemented smootherstep and used it for wormhole animation
Quality dependent durability and heat exponents are now global instead of item specific
Database list view now groups equipment by manufacturer
Thrusters can now consume energy
Weapons can have reloads even when they don't have ammo
Added ping feature to sensors, pulsing a wave of revealing light into the level
Added IEventBehavior interface, used by sensors and weapons, for behaviors containing event subscriptions which need to be reset when EntityInstance is disposed
Implemented sensor impact for locked weapons (lock speed varies with sensor acquisition)
Added ping cooldown bar to HUD
Added spline curve implementations to AetheriaMath, applied better mapping to wormhole transition animation
Tweaked loadout generator to prefer larger items to a controllable degree (e.g. very important for cargo bays, less for shop inventory), shop inventory bans non-ship hulls and manages internal space more effectively
Converted entity materials to new fade shader
Implemented visibility system
Refactored per-instance entity code to run inside monobehavior on entity instances
Created state machine AI for enemy ships with basic patrol and combat routines
Removed legacy AI code (controller item behaviors)
Added automatic trigger group assignment for matched weapons
Created ship collision system
Created shield VFX and colliders
New damage system, much easier to understand
Splash damage support
Hardpoint armor consolidated with hull armor
Minimap shows view cone
New industry standard palette for temperature display
Temperature range display contains palette
Restoring loadouts now ignores temperature and armor
Items can ignore thermal mass when adding heat
Burst weapons can consume single ammo (mainly shotguns)
New missile type that follows crosshairs
New airburst projectile type that deals splash damage
Auto Shotgun and Charged Shotgun
Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged
Added machine gun weapon & VFX
Moved third party code to Plugins folder to improve compile times
Weapons are now monolithic behaviors
Various new weapon behavior types implemented
All weapons have optional magazine and reload mechanic
Visibility now decays globally