The Roche-margin check on a rosette's ring read heavy.Mass before any member had
settled; each member's own Settle later folds its overflowing children into it,
so a ring could stand with a member inside its Roche margin. Settle now places
and settles the ring's members first and judges the ring on ring.Max(Mass); the
queue skips members already settled.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Replaces the symmetric half-width about the chain position (which collapsed a belt at the end of its
slot to a line, finding belts-collapse-to-a-line) with the slot interval: the belt sits at the slot's
midpoint and its half width is min(authored width, slot) / 2 (ruling belt-fills-its-slot). The chain
still places belts as massless points, so no fold count moves. Builds; tests follow.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PlanetSafetyRadius, ChildDistanceMinimum/Maximum, ExpandSolar's distance series
and the window filters are deleted. Place (ported from replace.py, root window
from rootReach per root-window-floor) lays children inside-out, folds the
lightest family while the outermost overflows, stretches to the window, merges
rings that cannot keep their heavy member outside its Roche margin and sets
belt half widths. Stations pick well-bearing, sibling-clear off-ring bodies;
the tutorial entrance falls back to an orbit round a root node; turrets stop a
side when within the base body's extent. GenerateZone/GenerateArena take
PlanetSettings. Not yet built.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The secondary is placed along the allowed arc (reflected at its ends, distance capped at half
the arc) so the RGB blend between the two stops stays outside the band for any Settings band.
Tests sample the production ramp and pin draw uniformity.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Primary hue maps through ColorMath.HueOutsideBand; the secondary takes the
out-of-band side; fog tint and light derive from primary. Band edges are
SunHueExcludedStart/End (75 and 165 degrees by default).
Not yet verified on Yggdrasil at this commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Each side of a station grows outward from it: a turret sits innerReach + 2 turretReach beyond the body inside it,
so turrets of differing reach clear each other (same arcs as before for one turret hull at k = -1, +1).
StationPlacementTests: shared flank check (no off-ring turret escapes it, 1e-4 relative arc), a narrative
station with five authored turrets and a second, larger turret hull, a zone with no turret hull, and a sweep
that no station or turret reaches another orbital. Not yet run.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CreateLagrangeOrbit adds one sixth of a turn (was PI / 3 on a turns field).
PlaceTurret spaces turrets by k * (stationReach + 2 * turretReach) arcs,
k = -1, +1, -2, +2 (was t / 2 integer division putting two turrets on the
station, and radians-per-arc arithmetic on turns). Contacts.Radius moves to
HullData.Reach. Not yet verified on Yggdrasil.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Zone.PeriodAround is the one owner: round a body, the pull its well gives at the rail's distance
(GravityField.Acceleration); round a bodyless node, the ring law (strength of the orbits inside, plus
half of what shares the ring). Orbit.Period and AsteroidBelt.Periods are written once at zone build,
before placement; BeltTargets copies the belt's periods. A parentless orbit has no field and stands at
its phase. Fixtures lose OrbitPeriod and gain wells where their rails must move. Builds; the new
OrbitsFromFieldTests follow in the next commit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ZonePack.BossSpawned records the spawn, since a dead boss leaves no entity. RunGoal.ExitOpen requires it, so an exit zone
without a boss stays sealed, and ZoneGenerator logs that configuration by field and code.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
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 prelude halved every faction's InfluenceDistance on the shared catalog object, so each later generation in the same
session, prelude or main, started from an already-halved value, and a continued prelude read the unhalved one. A
fixed-seed scenario relaunched in one session therefore could not reproduce its galaxy. Galaxy.InfluenceOf derives
the reach from IsPrelude; Galaxy and ZoneGenerator read it.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- FieldKindData, a catalog document (Q11): a kind's reflectivity per schematic
cell and its generation weight. AetheriaStores routes it to the catalog.
- AsteroidBeltData.Kind, key 10 (Q16 B). FieldKinds.Assign is the one pick (a
weighted choice by a stable hash of the belt's key); FieldKinds.Ensure gives
a kindless belt its kind and saves it. ZoneGenerator calls it at generation
and Zone calls it on first load, so an old belt is assigned once by the same
rule and keeps its kind after later catalog edits.
- Zone.ChunkVisibility: Reflector's rule for a chunk -- kind cross-section x
area in schematic cells x the light on it. Stored nowhere; a worn chunk dims,
a broken one or a kindless belt's is dark.
- Zone.ChunksNear: the one chunk query, skipping belts whose annulus cannot
reach. AsteroidBelt gains InnerRadius for that skip.
- TargetRef: an entity, a chunk, or none, with value equality and no ==.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
RunStart (ServerShared, no Unity type) owns what a new run starts with
(docs/scenarios-cut.md, 2.2):
- GenerateArena: the galaxy's entrance pack, generated under the scenario's
Ambient rule. ZoneGenerator.GenerateZone gains `ambient`; false keeps
planets, orbits and stations and generates no ship, turret or wanderer.
- Check: every failure staging a scenario would hit, found with no zone,
touching no store.
- Stage: all-or-nothing. With no scenario, the generated starting-hull ship
at the origin, as StartGame built it. With one, the player preset and the
entities at their authored place and heading with cargo, stance set both
ways through SetIff, a Minion for each piloted one; all through Zone.Admit.
Scenario (aetheria.scenario v1) joins AetheriaStores.CatalogTypes.
RunStartTests stage into a real prelude arena from the shipped catalog and
authored settings.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
F3: the throw fired on selectedStationOrbits.Length == 0, which is also true
whenever stationCount rolls 0 -- an unrelated variable. It now checks
lagrangeCandidates.Length == 0 directly, the actual "no candidate orbit"
case, and the message says so.
F4: CreateLagrangeOrbit's FixedPosition copy and its comment described a
fallback orbit that no longer exists (widening always returns a real,
parented planet orbit). Deleted; nothing reads FixedPosition off a
lagrange/turret orbit.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Two writers decided the tutorial entrance's station orbit: the floor
(stationCount < 1 -> 1) and a synthesized fallback orbit, each masking
bugs in the other (removing either alone still passed the entrance
test). Collapse to one rule: the floor still guarantees stationCount
>= 1, but its orbit always comes from the same Lagrange selection. When
that selection has no candidate (a zone that is entirely one rosette),
widen it to every parented planet orbit ordinary placement draws from
before the rosette filter, instead of inventing an unparented,
zero-distance orbit -- which gave PlaceTurret's phase a division by
zero and left an orphan orbit record. If even the widened set is empty,
throw loudly instead of silently omitting the entrance's station.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Operator, 2026-09-25 (docs/locomotion-cut.md): the tutorial's entrance zone always gets a
generated faction station with a docking bay, deterministically. Structurally, three defects made
that false on every seed: Galaxy.cs halves influence and picks the lowest-influence unowned zone
for Entrance, so stationCount rolled 0; a Lagrange orbit is only available when a planet has an
orbiting sibling, which a boring or empty system never has; and a null station loadout silently
skipped the slot.
GenerateZone now identifies the entrance zone by reference against the galaxy parameter it already
takes (isTutorial && galaxyZone == galaxy.Entrance), never by name:
- stationCount is floored to 1 for the entrance zone, after the roll that produced it.
- When no Lagrange orbit exists, a fallback orbit fixed at half the zone radius from centre is used
instead of leaving selectedStationOrbits empty. CreateLagrangeOrbit now carries FixedPosition
through so a Parent-less base orbit (the fallback) still positions correctly.
- A null station loadout throws for the entrance zone instead of continuing past it.
- The enemy count is based on the pre-override station count, so forcing the entrance's station
doesn't also hand it a bonus enemy.
The story-station path (Locations/LocationStory) is not used: it isn't saved, and
EntitySerializer.cs:77 would break Continue, per the map's own ruling.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
ZoneGenerator now spawns NeutralWandererCount ships (default 2, authored on
ZoneGenerationSettings) from a galaxy faction that is neither the zone owner
nor its nearest faction, using the zone's existing seeded Random so placement
stays deterministic per zone. None spawn when no faction qualifies. The
faction-pool rule is pulled into ZoneGenerator.EligibleWandererFactions so it
is unit-testable without running the full generation pipeline.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Closes the 8a follow-up. string.GetHashCode is stable on Mono but randomized
per process on .NET Core, so a headless sim that generates zones would get
different zones on every run.
- Extensions.StableHash folds a string's UTF-8 bytes through CultMath's pcg
from the FNV-1a offset basis. No new CultMath API.
- ZoneGenerator seeds from `Name.StableHash() ^ pcg3d(Position).x`.
- Zone seeds from `Name.StableHash() ?? 1337u`. CultMath's Random maps
seed 0 to its default, and the abs/Convert.ToUInt32 pair that threw on
int.MinValue is gone.
Old runs are discarded, so a different galaxy per seed costs nothing.
Tests: StableHashIsNotProcessRandomized pins "Adrasteia" to 2427892944, the
value an independent Add-Type transcription of CultMath's pcg produced. It
fails with GetHashCode substituted back in.
Builds: headless, 15 tests pass, Unity batchmode compile reports no error CS.
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>
Cut 8a seeded ZoneGenerator's Random from the float bits of CultMath's
hash(float2), the frac(sin) shader hash. On a 100x100 position grid that
gives 1625 distinct values, where Unity.Mathematics' uint hash separated
them. CultMath 0.2.3 adds the PCG integer hashes from Jarzynski and
Olano (JCGT 2020), so the seed now uses pcg3d(Position).x, the IEEE bits
of the float2 position with z held at 0, xored with the zone-name term
as before.
- Packages/manifest.json and packages-lock.json pin
cultmath-unity-v0.2.3 (CultLib 0f2c1f04).
- Directory.Build.props sets CultLibRevision to the same commit.
This pin also brings in 0.2.2's normalize: a zero vector now gives NaN,
as dxc does and as Unity.Mathematics did before the swap. None of Cut
8a's normalize or LookRotation edits relied on a zero-safe normalize.
They are one-to-one type conversions, and 8a removed no guard. So no
guard is added.
Verified: headless Aetheria.Shared and AetherDb builds with 0 errors.
AetherDb census, factions and hardpoint-fit are byte-identical to the
captures. Unity 6000.3.24f1 batchmode compile gives 0 errors.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
CultMath's hash(float2) returns float, not uint, so ZoneGenerator folds its
bits into the zone seed with BitConverter.SingleToInt32Bits. MathResolver's
int2?[] entry used ArrayFormatter<float2?>; it now uses ArrayFormatter<int2?>.
Aetheria.Shared and AetherDb build headless with 0 errors, and AetherDb's
census, factions and hardpoint-fit output is byte-identical to the captures
taken before the swap.
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>
One rule now governs interior space: an empty hardpoint cell is usable, in
both UnoccupiedSpace and ItemFits. ItemFits used to refuse hardpoint cells
that UnoccupiedSpace offered, so stations failed to equip a docking bay.
CraftedItemInstance.Ingredients and Product move from keys 3 and 4 to 9 and
10, past every key the derived instances use. At 3 and 4 an older save reads
nil into a non-nullable Guid and fails to load.
WeightedRandomElements returns an empty array when every weight is zero,
instead of an array of nulls. LoadoutGenerator treats a missing Galaxy as
"every product available", the seam a fixture needs to generate loadouts
without a galaxy. ZoneGenerator skips a story station that fails to generate
and logs it, instead of throwing.
Verified: Aetheria.Shared and tools/AetherDb build headless; Unity 6000.3.24f1
batchmode compile succeeds; AetherDb doctor, station-fit and loadout pass.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Added credits display to trade screen
Fixed bug in inventory screen where a failed drag from a cargo bay would make the item disappear until a refresh is triggered
Changed behavior of Escape key to exit menu if a menu is open
Fixed zone map gravity isolines to correctly track maximum gravity depth
Refactored orbit and planet data to replace reactive variables with regular ones
Fixed various bugs caused by triggering wormhole animation multiple times
Sector -> Galaxy
Fixed bug in hostility system; deserialized entities' PresencePermitted was silently throwing an exception (due to Faction being null during initialization) and thus never updating in response to security level changes
Worked a bit on story processing