Launchers draw real missile rounds; reloads cost a crate #8

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nibu merged 6 commits from nibu/launcher-ammo into master 2026-11-11 03:12:51 +00:00
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Launchers (Guided Missile Launcher, LRM/SRM racks, Incendiary and Swarm rocket pods) now draw real rounds: a new Missiles commodity (recipe: he-warhead + rocket-motor at the munitions works), one crate per magazine reload. Also fixes the reload so an empty magazine takes one AmmoType unit from cargo (it refilled free for every ammo gun before), stocks generated ships and turrets with 3 crates per drawn ammo type, adds Weapon.Reserve and a rounds/reserve HUD readout, and an AetherDb weapon-ammo audit command. Soul passes: two; findings fixed or recorded. Known: NPC authored scenarios stock nothing; Slug Rifle, Long Slug Rifle, LMG, Mine Launcher still lack AmmoType; TwoAiDigestIsPinned already fails on master (linux digest).

🤖 Generated with Claude Code

Launchers (Guided Missile Launcher, LRM/SRM racks, Incendiary and Swarm rocket pods) now draw real rounds: a new Missiles commodity (recipe: he-warhead + rocket-motor at the munitions works), one crate per magazine reload. Also fixes the reload so an empty magazine takes one AmmoType unit from cargo (it refilled free for every ammo gun before), stocks generated ships and turrets with 3 crates per drawn ammo type, adds Weapon.Reserve and a rounds/reserve HUD readout, and an AetherDb weapon-ammo audit command. Soul passes: two; findings fixed or recorded. Known: NPC authored scenarios stock nothing; Slug Rifle, Long Slug Rifle, LMG, Mine Launcher still lack AmmoType; TwoAiDigestIsPinned already fails on master (linux digest). 🤖 Generated with [Claude Code](https://claude.com/claude-code)
Read-only audit command, so ammunition rulings are checked against the catalog and not against names.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Rulings ballistics-real-ammo and ballistics-cycle-power, follow-up launcher-ammunition. The Munitions batch adds the Missiles
commodity (a high-explosive warhead and a rocket motor at the munitions works; guidance waits on the electronics chain) and sets
AmmoType=Missiles on the five launcher designs; reactor energy per shot stays as authored.

InstantWeapon: the reload used to refill the magazine on its timer and never reach the cargo branch in UseAmmo, so no ammunition-fed
weapon ever paid a round. The refill now takes one unit of AmmoType from cargo (TakeReloadRound) and, with none, the magazine stays
empty; UseAmmo only starts a reload when a unit is there. Weapon.Reserve exposes the cargo count and the HUD shows rounds/reserve for
magazine weapons.

Tests: shipped launchers all name Missiles and Missiles has a recipe; a fed weapon fires its magazine and no more without crates,
reloads once per crate; Reserve equals the cargo count and falls per reload. The commodity count pin goes 22 to 23.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
economy author Munitions apply on the latest origin/master catalog; rerun reports 0 added, 0 changed. sha256 d1c96c6ed8530a4e17246604580eca3a45666b3846d56d557f8869ce7c2cc2b3

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
LoadoutGenerator.GenerateShipLoadout, the one owner of NPC and generated-scenario fitting, now stocks AmmunitionCrates (3) of every
distinct AmmoType the ship's weapons draw, after the consumable roll and without touching the random stream; it logs and goes on if
no hold takes them. Missiles is authored with Ammo's 1x1 shape and a stack of 5 (a shapeless commodity cannot be stored at all).
Tests: generated ships hold exactly the crates they draw and none of an ammunition they do not; a magazine weapon with no AmmoType
still reloads free. weapon-ammo moves so RangeFalloff keeps its doc comment; the Munitions comment and lore now match the recipe
(warhead and motor, magazines 2 to 288).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
economy author Munitions apply; rerun reports 0 changed. sha256 b737d1c74f48c3c0a2e911efd2824345c8491cd8a0c0d3754d78b85d3ea29c40

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
GenerateTurretLoadout calls the same StockAmmunition as ships; an ammo-fed turret otherwise went quiet after one magazine.
Test: generated turrets hold exactly the crates for each ammunition type they draw.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
nibu merged commit 1a8ced9ab6 into master 2026-11-11 03:12:51 +00:00
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