Pins the default path the boss and the console fly use: a fed gun leaves the
ship with AmmunitionCrates, a gun that draws nothing leaves none. Removing the
default StockAmmunition call fails the fed case.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Materialize takes stockAmmunition (default true: boss, console ship). ScenarioStage
passes false and stocks at the end of staging only the fitted entities whose cargo
the scenario did not author with Cargo, so a scenario that names what a hold
carries gets exactly that. A packed (saved) fit is never stocked.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
Loadouts.StockAmmunition is the single owner of crate stocking. The generator
calls it for generated ships and turrets, and Loadouts.Materialize calls it at the
end, which covers every Loadout-built entity: scenario stage.Fit/Preset, the boss
in ZoneGenerator, and the console-built ship. Paths left alone: Unpack of a pack
or save (an entity's cargo is its own and a saved game's cargo is never touched on
load), scenario stage.Cargo (adds on top of the stock), the LoadoutCommit
validation build (discarded). The new-run player ship is stage.Generated and so
already stocked by the generator. A hull with no bay gets no crates and a log line.
InstantWeapon: a weapon that names an AmmoType is magazine-fed with an effective
magazine of max(1, MagazineSize): every round leaves the magazine and the reload
takes a crate. A weapon with no AmmoType and a magazine of 0 or 1 stays free.
HUD shows rounds/reserve for every AmmoType weapon. ConstantWeapon keeps its own
per-interval crate draw.
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
MunitionsFeed (run after Munitions) authors the chain's leaf recipes: extraction at mining (Rock, New Metals, Gold, Potassium, Diamond)
and volatiles (Water, Methane, Ammonia), Algae at agriculture, Oxygen/Steel/Cellulose Pulp at processing, Circuit Board/Actuator at
fabrication. Munitions adds the Mines commodity and recipe, AmmoType=Ammo on Slug Rifle, Long Slug Rifle and Light Machine Gun, AmmoType=Mines
on the Mine Launcher, a real Light Machine Gun magazine (0 -> 100 rounds, reload 3 s), and Zhestokost depot stand-ins for mining,
volatiles and agriculture so the new recipes' station kinds are placed. Tests read the shipped catalog (pending the blob commit).
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>