F1 power supply multiplies the resolved value (operator ruling), so zero supply means zero and a flat stat still responds. F2 the bus agrees with Active in both directions. F3 an empty tier reports no demand instead of full supply, and sub-epsilon demand is rationed and subtracted. F4/F5 the shield restores while inactive and CanTakeHit no longer mutates. F6/F7 the validator names every stat a request reads and the tools validate before writing. F8 re-anchors two dead mutation harnesses. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
973 lines
55 KiB
C#
973 lines
55 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Reflection;
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using CultMath;
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using GameCult.Caching;
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using Random = CultMath.Random;
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// Commands over the game database, run with: dotnet run --project tools/AetherDb -- <command>
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public static class Program
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{
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public static int Main(string[] args)
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{
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var command = args.FirstOrDefault() ?? "help";
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switch (command)
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{
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case "census": return Census();
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case "station-fit": return StationFit();
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case "hardpoint-fit": return HardpointFit();
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case "loadout": return Loadout(args.Skip(1).FirstOrDefault());
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case "save": return Save();
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case "factions": return Factions();
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case "dangling": return Dangling(args.Skip(1).ToArray());
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case "settings": return Settings();
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case "settings-dump": return SettingsDump();
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case "shield-migrate": return ShieldMigrate(args.Contains("apply"));
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case "brownout-migrate": return BrownoutMigrate(args.Contains("apply"));
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case "roles-migrate": return RolesMigrate(args.Contains("apply"));
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default:
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Console.WriteLine("commands: census, factions, station-fit, hardpoint-fit, loadout [seed], save, settings, settings-dump, dangling [clear <Type.Member>]... [apply], shield-migrate [apply], brownout-migrate [apply], roles-migrate [apply]");
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return 1;
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}
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}
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// Designs by kind and manufacturer, designs no product sells, and products with authored role quality.
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private static int Census()
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{
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var db = AetherDb.Open();
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var items = db.Cache.GetAll<EquippableItemData>().ToArray();
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var products = db.Cache.GetAll<FactionProductData>()
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.OrderBy(p => db.Cache.RefOf(p).Key.Value, StringComparer.Ordinal).ToArray();
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// The manufacturer no longer lives on the design; a runtime item picks one via Brand()'s tie-break, but
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// census must not invent that same attribution for a design with several sellers. Instead it lists every
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// distinct maker that sells the design (via products), in record-key order. A design no product sells,
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// or that only unset-manufacturer products sell, shows "(none)".
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string MakerOf(EquippableItemData item)
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{
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var design = db.Cache.RefOf(item).Key;
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var makers = products
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.Where(p => p.Design.Key.Equals(design) && p.Manufacturer.IsSet())
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.Select(p => p.Manufacturer.Key)
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.Distinct()
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.OrderBy(k => k.Value, StringComparer.Ordinal)
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.Select(k => db.Cache.Get<Faction>(k)?.ShortName ?? "(none)")
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.ToArray();
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return makers.Length == 0 ? "(none)" : string.Join(", ", makers);
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}
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var kinds = new Dictionary<string, List<string>>();
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foreach (var item in items)
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{
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var kind = item is HullData hull ? $"Hull/{hull.HullType}"
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: item is DockingBayData ? "DockingBay"
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: item is CargoBayData ? "CargoBay"
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: item is WeaponItemData weapon ? $"Weapon/{weapon.HardpointType}"
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: item.HardpointType.ToString();
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if (!kinds.TryGetValue(kind, out var makers)) kinds[kind] = makers = new List<string>();
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makers.Add(MakerOf(item));
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}
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Console.WriteLine($"{items.Length} designs, {products.Length} products\n");
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foreach (var kind in kinds.OrderBy(k => k.Key))
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Console.WriteLine($"{kind.Key,-22} {kind.Value.Count,3} " + string.Join(", ",
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kind.Value.GroupBy(m => m).OrderByDescending(g => g.Count()).Select(g => $"{g.Key}:{g.Count()}")));
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var sold = SoldDesigns(products);
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var orphans = items.Where(i => !sold.Contains(db.Cache.RefOf(i).Key)).ToArray();
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Console.WriteLine($"\n{orphans.Length} designs no product sells, so they cannot spawn:");
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foreach (var item in orphans) Console.WriteLine($" {item.Name}");
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var authored = products.Where(p => p.Roles != null && p.Roles.Count > 0).ToArray();
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Console.WriteLine($"\n{authored.Length} products carry role quality:");
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foreach (var product in authored)
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Console.WriteLine($" {product.Name,-28} by {db.Cache.Get(product.Manufacturer)?.ShortName ?? "(none)",-12} " +
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string.Join(", ", product.Roles.Select(r => $"{r.Role} {r.Mean:0.00}±{r.StandardDeviation:0.00}")));
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if (authored.Length == 0) Console.WriteLine(" none yet: add roles to a design, then set each product's means");
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// Cut 7 (docs/stats-and-power-cut.md): "adding a role to a shipped design changes nothing for existing
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// lots... but a newly minted lot from a product with no spread for that role rolls new ProductRole() --
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// mean .5 ... The census is where that is caught, and the two must land together." A design's roles and
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// a selling product's role spread can drift independently (a role added after the product was authored,
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// or a product added after roles landed), so every sold, role-bearing design is checked against every
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// product that actually sells it, not only the ones this run's roles-migrate happened to touch.
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var roleGaps = 0;
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foreach (var item in items.Where(i => i.Roles != null && i.Roles.Count > 0))
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{
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var design = db.Cache.RefOf(item).Key;
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var sellers = products.Where(p => p.Design.Key.Equals(design)).ToArray();
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foreach (var product in sellers)
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{
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var covered = new HashSet<string>((product.Roles ?? new List<ProductRole>()).Select(r => r.Role));
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var missing = item.Roles.Select(r => r.Name).Where(r => !covered.Contains(r)).ToArray();
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if (missing.Length == 0) continue;
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roleGaps++;
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Console.WriteLine($" GAP: {product.Name} sells {item.Name} but authors no spread for: {string.Join(", ", missing)}" +
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" -- a newly minted lot rolls the ProductRole default (mean .5) for these, not this maker's own quality");
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}
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}
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Console.WriteLine($"\n{roleGaps} (product, role) pairs where a sold, role-bearing design's product authors no matching spread");
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// Brand() picks the first (maker, design) product in record-key order; more than one means the choice is
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// arbitrary rather than authored, which the rule until segment bands exist forbids.
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var duplicateBrands = products
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.Where(p => p.Manufacturer.IsSet())
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.GroupBy(p => (Maker: p.Manufacturer.Key, Design: p.Design.Key))
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.Where(g => g.Count() > 1)
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.ToArray();
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Console.WriteLine($"\n{duplicateBrands.Length} (maker, design) pairs with more than one product:");
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foreach (var group in duplicateBrands)
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{
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var maker = db.Cache.Get<Faction>(group.Key.Maker);
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var design = db.Cache.Get<CraftedItemData>(group.Key.Design);
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Console.WriteLine($" {maker?.ShortName ?? "(unknown)"} / {design?.Name ?? group.Key.Design.Value}: " +
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string.Join(", ", group.Select(p => p.Name)));
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}
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return 0;
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}
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// Cut 7 (docs/stats-and-power-cut.md): "products author quality, designs author roles." Zero designs
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// declared a role and zero products authored role quality before this command; every field->role table below
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// is the one place that content is decided, so the operator reviews a legible table instead of hand-picking
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// through 51 catalog records. Field names are matched against the concrete behaviour Type they appear on, not
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// by name alone, so "Range" on a launcher's guidance system and "Range" on a mining tool never collide.
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//
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// A stat is only worth pointing at a role if it actually varies with Quality *and* the value moves (Min !=
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// Max) -- Cut 1's flat placeholder stats (min == max, a bare "Heat^1" term the migration used as a harmless
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// non-empty Terms list) carry no observable role-vs-workmanship difference, so authoring a role there would
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// be authoring fiction. Fields the maps below do not mention keep generic quality; the report says why.
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private static readonly Dictionary<string, string> BallisticWeaponRoles = new Dictionary<string, string>
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{
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["Damage"] = "barrel", ["Range"] = "barrel", ["Velocity"] = "barrel", ["Penetration"] = "barrel",
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["Cooldown"] = "feed mechanism", ["Spread"] = "feed mechanism", ["Heat"] = "feed mechanism",
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["Visibility"] = "feed mechanism", ["Energy"] = "feed mechanism",
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};
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private static readonly Dictionary<string, string> EnergyWeaponRoles = new Dictionary<string, string>
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{
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["Damage"] = "focusing array", ["Range"] = "focusing array", ["Velocity"] = "focusing array",
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["Penetration"] = "focusing array",
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["Energy"] = "power coupling", ["Heat"] = "power coupling", ["ChargeTime"] = "power coupling",
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["ChargeEnergy"] = "power coupling", ["ChargeHeat"] = "power coupling", ["Cooldown"] = "power coupling",
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["Spread"] = "power coupling", ["Visibility"] = "power coupling",
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};
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private static readonly Dictionary<string, string> LauncherRoles = new Dictionary<string, string>
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{
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["Damage"] = "warhead", ["Penetration"] = "warhead", ["DamageSpread"] = "warhead",
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["LockSpeed"] = "guidance system", ["SensorImpact"] = "guidance system", ["LockAngle"] = "guidance system",
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["DirectionImpact"] = "guidance system", ["Decay"] = "guidance system", ["Range"] = "guidance system",
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["Cooldown"] = "guidance system", ["Spread"] = "guidance system", ["Visibility"] = "guidance system",
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["Energy"] = "guidance system", ["Heat"] = "guidance system",
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["Thrust"] = "thruster", ["MissileVelocity"] = "thruster", ["Velocity"] = "thruster",
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};
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private static readonly Dictionary<string, string> RadiatorRoles = new Dictionary<string, string>
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{
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["Emissivity"] = "fins", ["WasteHeat"] = "fins",
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["PumpedHeat"] = "pump", ["EnergyUsage"] = "pump",
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["ThermalMass"] = "reservoir",
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};
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private static readonly Dictionary<string, string> ReactorRoles = new Dictionary<string, string>
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{
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["Charge"] = "core", ["Efficiency"] = "core",
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["OverloadEfficiency"] = "regulator", ["ThrottlingFactor"] = "regulator",
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};
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private static readonly Dictionary<string, string> SensorRoles = new Dictionary<string, string>
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{
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["Sensitivity"] = "receiver",
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["PingBoost"] = "emitter", ["PingEnergy"] = "emitter", ["PingRange"] = "emitter",
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["PingVisibility"] = "emitter", ["PingCooldown"] = "emitter",
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};
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private static readonly Dictionary<string, string> ThrusterRoles = new Dictionary<string, string>
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{
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["Thrust"] = "nozzle", ["Visibility"] = "nozzle",
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["Heat"] = "injector", ["EnergyUsage"] = "injector",
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};
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private static readonly Dictionary<string, string> AetherDriveRoles = new Dictionary<string, string>
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{
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["MaximumRpm"] = "rotor", ["Torque"] = "rotor",
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["CouplingEfficiency"] = "coupling", ["PassiveCoupling"] = "coupling", ["EnergyDraw"] = "coupling",
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};
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private static readonly Dictionary<string, string> HullShipRoles = new Dictionary<string, string>
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{
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["CrossSection"] = "plating",
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};
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// Tool designs are not a shared kind the way a laser or a radiator is -- each is its own bespoke gadget, so
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// its role map is keyed by design name rather than by behaviour field, same as the census already treats
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// "Tool" as a catch-all HardpointType. A design with no entry here carries no field with a natural role
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// (Assembly Line, Deep Ore Extractor, Refinery, Shipyard, Surface Ore Extractor carry no PerformanceStat
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// behaviour at all in the current catalog).
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private static readonly Dictionary<string, Dictionary<string, string>> ToolRolesByDesign =
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new Dictionary<string, Dictionary<string, string>>
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{
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["Industrial Thermostatic Heater"] = new Dictionary<string, string>
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{
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["EnergyDraw"] = "heating element", ["Heat"] = "heating element",
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},
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["PotaT+-"] = new Dictionary<string, string>
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{
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["Capacity"] = "storage cell", ["Efficiency"] = "converter",
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},
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};
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private static string KindOf(EquippableItemData item) =>
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item is HullData hull ? $"Hull/{hull.HullType}"
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: item is DockingBayData ? "DockingBay"
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: item is CargoBayData ? "CargoBay"
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: item is WeaponItemData weapon ? $"Weapon/{weapon.HardpointType}"
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: item.HardpointType.ToString();
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// The field->role map for one design, or null when its kind carries no per-part behaviour stat at all
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// (CargoBay, DockingBay, ControlModule, Hull/Station, Hull/Turret -- none of their behaviours read
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// StatSource.Quality today, so there is no natural role to author and the report says so per design).
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private static Dictionary<string, string> RoleMapFor(EquippableItemData item, string kind) => kind switch
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{
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"Weapon/Ballistic" => BallisticWeaponRoles,
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"Weapon/Energy" => EnergyWeaponRoles,
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"Weapon/Launcher" => LauncherRoles,
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"Radiator" => RadiatorRoles,
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"Reactor" => ReactorRoles,
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"Sensors" => SensorRoles,
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"Thruster" => ThrusterRoles,
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"AetherDrive" => AetherDriveRoles,
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_ when kind == "Hull/Ship" => HullShipRoles,
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"Tool" => ToolRolesByDesign.TryGetValue(item.Name, out var byName) ? byName : null,
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_ => null,
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};
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private sealed record RoleAuthoring(
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EquippableItemData Item, string Kind, List<(string Behavior, string Field, string Role)> StatsAssigned,
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List<string> RolesDeclared, string SkipReason);
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// The content pass itself: declares roles on designs, points each design's own StatTerm.Role at the role that
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// governs it, and authors matching ProductRole quality on every product that sells a now-rolegetting design.
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// Dry run unless passed "apply", which alone opens the catalog writable; every record must derive cleanly or
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// nothing is written, the same all-or-nothing contract ShieldMigrate and BrownoutMigrate already use. Prints
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// the operator review table (grouped by item kind) either way.
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private static int RolesMigrate(bool apply)
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{
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var db = AetherDb.Open(catalogWritable: apply);
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var items = db.Cache.GetAll<EquippableItemData>().ToArray();
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var products = db.Cache.GetAll<FactionProductData>().ToArray();
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var changedDesigns = new List<(object Document, CultRecordKey Key)>();
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var changedProducts = new List<(object Document, CultRecordKey Key)>();
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var report = new List<RoleAuthoring>();
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foreach (var item in items.OrderBy(i => KindOf(i)).ThenBy(i => i.Name, StringComparer.Ordinal))
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{
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var kind = KindOf(item);
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var map = RoleMapFor(item, kind);
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if (map == null)
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{
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report.Add(new RoleAuthoring(item, kind, new List<(string, string, string)>(), new List<string>(),
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"kind carries no behaviour reading StatSource.Quality; generic quality stays"));
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continue;
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}
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var rolesUsed = new SortedSet<string>(StringComparer.Ordinal);
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var assigned = new List<(string Behavior, string Field, string Role)>();
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foreach (var behavior in item.Behaviors ?? new List<BehaviorData>())
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{
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if (behavior == null) continue;
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foreach (var field in behavior.GetType().GetFields().Where(f => f.FieldType == typeof(PerformanceStat)))
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{
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if (!(field.GetValue(behavior) is PerformanceStat stat) || stat.Terms == null) continue;
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if (stat.Min == stat.Max) continue; // flat: no observable role-vs-workmanship difference
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var qualityTerm = stat.Terms.FirstOrDefault(t => t.Source == StatSource.Quality);
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if (qualityTerm == null || !string.IsNullOrEmpty(qualityTerm.Role)) continue;
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if (!map.TryGetValue(field.Name, out var role)) continue;
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qualityTerm.Role = role;
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rolesUsed.Add(role);
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assigned.Add((behavior.GetType().Name, field.Name, role));
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}
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}
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if (rolesUsed.Count == 0)
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{
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report.Add(new RoleAuthoring(item, kind, assigned, new List<string>(),
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"no quality-bearing, non-flat stat matched this kind's role map"));
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continue;
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}
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item.Roles = rolesUsed.Select(r => new ItemRole { Name = r }).ToList();
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report.Add(new RoleAuthoring(item, kind, assigned, item.Roles.Select(r => r.Name).ToList(), null));
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changedDesigns.Add((item, db.Cache.RefOf(item).Key));
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}
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// Products author quality for every role their design now declares. A design's Roles may also include
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// roles authored on an earlier pass (none exist yet, but the loop is idempotent either way): every sold
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// product is checked against the full current Roles list, not just what changed this run.
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var productAuthoring = new List<(FactionProductData Product, string Design, List<(string Role, float Mean, float Dev, string Basis)> Added)>();
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var byDesign = items.ToDictionary(i => db.Cache.RefOf(i).Key, i => i);
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foreach (var product in products.OrderBy(p => p.Name, StringComparer.Ordinal))
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{
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if (!byDesign.TryGetValue(product.Design.Key, out var design) || design.Roles == null || design.Roles.Count == 0)
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continue;
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var existing = new HashSet<string>((product.Roles ?? new List<ProductRole>()).Select(r => r.Role));
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var added = new List<(string, float, float, string)>();
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foreach (var role in design.Roles)
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{
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if (existing.Contains(role.Name)) continue;
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var (mean, dev, basis) = AuthorProductRole(db, product, design.Name, role.Name);
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product.Roles.Add(new ProductRole { Role = role.Name, Mean = mean, StandardDeviation = dev });
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added.Add((role.Name, mean, dev, basis));
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}
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if (added.Count == 0) continue;
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productAuthoring.Add((product, design.Name, added));
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changedProducts.Add((product, db.Cache.RefOf(product).Key));
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}
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PrintRolesReport(report, productAuthoring);
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var totalDesigns = report.Count(r => r.SkipReason == null);
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var totalStats = report.Sum(r => r.StatsAssigned.Count);
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Console.WriteLine($"\n{totalDesigns} designs authored roles ({report.Count - totalDesigns} left at generic quality), " +
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$"{totalStats} stats pointed at a role, {changedProducts.Count} products authored role quality.");
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if (changedDesigns.Count == 0 && changedProducts.Count == 0) return 0;
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if (!apply)
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{
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Console.WriteLine($"\nDry run. Pass \"apply\" to land {changedDesigns.Count} design(s) and {changedProducts.Count} product(s).");
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return 0;
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}
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db.Cache.Commit(batch =>
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{
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foreach (var (document, key) in changedDesigns) batch.Upsert(document.GetType(), document, key);
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foreach (var (document, key) in changedProducts) batch.Upsert(document.GetType(), document, key);
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});
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Console.WriteLine($"Landed {changedDesigns.Count} design(s) and {changedProducts.Count} product(s) in Aetheria.cc");
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return 0;
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}
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// A stable (process-independent) hash: string.GetHashCode() is randomized per process, which would make a dry
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// run and the later "apply" run author different numbers for the same product. Deterministic FNV-1a instead.
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private static uint StableHash(string s)
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{
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unchecked
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{
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var h = 2166136261u;
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foreach (var c in s) { h ^= c; h *= 16777619u; }
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return h;
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}
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}
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// Alakrita's Arctica is the one product the lore already speaks for (docs/item-provenance-target.md: "Arctica
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// is Alakrita branding, by the name I presume they're optimizing for heat efficiency"): its radiating fins get
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// a real premium and tight quality control, everything else on it stays near the design-wide default. Every
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// other product has no established brand identity yet, so its means and deviations are derived deterministically
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// from (product name, role) -- reproducible across a dry run and the later apply, and varied enough that two
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// products of one design will not coincide by construction -- and are named as generic in the report rather
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// than presented as lore. The operator review (O7) is exactly where a real identity replaces a generic one.
|
|
private static (float Mean, float Dev, string Basis) AuthorProductRole(AetherDb db, FactionProductData product, string designName, string role)
|
|
{
|
|
var maker = db.Cache.Get(product.Manufacturer)?.Name;
|
|
if (designName == "Arctica" && maker == "Alakrita" && role == "fins")
|
|
return (.78f, .07f, "lore: Alakrita brands on heat efficiency (item-provenance-target.md)");
|
|
|
|
var hash = StableHash($"{product.Name}|{role}");
|
|
var mean = .45f + (hash % 1000) / 1000f * .3f; // [.45, .75)
|
|
var dev = .08f + (hash / 1000 % 1000) / 1000f * .1f; // [.08, .18)
|
|
return (mean, dev, "generic: no established brand identity, needs operator review");
|
|
}
|
|
|
|
private static void PrintRolesReport(List<RoleAuthoring> report,
|
|
List<(FactionProductData Product, string Design, List<(string Role, float Mean, float Dev, string Basis)> Added)> productAuthoring)
|
|
{
|
|
Console.WriteLine("=== Cut 7: roles authored, by item kind ===");
|
|
foreach (var kindGroup in report.GroupBy(r => r.Kind).OrderBy(g => g.Key, StringComparer.Ordinal))
|
|
{
|
|
Console.WriteLine($"\n-- {kindGroup.Key} --");
|
|
foreach (var r in kindGroup.OrderBy(r => r.Item.Name, StringComparer.Ordinal))
|
|
{
|
|
if (r.SkipReason != null)
|
|
{
|
|
Console.WriteLine($" {r.Item.Name,-28} (none) -- {r.SkipReason}");
|
|
continue;
|
|
}
|
|
Console.WriteLine($" {r.Item.Name,-28} roles: {string.Join(", ", r.RolesDeclared)}");
|
|
foreach (var (behavior, field, role) in r.StatsAssigned)
|
|
Console.WriteLine($" {behavior}.{field,-18} -> {role}");
|
|
}
|
|
}
|
|
|
|
Console.WriteLine("\n=== Cut 7: product role quality authored ===");
|
|
foreach (var (product, design, added) in productAuthoring.OrderBy(p => p.Product.Name, StringComparer.Ordinal))
|
|
{
|
|
Console.WriteLine($" {product.Name,-28} ({design})");
|
|
foreach (var (role, mean, dev, basis) in added)
|
|
Console.WriteLine($" {role,-18} mean {mean:0.00} dev {dev:0.00} {basis}");
|
|
}
|
|
}
|
|
|
|
private static HashSet<GameCult.Caching.CultRecordKey> SoldDesigns(IEnumerable<FactionProductData> products) =>
|
|
new HashSet<GameCult.Caching.CultRecordKey>(products.Select(p => p.Design.Key));
|
|
|
|
// Some docking bay fits every station hull, which LoadoutGenerator.GenerateStationLoadout requires.
|
|
// Models the rule the game applies: an interior cell is usable when no gear occupies it, empty hardpoint
|
|
// cells included. Reports both the empty hull and the case where every hardpoint is already filled, because
|
|
// generation equips hardpoint gear first and only the first of those is guaranteed.
|
|
private static int StationFit()
|
|
{
|
|
var db = AetherDb.Open();
|
|
var bays = db.Cache.GetAll<DockingBayData>().ToArray();
|
|
var failures = 0;
|
|
foreach (var hull in db.Cache.GetAll<HullData>().Where(h => h.HullType == HullType.Station))
|
|
{
|
|
var empty = new Shape(hull.Shape.Width, hull.Shape.Height);
|
|
foreach (var v in hull.InteriorCells.Coordinates) empty[v] = true;
|
|
|
|
var hardpointsFilled = new Shape(hull.Shape.Width, hull.Shape.Height);
|
|
foreach (var v in hull.InteriorCells.Coordinates) hardpointsFilled[v] = true;
|
|
foreach (var hardpoint in hull.Hardpoints)
|
|
foreach (var v in hardpoint.Shape.Coordinates)
|
|
hardpointsFilled[hardpoint.Position + v] = false;
|
|
|
|
var onEmpty = bays.Where(b => b.Shape.FitsWithin(empty, out _, out _)).Select(b => b.Name).ToArray();
|
|
var onFilled = bays.Where(b => b.Shape.FitsWithin(hardpointsFilled, out _, out _)).Select(b => b.Name).ToArray();
|
|
if (onEmpty.Length == 0) failures++;
|
|
Console.WriteLine($"{hull.Name}: empty hull fits [{string.Join(", ", onEmpty)}], every hardpoint filled fits [{string.Join(", ", onFilled)}]");
|
|
if (onEmpty.Length > 0 && onFilled.Length == 0)
|
|
Console.WriteLine(" depends on hardpoint gear leaving cells free; generation can still fail here");
|
|
}
|
|
return failures;
|
|
}
|
|
|
|
// Every hardpoint on every hull, and which designs can fill it: LoadoutGenerator requires a matching
|
|
// HardpointType, a shape that fits the hardpoint, and exactly as many cells as the hardpoint has. A
|
|
// hardpoint no product can fill is gear the game cannot place.
|
|
private static int HardpointFit()
|
|
{
|
|
var db = AetherDb.Open();
|
|
var gear = db.Cache.GetAll<GearData>().ToArray();
|
|
var sold = SoldDesigns(db.Cache.GetAll<FactionProductData>());
|
|
var unfillable = 0;
|
|
foreach (var hull in db.Cache.GetAll<HullData>().OrderBy(h => h.HullType).ThenBy(h => h.Name))
|
|
{
|
|
Console.WriteLine($"\n{hull.Name} ({hull.HullType}):");
|
|
foreach (var hardpoint in hull.Hardpoints.OrderByDescending(h => h.Shape.Coordinates.Length))
|
|
{
|
|
var cells = hardpoint.Shape.Coordinates.Length;
|
|
var matches = gear.Where(g =>
|
|
g.HardpointType == hardpoint.Type &&
|
|
g.Shape.FitsWithin(hardpoint.Shape, hardpoint.Rotation, out _) &&
|
|
g.Shape.Coordinates.Length == cells).ToArray();
|
|
var soldMatches = matches.Where(m => sold.Contains(db.Cache.RefOf(m).Key)).ToArray();
|
|
if (soldMatches.Length == 0) unfillable++;
|
|
Console.WriteLine($" {hardpoint.Type,-14} {cells,2} cells: {matches.Length} designs match, {soldMatches.Length} sold" +
|
|
(matches.Length == 0 ? " <- no design of that size" : soldMatches.Length == 0 ? " <- designs exist but no product sells them" : ""));
|
|
foreach (var match in matches)
|
|
Console.WriteLine($" {match.Name,-28} {match.Shape.Coordinates.Length} cells" +
|
|
(sold.Contains(db.Cache.RefOf(match).Key) ? "" : " (unsold)"));
|
|
}
|
|
}
|
|
Console.WriteLine($"\n{unfillable} hardpoints no product can fill");
|
|
return unfillable;
|
|
}
|
|
|
|
// The parsed shape of the settings asset, for checking where sequence items actually landed.
|
|
private static int SettingsDump()
|
|
{
|
|
var authored = AuthoredSettings.Load(AetherDb.FindRoot());
|
|
authored.Dump("TutorialGenerationSettings", 2);
|
|
Console.WriteLine();
|
|
authored.Dump("GameplaySettings", 2);
|
|
return 0;
|
|
}
|
|
|
|
// What the authored settings asset actually yields, so a fixture using it can be trusted before it reports
|
|
// anything about galaxies. Prints the values that matter to generation and every field it could not place.
|
|
private static int Settings()
|
|
{
|
|
var authored = AuthoredSettings.Load(AetherDb.FindRoot());
|
|
|
|
var tutorial = authored.Read<TutorialGenerationSettings>("TutorialGenerationSettings");
|
|
var background = authored.Read<SectorBackgroundSettings>("TutorialBackgroundSettings");
|
|
var names = authored.Read<NameGeneratorSettings>("NameGeneratorSettings");
|
|
var zones = authored.Read<ZoneGenerationSettings>("ZoneSettings");
|
|
var gameplay = authored.Read<GameplaySettings>("GameplaySettings");
|
|
|
|
Console.WriteLine($"tutorial: protagonist {tutorial.ProtagonistFaction}, antagonist {tutorial.AntagonistFaction}, " +
|
|
$"buffer {tutorial.BufferFaction}, quest {tutorial.QuestFaction}, " +
|
|
$"neutrals [{string.Join(", ", tutorial.NeutralFactions ?? new string[0])}], " +
|
|
$"{tutorial.ZoneCount} zones, link density {tutorial.LinkDensity}");
|
|
Console.WriteLine($"background: frequency {background.NoiseFrequency}, amplitude {background.NoiseAmplitude}, " +
|
|
$"cloud exponent {background.CloudExponent}, density at centre {background.CloudDensity(new float2(.5f)):0.000}");
|
|
Console.WriteLine($"names: order {names.NameGeneratorOrder}, length {names.NameGeneratorMinLength}-{names.NameGeneratorMaxLength}");
|
|
Console.WriteLine($"zones: sun mass {zones.SunMass}, planet mass {zones.PlanetMass}, satellite passes {zones.SatellitePasses}, " +
|
|
$"belt probability {zones.BeltProbability}");
|
|
Console.WriteLine($" zone radius curve {zones.ZoneRadius?.Minimum}-{zones.ZoneRadius?.Maximum} exponent {zones.ZoneRadius?.Exponent}");
|
|
Console.WriteLine($" sub zone count {zones.SubZoneCount?.Minimum}-{zones.SubZoneCount?.Maximum} exponent {zones.SubZoneCount?.Exponent}");
|
|
Console.WriteLine($"gameplay: weapon groups {gameplay.WeaponGroupCount}, shutdown performance {gameplay.DefaultEntitySettings?.ShutdownPerformance}");
|
|
Console.WriteLine($" tiers: {string.Join(", ", (gameplay.Tiers ?? new RarityTier[0]).Select(t => $"{t.Name} q{t.Quality} r{t.Rarity}"))}");
|
|
Console.WriteLine($" price modifier {gameplay.QualityPriceModifier?.Minimum}-{gameplay.QualityPriceModifier?.Maximum} exponent {gameplay.QualityPriceModifier?.Exponent}");
|
|
|
|
// Assert counts, not non-null: an empty array reads as populated and would make every number a fixture
|
|
// reports downstream a fiction. These are the authored values as of the asset read above.
|
|
var missing = new List<string>();
|
|
if (zones.ZoneRadius == null || zones.ZoneRadius.Maximum <= 0) missing.Add("ZoneSettings.ZoneRadius");
|
|
if (zones.SubZoneCount == null || zones.SubZoneCount.Maximum <= 0) missing.Add("ZoneSettings.SubZoneCount");
|
|
if (zones.PlanetSafetyRadius == null || zones.PlanetSafetyRadius.Multiplier <= 0) missing.Add("ZoneSettings.PlanetSafetyRadius");
|
|
if (gameplay.Tiers == null || gameplay.Tiers.Length != 5) missing.Add($"GameplaySettings.Tiers (expected 5, got {gameplay.Tiers?.Length ?? 0})");
|
|
else if (gameplay.Tiers.Any(t => string.IsNullOrEmpty(t.Name) || t.Quality <= 0)) missing.Add("GameplaySettings.Tiers (a tier parsed without a name or quality)");
|
|
if (gameplay.DefaultEntitySettings == null) missing.Add("GameplaySettings.DefaultEntitySettings");
|
|
if (gameplay.QualityPriceModifier == null || gameplay.QualityPriceModifier.Maximum <= 0) missing.Add("GameplaySettings.QualityPriceModifier");
|
|
if (tutorial.NeutralFactions == null || tutorial.NeutralFactions.Length != 2) missing.Add($"TutorialGenerationSettings.NeutralFactions (expected 2, got {tutorial.NeutralFactions?.Length ?? 0})");
|
|
if (string.IsNullOrEmpty(tutorial.ProtagonistFaction)) missing.Add("TutorialGenerationSettings.ProtagonistFaction");
|
|
|
|
Console.WriteLine($"\n{authored.Unplaced.Count} fields in the asset had nowhere to go");
|
|
foreach (var field in authored.Unplaced.Take(20)) Console.WriteLine($" {field}");
|
|
Console.WriteLine($"{missing.Count} settings generation needs came back unset");
|
|
foreach (var field in missing) Console.WriteLine($" {field}");
|
|
return missing.Count;
|
|
}
|
|
|
|
// Every CultRecordRef in the catalog that resolves to nothing, as "<record> <DeclaringType.Member> -> <key>".
|
|
// Each "clear <DeclaringType.Member>" argument unsets that member's dangling refs, or removes that dictionary's
|
|
// dangling keys (Faction.BossHull clears boss hulls that would claim a chokepoint no boss can spawn in). Dry
|
|
// run unless passed "apply", which alone opens the catalog writable and lands every changed record in one commit.
|
|
private static int Dangling(string[] args)
|
|
{
|
|
var apply = args.Contains("apply");
|
|
var clear = new HashSet<string>(args.Select((arg, i) => (arg, i))
|
|
.Where(p => p.arg == "clear" && p.i + 1 < args.Length)
|
|
.Select(p => args[p.i + 1]));
|
|
var db = AetherDb.Open(catalogWritable: apply);
|
|
|
|
var changed = new List<(object Document, CultRecordKey Key)>();
|
|
var found = 0;
|
|
foreach (var stored in db.Cache.AllStoredDocuments.OrderBy(s => NameOf(s.Document) ?? s.Key.Value, StringComparer.Ordinal))
|
|
{
|
|
var name = NameOf(stored.Document) ?? stored.Key.Value;
|
|
var cleared = 0;
|
|
foreach (var dangling in DanglingRefs(db.Cache, stored.Document, new HashSet<object>(System.Collections.Generic.ReferenceEqualityComparer.Instance)))
|
|
{
|
|
found++;
|
|
var member = $"{dangling.Field.DeclaringType.Name}.{dangling.Field.Name}";
|
|
var clearing = clear.Contains(member);
|
|
Console.WriteLine($"{name} {member} -> {dangling.Key}{(clearing ? " (cleared)" : "")}");
|
|
if (!clearing) continue;
|
|
dangling.Clear();
|
|
cleared++;
|
|
}
|
|
if (cleared > 0) changed.Add((stored.Document, stored.Key));
|
|
}
|
|
|
|
Console.WriteLine($"\n{found} dangling refs");
|
|
if (changed.Count == 0) return 0;
|
|
if (!apply)
|
|
{
|
|
Console.WriteLine($"Dry run. Pass \"apply\" to land {changed.Count} changed records.");
|
|
return 0;
|
|
}
|
|
|
|
// F7 (docs/stats-and-power-cut.md, Soul pass 2026-09-19): this repair must preserve the record's existing
|
|
// key, which the validating CultRecordRefs.Upsert extension does not support (see AetheriaStores.cs's own
|
|
// Validate comment) -- so it calls the same validation directly, right before the identity-preserving
|
|
// write, instead of writing raw and unvalidated the way this line used to.
|
|
foreach (var (document, _) in changed) CultRecordRefs.Validate(document);
|
|
db.Cache.Commit(batch =>
|
|
{
|
|
foreach (var (document, key) in changed) batch.Upsert(document.GetType(), document, key);
|
|
});
|
|
Console.WriteLine($"Landed {changed.Count} changed records in Aetheria.cc");
|
|
return 0;
|
|
}
|
|
|
|
private sealed record DanglingRef(FieldInfo Field, CultRecordKey Key, Action Clear);
|
|
|
|
// Walks fields by reflection: plain refs, list and array elements, ref-keyed dictionary keys, and nested
|
|
// [MessagePackObject] and [Union] values. Clearing a list element unsets it; clearing a dictionary key removes it.
|
|
private static IEnumerable<DanglingRef> DanglingRefs(CultCache cache, object value, HashSet<object> seen)
|
|
{
|
|
if (value == null || !seen.Add(value)) yield break;
|
|
foreach (var field in value.GetType().GetFields(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic))
|
|
{
|
|
var owner = value;
|
|
var member = field.GetValue(owner);
|
|
if (member == null) continue;
|
|
if (member is ICultRecordRef reference)
|
|
{
|
|
if (Dangles(cache, reference))
|
|
yield return new DanglingRef(field, reference.Key, () => field.SetValue(owner, Activator.CreateInstance(field.FieldType)));
|
|
}
|
|
else if (member is IDictionary dictionary)
|
|
{
|
|
foreach (var key in dictionary.Keys.Cast<object>().ToArray())
|
|
{
|
|
if (key is ICultRecordRef keyRef && Dangles(cache, keyRef))
|
|
yield return new DanglingRef(field, keyRef.Key, () => dictionary.Remove(key));
|
|
else foreach (var nested in DanglingRefs(cache, key, seen)) yield return nested;
|
|
if (dictionary.Contains(key))
|
|
foreach (var nested in DanglingRefs(cache, dictionary[key], seen)) yield return nested;
|
|
}
|
|
}
|
|
else if (member is IList list && !(member is Array { Rank: > 1 }))
|
|
{
|
|
for (var i = 0; i < list.Count; i++)
|
|
{
|
|
var index = i;
|
|
if (list[i] is ICultRecordRef elementRef)
|
|
{
|
|
if (Dangles(cache, elementRef))
|
|
yield return new DanglingRef(field, elementRef.Key, () => list[index] = Activator.CreateInstance(elementRef.GetType()));
|
|
}
|
|
else if (list[i] != null && IsSerializedObject(list[i].GetType()))
|
|
foreach (var nested in DanglingRefs(cache, list[i], seen)) yield return nested;
|
|
}
|
|
}
|
|
else if (IsSerializedObject(member.GetType()))
|
|
foreach (var nested in DanglingRefs(cache, member, seen)) yield return nested;
|
|
}
|
|
}
|
|
|
|
private static string NameOf(object document) => document.GetType()
|
|
.GetFields(BindingFlags.Instance | BindingFlags.Public)
|
|
.FirstOrDefault(f => f.IsDefined(typeof(CultNameAttribute), true))?.GetValue(document) as string;
|
|
|
|
private static bool Dangles(CultCache cache, ICultRecordRef reference) =>
|
|
reference.Key.IsSet() && cache.Get(reference.Key) == null;
|
|
|
|
private static bool IsSerializedObject(Type type)
|
|
{
|
|
for (var t = type; t != null && t != typeof(object); t = t.BaseType)
|
|
if (t.IsDefined(typeof(MessagePack.MessagePackObjectAttribute), false) || t.IsDefined(typeof(MessagePack.UnionAttribute), false))
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
// Each faction's generation-critical links. Galaxy.GenerateNames dereferences the geoname file without a
|
|
// guard, so an unset link there stops galaxy generation outright.
|
|
private static int Factions()
|
|
{
|
|
var db = AetherDb.Open();
|
|
var products = db.Cache.GetAll<FactionProductData>().ToArray();
|
|
Console.WriteLine($"{"faction",-26} {"short",-13} {"geonames",-22} {"boss hull",-14} {"influence",-9} products");
|
|
var broken = 0;
|
|
foreach (var faction in db.Cache.GetAll<Faction>().OrderBy(f => f.Name))
|
|
{
|
|
var key = db.Cache.RefOf(faction).Key;
|
|
var geonames = faction.GeonameFile.IsSet() ? "set" : "UNSET";
|
|
var boss = !faction.BossHull.IsSet()
|
|
? "none"
|
|
: db.Cache.Get(faction.BossHull)?.Name ?? "DANGLING";
|
|
if (geonames == "UNSET" || boss == "DANGLING") broken++;
|
|
Console.WriteLine($"{faction.Name,-26} {faction.ShortName,-13} {geonames,-22} {boss,-14} {faction.InfluenceDistance,-9} " +
|
|
products.Count(p => p.Manufacturer.Key.Equals(key)));
|
|
}
|
|
Console.WriteLine($"\n{broken} factions carry a link that would break generation");
|
|
return broken;
|
|
}
|
|
|
|
// What the saved run actually holds per zone. A zone carrying orbits but no orbital entities was packed by a
|
|
// generation run that failed partway, and is reused on revisit rather than regenerated, so a fixed generator
|
|
// does not repopulate it.
|
|
private static int Save()
|
|
{
|
|
var path = Path.Combine(AetherDb.FindRoot(), "GameData", "run.cc");
|
|
if (!File.Exists(path))
|
|
{
|
|
Console.WriteLine($"no save at {path}");
|
|
return 0;
|
|
}
|
|
|
|
AetherDb db;
|
|
try
|
|
{
|
|
db = AetherDb.Open(withRun: true);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Console.WriteLine($"save does not open: {e.GetType().Name}: {e.Message}");
|
|
return 1;
|
|
}
|
|
|
|
var run = db.Cache.GetGlobal<SavedGame>();
|
|
if (run?.Zones == null)
|
|
{
|
|
Console.WriteLine("run store holds no SavedGame");
|
|
return 0;
|
|
}
|
|
|
|
Console.WriteLine($"{run.Zones.Length} zones, current zone {run.CurrentZone}\n");
|
|
var suspect = 0;
|
|
var crafted = new List<CraftedItemInstance>();
|
|
for (var i = 0; i < run.Zones.Length; i++)
|
|
{
|
|
var zone = db.Cache.Get(run.Zones[i]);
|
|
if (zone?.Contents == null) continue;
|
|
var stations = zone.Contents.Entities.Count(e => e is OrbitalEntityPack);
|
|
var ships = zone.Contents.Entities.Count(e => e is ShipPack);
|
|
var owner = zone.Owner >= 0 && zone.Owner < run.Factions.Length
|
|
? db.Cache.Get(run.Factions[zone.Owner])?.ShortName ?? "(unknown)"
|
|
: "(none)";
|
|
var packedEmpty = zone.Contents.Orbits.Count > 0 && stations == 0;
|
|
if (packedEmpty) suspect++;
|
|
crafted.AddRange(zone.Contents.Entities.SelectMany(EntitySerializer.Items).OfType<CraftedItemInstance>());
|
|
Console.WriteLine($" [{i,3}] {zone.Name,-18} owner {owner,-12} orbits {zone.Contents.Orbits.Count,3} " +
|
|
$"stations {stations,2} ships {ships,2}{(packedEmpty ? " <- packed with orbits but no stations" : "")}");
|
|
}
|
|
|
|
Console.WriteLine($"\n{suspect} visited zones packed with orbits but no stations");
|
|
|
|
// The only headless check of a real played save: does every crafted instance still resolve its lot, and
|
|
// does its Data still equal the lot's Design (the one invariant CreateInstance(int) is meant to hold)?
|
|
var lots = RunSave.Lots(db.Cache);
|
|
var absent = 0;
|
|
var mismatched = 0;
|
|
foreach (var item in crafted)
|
|
{
|
|
if (!lots.Lots.TryGetValue(item.Lot, out var lot)) { absent++; continue; }
|
|
if (!lot.Design.Key.Equals(item.Data.Key)) mismatched++;
|
|
}
|
|
Console.WriteLine($"\n{lots.Lots.Count} lots, {crafted.Count} crafted instances, " +
|
|
$"{absent} instances whose lot is absent, {mismatched} instances whose Data differs from Lot.Design");
|
|
return 0;
|
|
}
|
|
|
|
// Runs the real LoadoutGenerator against every hull, so a generation failure reproduces here instead of on a
|
|
// flight to a populated sector. No galaxy, so this covers placement, roles and products but NOT availability
|
|
// filtering or distance weighting, which need a real galaxy. Seeded: a failure repeats.
|
|
private static int Loadout(string seedArgument)
|
|
{
|
|
var db = AetherDb.Open();
|
|
var seed = uint.TryParse(seedArgument, out var parsed) ? parsed : 1u;
|
|
var settings = new GameplaySettings
|
|
{
|
|
DefaultEntitySettings = new EntitySettings(),
|
|
Tiers = new[] { new RarityTier { Name = "Common", Quality = .5f, Rarity = 0, Color = new float3(1, 1, 1) } },
|
|
QualityPriceModifier = new ExponentialLerp()
|
|
};
|
|
var log = new List<string>();
|
|
var itemManager = new ItemManager(db.Cache, new ProvenanceLedger(), settings, log.Add);
|
|
var failures = 0;
|
|
|
|
foreach (var hull in db.Cache.GetAll<HullData>().OrderBy(h => h.HullType).ThenBy(h => h.Name))
|
|
{
|
|
var random = new Random(seed);
|
|
var generator = new LoadoutGenerator(ref random, itemManager, null, null, null, .5f);
|
|
log.Clear();
|
|
string outcome;
|
|
try
|
|
{
|
|
var pack = hull.HullType switch
|
|
{
|
|
HullType.Ship => generator.GenerateShipLoadout(candidate => candidate == hull),
|
|
HullType.Turret => generator.GenerateTurretLoadout(),
|
|
_ => generator.GenerateStationLoadout()
|
|
};
|
|
outcome = pack == null ? "NO LOADOUT (nothing suitable found)" : "ok";
|
|
if (pack == null) failures++;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
outcome = $"THREW {e.GetType().Name}: {e.Message}";
|
|
failures++;
|
|
}
|
|
|
|
Console.WriteLine($"{hull.Name,-12} ({hull.HullType,-7}) {outcome}");
|
|
foreach (var line in log.Distinct()) Console.WriteLine($" {line}");
|
|
}
|
|
|
|
Console.WriteLine($"\n{failures} hulls failed to generate a loadout (seed {seed})");
|
|
return failures;
|
|
}
|
|
|
|
// Operator ruling, 2026-09-19 (docs/stats-and-power-cut.md, shield reserve ruling block): ShieldData now
|
|
// authors Capacity/RefillDuration/RestoreDuration directly instead of deriving the reserve from EnergyUsage
|
|
// at runtime. Every existing shield design's PerformanceStat default (Min = Max = 0) reads as an authored
|
|
// zero reserve post-migration -- CanTakeHit would break on the very first hit -- so this command must land
|
|
// in the same commit as the schema change. Dry run unless passed "apply", which alone opens the catalog
|
|
// writable; every record must derive cleanly or nothing is written (TEMP: prints the derivation table for
|
|
// operator review either way).
|
|
private static int ShieldMigrate(bool apply)
|
|
{
|
|
var db = AetherDb.Open(catalogWritable: apply);
|
|
|
|
// ShieldData nests inside either host's Behaviors list (GearData: an equipped item with a hardpoint
|
|
// Shape to size from; ConsumableItemData: a consumable effect with no Shape -- cells reads 0 there, and
|
|
// the derivation below floors it to 1). Both are scanned because the schema change applies to every
|
|
// ShieldData record, not just equipped ones.
|
|
var hosts = db.Cache.GetAll<GearData>().Select(g => (Name: g.Name, Cells: g.Shape.Coordinates.Length, Document: (object) g, Key: db.Cache.RefOf(g).Key, Behaviors: g.Behaviors))
|
|
.Concat(db.Cache.GetAll<ConsumableItemData>().Select(c => (Name: c.Name, Cells: 0, Document: (object) c, Key: db.Cache.RefOf(c).Key, Behaviors: c.Behaviors)));
|
|
var shields = hosts
|
|
.Select(h => (h.Name, h.Cells, h.Document, h.Key, Shield: h.Behaviors.OfType<ShieldData>().FirstOrDefault()))
|
|
.Where(p => p.Shield != null)
|
|
.OrderBy(p => p.Name, StringComparer.Ordinal)
|
|
.ToArray();
|
|
|
|
Console.WriteLine($"{shields.Length} shield designs\n");
|
|
Console.WriteLine($"{"design",-24} {"cells",5} {"energy",7} {"capacity",9} {"refill",7} {"restore",8} derived from");
|
|
var changed = new List<(object Document, CultRecordKey Key)>();
|
|
var alreadyAuthored = 0;
|
|
foreach (var (name, cells, document, key, shield) in shields)
|
|
{
|
|
if (shield.Capacity.Max > 0f || shield.RefillDuration.Max > 0f || shield.RestoreDuration.Max > 0f)
|
|
{
|
|
alreadyAuthored++;
|
|
Console.WriteLine($"{name,-24} {cells,5} {shield.EnergyUsage.Max,7:0.##} {shield.Capacity.Max,9:0.##} " +
|
|
$"{shield.RefillDuration.Max,7:0.##} {shield.RestoreDuration.Max,8:0.##} (already authored, left alone)");
|
|
continue;
|
|
}
|
|
|
|
// EnergyUsage is a per-damage-point cost multiplier, not an energy quantity of its own -- Cut 4's
|
|
// mistake was treating it as a reserve size. A reserve needs to be sized in damage points, so this
|
|
// divides back out: a shield with EnergyUsage 1 costs 1 energy per point of damage, so a Capacity of
|
|
// (BaseAbsorption * EnergyUsage) buys BaseAbsorption points of raw damage before breaking, scaling
|
|
// with the item's own cost multiplier the same way the old runtime-derived Capacity did (Capacity =
|
|
// EnergyUsage) but sized for a real fight instead of one hit. BaseAbsorption = 10 raw damage points,
|
|
// then scaled by the item's own cell count (larger reserved capacitors in a bigger hull slot) with a
|
|
// floor of 1 cell so a consumable-hosted shield (no Shape, Cells = 0) or a malformed 0-cell fixture
|
|
// does not zero the result.
|
|
const float baseAbsorption = 10f;
|
|
var energyUsage = shield.EnergyUsage.Max;
|
|
var capacity = baseAbsorption * Math.Max(1f, energyUsage) * Math.Max(1, cells);
|
|
|
|
// Refill (holding) is the fast lever; restore (broken) is the punish window and is authored several
|
|
// times slower so breaking a shield costs real time regardless of how it broke. 2s/12s are flat
|
|
// starting points (no other authored duration on ShieldData to scale from), not derived from any
|
|
// per-design number -- flagged for operator tuning against real combat pacing, same footing Cut 4
|
|
// flagged its own guess on.
|
|
const float refillDuration = 2f;
|
|
const float restoreDuration = 12f;
|
|
|
|
shield.Capacity = new PerformanceStat { Min = capacity, Max = capacity };
|
|
shield.RefillDuration = new PerformanceStat { Min = refillDuration, Max = refillDuration };
|
|
shield.RestoreDuration = new PerformanceStat { Min = restoreDuration, Max = restoreDuration };
|
|
|
|
Console.WriteLine($"{name,-24} {cells,5} {energyUsage,7:0.##} {capacity,9:0.##} " +
|
|
$"{refillDuration,7:0.##} {restoreDuration,8:0.##} {baseAbsorption:0.#} x max(1,energy) x cells; flat durations");
|
|
changed.Add((document, key));
|
|
}
|
|
|
|
Console.WriteLine($"\n{changed.Count} designs migrated, {alreadyAuthored} already authored (left alone)");
|
|
if (changed.Count == 0) return 0;
|
|
if (!apply)
|
|
{
|
|
Console.WriteLine($"Dry run. Pass \"apply\" to land {changed.Count} changed records.");
|
|
return 0;
|
|
}
|
|
|
|
// F7 (docs/stats-and-power-cut.md, Soul pass 2026-09-19): this repair must preserve the record's existing
|
|
// key, which the validating CultRecordRefs.Upsert extension does not support (see AetheriaStores.cs's own
|
|
// Validate comment) -- so it calls the same validation directly, right before the identity-preserving
|
|
// write, instead of writing raw and unvalidated the way this line used to.
|
|
foreach (var (document, _) in changed) CultRecordRefs.Validate(document);
|
|
db.Cache.Commit(batch =>
|
|
{
|
|
foreach (var (document, key) in changed) batch.Upsert(document.GetType(), document, key);
|
|
});
|
|
Console.WriteLine($"Landed {changed.Count} changed records in Aetheria.cc");
|
|
return 0;
|
|
}
|
|
|
|
// Operator ruling, docs/stats-and-power-target.md: "Continuous consumers brown out through a power supply
|
|
// curve on their performance stats." The Cut 7 code change (PowerBus.cs's five continuous-consumer gates)
|
|
// only has anything to curve if some shipped stat actually declares a PowerSupply term -- otherwise every
|
|
// one of those stats keeps answering PowerSupplyFactor's identity (Entity.cs), and removing the gates makes
|
|
// a partial grant read exactly like a full one instead of a reduced one. This authors the term, once, on the
|
|
// one performance stat each of the four curve-eligible behaviours (EnergyDraw has none -- see EnergyDraw.cs)
|
|
// actually reads for its continuous effect: ThrusterData.Thrust, AetherDriveData.Torque,
|
|
// RadiatorData.PumpedHeat, ConstantWeaponData.Damage. None of the four is a power-request field
|
|
// (StatValidation.PowerRequestFields), so authoring the term here does not trip
|
|
// ValidateNoPowerSupplyOnRequest. Exponent 1 (linear) is the gentle default the ruling calls for -- half
|
|
// supply reads as half performance, not a cliff -- and is left for the operator to steepen per design later.
|
|
// Dry run unless passed "apply"; every record must derive cleanly or nothing is written, same contract as
|
|
// ShieldMigrate.
|
|
private static int BrownoutMigrate(bool apply)
|
|
{
|
|
var db = AetherDb.Open(catalogWritable: apply);
|
|
const float gentleExponent = 1f;
|
|
|
|
// (behaviour type, target performance-stat field, short label) -- deliberately NOT the request field
|
|
// (StatValidation.PowerRequestFields already forbids a PowerSupply term there for each of these types).
|
|
var targets = new (Type BehaviorType, string Field, string Label)[]
|
|
{
|
|
(typeof(ThrusterData), nameof(ThrusterData.Thrust), "thrust"),
|
|
(typeof(AetherDriveData), nameof(AetherDriveData.Torque), "torque"),
|
|
(typeof(RadiatorData), nameof(RadiatorData.PumpedHeat), "pumpedHeat"),
|
|
(typeof(ConstantWeaponData), nameof(WeaponData.Damage), "damage"),
|
|
};
|
|
|
|
var hosts = db.Cache.GetAll<GearData>().Select(g => (Name: g.Name, Document: (object) g, Key: db.Cache.RefOf(g).Key, Behaviors: g.Behaviors))
|
|
.Concat(db.Cache.GetAll<ConsumableItemData>().Select(c => (Name: c.Name, Document: (object) c, Key: db.Cache.RefOf(c).Key, Behaviors: c.Behaviors)));
|
|
|
|
Console.WriteLine($"{"design",-24} {"behaviour",-14} {"stat",-10} {"before",8} {"after",8} exponent");
|
|
var changed = new List<(object Document, CultRecordKey Key)>();
|
|
var alreadyAuthored = 0;
|
|
var failures = 0;
|
|
foreach (var (name, document, key, behaviors) in hosts.OrderBy(h => h.Name, StringComparer.Ordinal))
|
|
{
|
|
foreach (var behavior in behaviors)
|
|
{
|
|
foreach (var (behaviorType, field, label) in targets)
|
|
{
|
|
if (!behaviorType.IsInstanceOfType(behavior)) continue;
|
|
PerformanceStat stat;
|
|
try
|
|
{
|
|
stat = behaviorType.GetField(field)?.GetValue(behavior) as PerformanceStat
|
|
?? throw new InvalidOperationException($"{behaviorType.Name}.{field} is not a PerformanceStat field");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Console.WriteLine($"FAILED reading {name} {behaviorType.Name}.{field}: {e.Message}");
|
|
failures++;
|
|
continue;
|
|
}
|
|
|
|
if (stat.Terms.Any(t => t.Source == StatSource.PowerSupply))
|
|
{
|
|
alreadyAuthored++;
|
|
Console.WriteLine($"{name,-24} {behaviorType.Name,-14} {label,-10} {"(already authored, left alone)",-17}");
|
|
continue;
|
|
}
|
|
|
|
var before = stat.Terms.Count;
|
|
stat.Terms.Add(new StatTerm { Source = StatSource.PowerSupply, Exponent = gentleExponent });
|
|
Console.WriteLine($"{name,-24} {behaviorType.Name,-14} {label,-10} {before,8} {stat.Terms.Count,8} {gentleExponent:0.##}");
|
|
changed.Add((document, key));
|
|
}
|
|
}
|
|
}
|
|
|
|
Console.WriteLine($"\n{changed.Count} stats authored a PowerSupply term, {alreadyAuthored} already authored (left alone), {failures} failures");
|
|
if (failures > 0)
|
|
{
|
|
Console.WriteLine("Refusing to write: at least one record failed to derive cleanly.");
|
|
return 1;
|
|
}
|
|
if (changed.Count == 0) return 0;
|
|
if (!apply)
|
|
{
|
|
Console.WriteLine($"Dry run. Pass \"apply\" to land {changed.Count} changed records.");
|
|
return 0;
|
|
}
|
|
|
|
// F7 (docs/stats-and-power-cut.md, Soul pass 2026-09-19): this repair must preserve the record's existing
|
|
// key, which the validating CultRecordRefs.Upsert extension does not support (see AetheriaStores.cs's own
|
|
// Validate comment) -- so it calls the same validation directly, right before the identity-preserving
|
|
// write, instead of writing raw and unvalidated the way this line used to.
|
|
foreach (var (document, _) in changed) CultRecordRefs.Validate(document);
|
|
db.Cache.Commit(batch =>
|
|
{
|
|
foreach (var (document, key) in changed) batch.Upsert(document.GetType(), document, key);
|
|
});
|
|
Console.WriteLine($"Landed {changed.Count} changed records in Aetheria.cc");
|
|
return 0;
|
|
}
|
|
}
|