Aetheria/tools/AetherDb/Program.cs
Meta Vens 8bbf280756 Resolve request/brownout conflict: evaluate power requests nominally
A power request may not depend on power supply (Cut 6/F6), and continuous
consumers brown out through a power term on their own performance stats
(Cut 7). For Radiator (PumpedHeat) and AetherDrive (Torque) those were the
same stat, making six shipped catalog records illegal and leaving six
BrownoutTests cases skipped.

Resolved per the operator's ruling: a power request is evaluated
nominally -- what the item wants at full supply, not what it is currently
managing. EquippedItem.EvaluateNominalPower (mirroring ConditionRatio's
own NominalContext) pins only PowerSupplyFactor to 1; Heat/Durability
stay live, since they are not the term a request would be circular
through. Every PowerRequest/RefreshReserve/RefreshInputCapacitor
implementation now reads a StatValidation.PowerRequestFields stat through
it, so the same stat can carry a brownout curve and be a request field
without the request depending on its own answer.

StatValidation.ValidateNoPowerSupplyOnRequest (F6's static half of the
rule, forbidding the term outright) is deleted -- nominal evaluation
removes the circularity at the root instead. Only the dynamic
modifier-chain half (StatModifier.ValidateNoPowerSupplyChain) still
refuses anything, since EvaluateNominalPower forwards ScaleModifier/
ConstantModifier unchanged (real, not nominal).

Un-skips BrownoutTests' six Radiator/AetherDrive cases and adds two new
regression tests (a direct EvaluateNominalPower probe, and a two-tick
Radiator demand check) backed by a new mutation harness. Updates the four
PowerCurveTests/AetheriaStoresTests cases that pinned the now-superseded
static refusal to instead assert acceptance. GameData/Aetheria.cc is
unchanged and still validates.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-19 06:58:57 +02:00

977 lines
56 KiB
C#

/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using CultMath;
using GameCult.Caching;
using Random = CultMath.Random;
// Commands over the game database, run with: dotnet run --project tools/AetherDb -- <command>
public static class Program
{
public static int Main(string[] args)
{
var command = args.FirstOrDefault() ?? "help";
switch (command)
{
case "census": return Census();
case "station-fit": return StationFit();
case "hardpoint-fit": return HardpointFit();
case "loadout": return Loadout(args.Skip(1).FirstOrDefault());
case "save": return Save();
case "factions": return Factions();
case "dangling": return Dangling(args.Skip(1).ToArray());
case "settings": return Settings();
case "settings-dump": return SettingsDump();
case "shield-migrate": return ShieldMigrate(args.Contains("apply"));
case "brownout-migrate": return BrownoutMigrate(args.Contains("apply"));
case "roles-migrate": return RolesMigrate(args.Contains("apply"));
default:
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]");
return 1;
}
}
// Designs by kind and manufacturer, designs no product sells, and products with authored role quality.
private static int Census()
{
var db = AetherDb.Open();
var items = db.Cache.GetAll<EquippableItemData>().ToArray();
var products = db.Cache.GetAll<FactionProductData>()
.OrderBy(p => db.Cache.RefOf(p).Key.Value, StringComparer.Ordinal).ToArray();
// The manufacturer no longer lives on the design; a runtime item picks one via Brand()'s tie-break, but
// census must not invent that same attribution for a design with several sellers. Instead it lists every
// distinct maker that sells the design (via products), in record-key order. A design no product sells,
// or that only unset-manufacturer products sell, shows "(none)".
string MakerOf(EquippableItemData item)
{
var design = db.Cache.RefOf(item).Key;
var makers = products
.Where(p => p.Design.Key.Equals(design) && p.Manufacturer.IsSet())
.Select(p => p.Manufacturer.Key)
.Distinct()
.OrderBy(k => k.Value, StringComparer.Ordinal)
.Select(k => db.Cache.Get<Faction>(k)?.ShortName ?? "(none)")
.ToArray();
return makers.Length == 0 ? "(none)" : string.Join(", ", makers);
}
var kinds = new Dictionary<string, List<string>>();
foreach (var item in items)
{
var kind = item is HullData hull ? $"Hull/{hull.HullType}"
: item is DockingBayData ? "DockingBay"
: item is CargoBayData ? "CargoBay"
: item is WeaponItemData weapon ? $"Weapon/{weapon.HardpointType}"
: item.HardpointType.ToString();
if (!kinds.TryGetValue(kind, out var makers)) kinds[kind] = makers = new List<string>();
makers.Add(MakerOf(item));
}
Console.WriteLine($"{items.Length} designs, {products.Length} products\n");
foreach (var kind in kinds.OrderBy(k => k.Key))
Console.WriteLine($"{kind.Key,-22} {kind.Value.Count,3} " + string.Join(", ",
kind.Value.GroupBy(m => m).OrderByDescending(g => g.Count()).Select(g => $"{g.Key}:{g.Count()}")));
var sold = SoldDesigns(products);
var orphans = items.Where(i => !sold.Contains(db.Cache.RefOf(i).Key)).ToArray();
Console.WriteLine($"\n{orphans.Length} designs no product sells, so they cannot spawn:");
foreach (var item in orphans) Console.WriteLine($" {item.Name}");
var authored = products.Where(p => p.Roles != null && p.Roles.Count > 0).ToArray();
Console.WriteLine($"\n{authored.Length} products carry role quality:");
foreach (var product in authored)
Console.WriteLine($" {product.Name,-28} by {db.Cache.Get(product.Manufacturer)?.ShortName ?? "(none)",-12} " +
string.Join(", ", product.Roles.Select(r => $"{r.Role} {r.Mean:0.00}±{r.StandardDeviation:0.00}")));
if (authored.Length == 0) Console.WriteLine(" none yet: add roles to a design, then set each product's means");
// Cut 7 (docs/stats-and-power-cut.md): "adding a role to a shipped design changes nothing for existing
// lots... but a newly minted lot from a product with no spread for that role rolls new ProductRole() --
// mean .5 ... The census is where that is caught, and the two must land together." A design's roles and
// a selling product's role spread can drift independently (a role added after the product was authored,
// or a product added after roles landed), so every sold, role-bearing design is checked against every
// product that actually sells it, not only the ones this run's roles-migrate happened to touch.
var roleGaps = 0;
foreach (var item in items.Where(i => i.Roles != null && i.Roles.Count > 0))
{
var design = db.Cache.RefOf(item).Key;
var sellers = products.Where(p => p.Design.Key.Equals(design)).ToArray();
foreach (var product in sellers)
{
var covered = new HashSet<string>((product.Roles ?? new List<ProductRole>()).Select(r => r.Role));
var missing = item.Roles.Select(r => r.Name).Where(r => !covered.Contains(r)).ToArray();
if (missing.Length == 0) continue;
roleGaps++;
Console.WriteLine($" GAP: {product.Name} sells {item.Name} but authors no spread for: {string.Join(", ", missing)}" +
" -- a newly minted lot rolls the ProductRole default (mean .5) for these, not this maker's own quality");
}
}
Console.WriteLine($"\n{roleGaps} (product, role) pairs where a sold, role-bearing design's product authors no matching spread");
// Brand() picks the first (maker, design) product in record-key order; more than one means the choice is
// arbitrary rather than authored, which the rule until segment bands exist forbids.
var duplicateBrands = products
.Where(p => p.Manufacturer.IsSet())
.GroupBy(p => (Maker: p.Manufacturer.Key, Design: p.Design.Key))
.Where(g => g.Count() > 1)
.ToArray();
Console.WriteLine($"\n{duplicateBrands.Length} (maker, design) pairs with more than one product:");
foreach (var group in duplicateBrands)
{
var maker = db.Cache.Get<Faction>(group.Key.Maker);
var design = db.Cache.Get<CraftedItemData>(group.Key.Design);
Console.WriteLine($" {maker?.ShortName ?? "(unknown)"} / {design?.Name ?? group.Key.Design.Value}: " +
string.Join(", ", group.Select(p => p.Name)));
}
return 0;
}
// Cut 7 (docs/stats-and-power-cut.md): "products author quality, designs author roles." Zero designs
// declared a role and zero products authored role quality before this command; every field->role table below
// is the one place that content is decided, so the operator reviews a legible table instead of hand-picking
// through 51 catalog records. Field names are matched against the concrete behaviour Type they appear on, not
// by name alone, so "Range" on a launcher's guidance system and "Range" on a mining tool never collide.
//
// A stat is only worth pointing at a role if it actually varies with Quality *and* the value moves (Min !=
// Max) -- Cut 1's flat placeholder stats (min == max, a bare "Heat^1" term the migration used as a harmless
// non-empty Terms list) carry no observable role-vs-workmanship difference, so authoring a role there would
// be authoring fiction. Fields the maps below do not mention keep generic quality; the report says why.
private static readonly Dictionary<string, string> BallisticWeaponRoles = new Dictionary<string, string>
{
["Damage"] = "barrel", ["Range"] = "barrel", ["Velocity"] = "barrel", ["Penetration"] = "barrel",
["Cooldown"] = "feed mechanism", ["Spread"] = "feed mechanism", ["Heat"] = "feed mechanism",
["Visibility"] = "feed mechanism", ["Energy"] = "feed mechanism",
};
private static readonly Dictionary<string, string> EnergyWeaponRoles = new Dictionary<string, string>
{
["Damage"] = "focusing array", ["Range"] = "focusing array", ["Velocity"] = "focusing array",
["Penetration"] = "focusing array",
["Energy"] = "power coupling", ["Heat"] = "power coupling", ["ChargeTime"] = "power coupling",
["ChargeEnergy"] = "power coupling", ["ChargeHeat"] = "power coupling", ["Cooldown"] = "power coupling",
["Spread"] = "power coupling", ["Visibility"] = "power coupling",
};
private static readonly Dictionary<string, string> LauncherRoles = new Dictionary<string, string>
{
["Damage"] = "warhead", ["Penetration"] = "warhead", ["DamageSpread"] = "warhead",
["LockSpeed"] = "guidance system", ["SensorImpact"] = "guidance system", ["LockAngle"] = "guidance system",
["DirectionImpact"] = "guidance system", ["Decay"] = "guidance system", ["Range"] = "guidance system",
["Cooldown"] = "guidance system", ["Spread"] = "guidance system", ["Visibility"] = "guidance system",
["Energy"] = "guidance system", ["Heat"] = "guidance system",
["Thrust"] = "thruster", ["MissileVelocity"] = "thruster", ["Velocity"] = "thruster",
};
private static readonly Dictionary<string, string> RadiatorRoles = new Dictionary<string, string>
{
["Emissivity"] = "fins", ["WasteHeat"] = "fins",
["PumpedHeat"] = "pump", ["EnergyUsage"] = "pump",
["ThermalMass"] = "reservoir",
};
private static readonly Dictionary<string, string> ReactorRoles = new Dictionary<string, string>
{
["Charge"] = "core", ["Efficiency"] = "core",
["OverloadEfficiency"] = "regulator", ["ThrottlingFactor"] = "regulator",
};
private static readonly Dictionary<string, string> SensorRoles = new Dictionary<string, string>
{
["Sensitivity"] = "receiver",
["PingBoost"] = "emitter", ["PingEnergy"] = "emitter", ["PingRange"] = "emitter",
["PingVisibility"] = "emitter", ["PingCooldown"] = "emitter",
};
private static readonly Dictionary<string, string> ThrusterRoles = new Dictionary<string, string>
{
["Thrust"] = "nozzle", ["Visibility"] = "nozzle",
["Heat"] = "injector", ["EnergyUsage"] = "injector",
};
private static readonly Dictionary<string, string> AetherDriveRoles = new Dictionary<string, string>
{
["MaximumRpm"] = "rotor", ["Torque"] = "rotor",
["CouplingEfficiency"] = "coupling", ["PassiveCoupling"] = "coupling", ["EnergyDraw"] = "coupling",
};
private static readonly Dictionary<string, string> HullShipRoles = new Dictionary<string, string>
{
["CrossSection"] = "plating",
};
// Tool designs are not a shared kind the way a laser or a radiator is -- each is its own bespoke gadget, so
// its role map is keyed by design name rather than by behaviour field, same as the census already treats
// "Tool" as a catch-all HardpointType. A design with no entry here carries no field with a natural role
// (Assembly Line, Deep Ore Extractor, Refinery, Shipyard, Surface Ore Extractor carry no PerformanceStat
// behaviour at all in the current catalog).
private static readonly Dictionary<string, Dictionary<string, string>> ToolRolesByDesign =
new Dictionary<string, Dictionary<string, string>>
{
["Industrial Thermostatic Heater"] = new Dictionary<string, string>
{
["EnergyDraw"] = "heating element", ["Heat"] = "heating element",
},
["PotaT+-"] = new Dictionary<string, string>
{
["Capacity"] = "storage cell", ["Efficiency"] = "converter",
},
};
private static string KindOf(EquippableItemData item) =>
item is HullData hull ? $"Hull/{hull.HullType}"
: item is DockingBayData ? "DockingBay"
: item is CargoBayData ? "CargoBay"
: item is WeaponItemData weapon ? $"Weapon/{weapon.HardpointType}"
: item.HardpointType.ToString();
// The field->role map for one design, or null when its kind carries no per-part behaviour stat at all
// (CargoBay, DockingBay, ControlModule, Hull/Station, Hull/Turret -- none of their behaviours read
// StatSource.Quality today, so there is no natural role to author and the report says so per design).
private static Dictionary<string, string> RoleMapFor(EquippableItemData item, string kind) => kind switch
{
"Weapon/Ballistic" => BallisticWeaponRoles,
"Weapon/Energy" => EnergyWeaponRoles,
"Weapon/Launcher" => LauncherRoles,
"Radiator" => RadiatorRoles,
"Reactor" => ReactorRoles,
"Sensors" => SensorRoles,
"Thruster" => ThrusterRoles,
"AetherDrive" => AetherDriveRoles,
_ when kind == "Hull/Ship" => HullShipRoles,
"Tool" => ToolRolesByDesign.TryGetValue(item.Name, out var byName) ? byName : null,
_ => null,
};
private sealed record RoleAuthoring(
EquippableItemData Item, string Kind, List<(string Behavior, string Field, string Role)> StatsAssigned,
List<string> RolesDeclared, string SkipReason);
// The content pass itself: declares roles on designs, points each design's own StatTerm.Role at the role that
// governs it, and authors matching ProductRole quality on every product that sells a now-rolegetting design.
// Dry run unless passed "apply", which alone opens the catalog writable; every record must derive cleanly or
// nothing is written, the same all-or-nothing contract ShieldMigrate and BrownoutMigrate already use. Prints
// the operator review table (grouped by item kind) either way.
private static int RolesMigrate(bool apply)
{
var db = AetherDb.Open(catalogWritable: apply);
var items = db.Cache.GetAll<EquippableItemData>().ToArray();
var products = db.Cache.GetAll<FactionProductData>().ToArray();
var changedDesigns = new List<(object Document, CultRecordKey Key)>();
var changedProducts = new List<(object Document, CultRecordKey Key)>();
var report = new List<RoleAuthoring>();
foreach (var item in items.OrderBy(i => KindOf(i)).ThenBy(i => i.Name, StringComparer.Ordinal))
{
var kind = KindOf(item);
var map = RoleMapFor(item, kind);
if (map == null)
{
report.Add(new RoleAuthoring(item, kind, new List<(string, string, string)>(), new List<string>(),
"kind carries no behaviour reading StatSource.Quality; generic quality stays"));
continue;
}
var rolesUsed = new SortedSet<string>(StringComparer.Ordinal);
var assigned = new List<(string Behavior, string Field, string Role)>();
foreach (var behavior in item.Behaviors ?? new List<BehaviorData>())
{
if (behavior == null) continue;
foreach (var field in behavior.GetType().GetFields().Where(f => f.FieldType == typeof(PerformanceStat)))
{
if (!(field.GetValue(behavior) is PerformanceStat stat) || stat.Terms == null) continue;
if (stat.Min == stat.Max) continue; // flat: no observable role-vs-workmanship difference
var qualityTerm = stat.Terms.FirstOrDefault(t => t.Source == StatSource.Quality);
if (qualityTerm == null || !string.IsNullOrEmpty(qualityTerm.Role)) continue;
if (!map.TryGetValue(field.Name, out var role)) continue;
qualityTerm.Role = role;
rolesUsed.Add(role);
assigned.Add((behavior.GetType().Name, field.Name, role));
}
}
if (rolesUsed.Count == 0)
{
report.Add(new RoleAuthoring(item, kind, assigned, new List<string>(),
"no quality-bearing, non-flat stat matched this kind's role map"));
continue;
}
item.Roles = rolesUsed.Select(r => new ItemRole { Name = r }).ToList();
report.Add(new RoleAuthoring(item, kind, assigned, item.Roles.Select(r => r.Name).ToList(), null));
changedDesigns.Add((item, db.Cache.RefOf(item).Key));
}
// Products author quality for every role their design now declares. A design's Roles may also include
// roles authored on an earlier pass (none exist yet, but the loop is idempotent either way): every sold
// product is checked against the full current Roles list, not just what changed this run.
var productAuthoring = new List<(FactionProductData Product, string Design, List<(string Role, float Mean, float Dev, string Basis)> Added)>();
var byDesign = items.ToDictionary(i => db.Cache.RefOf(i).Key, i => i);
foreach (var product in products.OrderBy(p => p.Name, StringComparer.Ordinal))
{
if (!byDesign.TryGetValue(product.Design.Key, out var design) || design.Roles == null || design.Roles.Count == 0)
continue;
var existing = new HashSet<string>((product.Roles ?? new List<ProductRole>()).Select(r => r.Role));
var added = new List<(string, float, float, string)>();
foreach (var role in design.Roles)
{
if (existing.Contains(role.Name)) continue;
var (mean, dev, basis) = AuthorProductRole(db, product, design.Name, role.Name);
product.Roles.Add(new ProductRole { Role = role.Name, Mean = mean, StandardDeviation = dev });
added.Add((role.Name, mean, dev, basis));
}
if (added.Count == 0) continue;
productAuthoring.Add((product, design.Name, added));
changedProducts.Add((product, db.Cache.RefOf(product).Key));
}
PrintRolesReport(report, productAuthoring);
var totalDesigns = report.Count(r => r.SkipReason == null);
var totalStats = report.Sum(r => r.StatsAssigned.Count);
Console.WriteLine($"\n{totalDesigns} designs authored roles ({report.Count - totalDesigns} left at generic quality), " +
$"{totalStats} stats pointed at a role, {changedProducts.Count} products authored role quality.");
if (changedDesigns.Count == 0 && changedProducts.Count == 0) return 0;
if (!apply)
{
Console.WriteLine($"\nDry run. Pass \"apply\" to land {changedDesigns.Count} design(s) and {changedProducts.Count} product(s).");
return 0;
}
db.Cache.Commit(batch =>
{
foreach (var (document, key) in changedDesigns) batch.Upsert(document.GetType(), document, key);
foreach (var (document, key) in changedProducts) batch.Upsert(document.GetType(), document, key);
});
Console.WriteLine($"Landed {changedDesigns.Count} design(s) and {changedProducts.Count} product(s) in Aetheria.cc");
return 0;
}
// A stable (process-independent) hash: string.GetHashCode() is randomized per process, which would make a dry
// run and the later "apply" run author different numbers for the same product. Deterministic FNV-1a instead.
private static uint StableHash(string s)
{
unchecked
{
var h = 2166136261u;
foreach (var c in s) { h ^= c; h *= 16777619u; }
return h;
}
}
// Alakrita's Arctica is the one product the lore already speaks for (docs/item-provenance-target.md: "Arctica
// is Alakrita branding, by the name I presume they're optimizing for heat efficiency"): its radiating fins get
// a real premium and tight quality control, everything else on it stays near the design-wide default. Every
// other product has no established brand identity yet, so its means and deviations are derived deterministically
// from (product name, role) -- reproducible across a dry run and the later apply, and varied enough that two
// products of one design will not coincide by construction -- and are named as generic in the report rather
// than presented as lore. The operator review (O7) is exactly where a real identity replaces a generic one.
private static (float Mean, float Dev, string Basis) AuthorProductRole(AetherDb db, FactionProductData product, string designName, string role)
{
var maker = db.Cache.Get(product.Manufacturer)?.Name;
if (designName == "Arctica" && maker == "Alakrita" && role == "fins")
return (.78f, .07f, "lore: Alakrita brands on heat efficiency (item-provenance-target.md)");
var hash = StableHash($"{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. Two of the four (AetherDriveData.Torque,
// RadiatorData.PumpedHeat) are ALSO power-request fields (StatValidation.PowerRequestFields) -- at the time
// this tool authored the shipped catalog's curves that briefly made those two records illegal under F6's
// now-deleted static check (StatValidation.ValidateNoPowerSupplyOnRequest); the nominal-request ruling
// (docs/stats-and-power-cut.md, operator ruling 2026-09-19, see ItemData.cs's PowerRequestFields comment)
// resolved that by having PowerRequest read request fields nominally instead of forbidding the term, so
// authoring it here on a request field is legal again. 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) -- two of these are also request fields
// (StatValidation.PowerRequestFields); that is legal under the nominal-request ruling above.
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;
}
}