Aetheria/Assets/Scripts/ServerShared/Scenarios/DjinniShakedown.cs
Meta Vens d0782a7d14 Every new run is a scenario: the script harness, the tutorial and main galaxies as scenarios, the New Game submenu and six test arenas
A Scenario is an abstract C# class compiled with the game: Generate picks the galaxy through GalaxyStage (Main or
Prelude, at the scenario's seed, the background noise drawn from the same seed), Stage places the run's first
entities through ScenarioStage (Fit, Bare, Generated, Preset, Player, Place, Cargo), which collects named failures
and admits nothing. RunStart generates the galaxy, the arena under Ambient and admits everything through Zone.Admit,
all or nothing. The aetheria.scenario record, ScenarioShip, ScenarioEntity, RunStart.Check and the null-scenario
branch are cut.

New Game opens a submenu: Tutorial Galaxy and Main Galaxy, then (editor and development builds) Djinni Shakedown,
Starved Reactor, Arcs, Duel, Launcher Angles and Long Haul, each with its brief. MainMenu.Launch is the one way into a
new run; ActionGameManager.PendingScenario carries the scenario to StartGame once.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 20:33:55 +02:00

15 lines
639 B
C#

using float2 = CultMath.float2;
public sealed class DjinniShakedown : Scenario
{
public override string Name => "Djinni Shakedown";
public override string Brief => "A fitted Djinni in empty space. Verify: its thrusters move and turn it; with the hull " +
"offline and thrusters firing, its speed does not run away.";
public override uint Seed => 101;
public override bool Ambient => false;
public override Galaxy Generate(GalaxyStage stage) => stage.Prelude();
public override void Stage(ScenarioStage stage) =>
stage.Player(stage.Generated("Djinni"), float2.zero);
}