Refine anchor-first universe migration docs
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@@ -8,7 +8,7 @@ It is the canonical reference for:
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- solar systems
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- celestials
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- anchors
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- localspaces
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- localspaces as the tactical space around anchors
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- ship and station placement
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- intra-system travel
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- inter-system travel
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@@ -27,14 +27,13 @@ The structure can be understood as a tree:
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- the galaxy contains solar systems
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- each solar system contains celestials and other derived locations
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- each meaningful location is an anchor
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- each anchor owns one localspace
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- each anchor has a localspace around it
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The intended structure is:
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1. `galaxy`
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2. `solar system`
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3. `anchor`
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4. `localspace`
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Ships and stations do not live in arbitrary free-floating "system local space".
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@@ -99,7 +98,7 @@ Systems remain important for:
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## Anchors
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An anchor is a meaningful object in a system that owns a localspace.
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An anchor is a meaningful object in a system.
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Anchors are first-class world entities.
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@@ -120,7 +119,7 @@ Each anchor should have:
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- an anchor type
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- a position in system space
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- optional orbital metadata
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- an associated localspace definition
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- a localspace around it
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- optional parent/child relationships
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Examples:
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@@ -131,7 +130,7 @@ Examples:
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- a resource node is an anchor but not a celestial
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- a Lagrange point can be the child of a moon, which is the child of a planet, which is the child of a star
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Every anchor has exactly one localspace.
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Every anchor has exactly one localspace around it.
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## Celestials
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@@ -147,9 +146,9 @@ Celestials exist for three reasons:
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1. they structure the solar system visually and strategically
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2. they define orbital relationships
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3. they provide valid anchors for localspaces and derived locations such as Lagrange points
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3. they provide valid anchors and derived locations such as Lagrange points
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Every star, planet, and moon gets a localspace.
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Every star, planet, and moon has a localspace around it.
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Not all anchors are celestials, but all celestials are anchors.
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@@ -165,7 +164,7 @@ Initial assumptions:
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- major orbitals can expose `L1` through `L5`
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- each exposed Lagrange point is its own anchor
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- each exposed Lagrange point has its own localspace
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- each exposed Lagrange point has its own localspace around it
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- Lagrange points are valid construction sites
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For now, all five may exist for supported orbitals, but the intended direction is that only major planets should necessarily expose all five.
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@@ -186,7 +185,7 @@ That means a resource node can have:
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- a stable identity
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- a place in a solar system
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- its own localspace
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- its own localspace around it
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This is desirable because it allows resources to exist anywhere meaningful in a system while still fitting the anchored localspace model.
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@@ -212,7 +211,7 @@ Use:
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- `localspace`
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Each localspace belongs to exactly one anchor.
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Each localspace is the tactical space around exactly one anchor.
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Examples:
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@@ -237,12 +236,12 @@ Ships and constructions do not exist directly in system space. They exist in one
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## Ship Placement
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A ship always belongs to exactly one localspace unless it is actively transitioning between anchors.
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A ship always belongs to exactly one anchor unless it is actively transitioning between anchors.
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Normal ship state should be one of:
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- in a localspace
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- traveling between localspaces in the same system
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- at an anchor
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- traveling between anchors in the same system
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- traveling between systems
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Inside a localspace, ships use tactical movement with thrusters.
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@@ -444,6 +443,82 @@ Localspace view should show:
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The viewer should not imply that the full solar system is one continuous local battlefield.
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Viewer zoom transitions are a client-side presentation effect.
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That means:
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- zooming from galaxy to system does not imply one shared coordinate space
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- zooming from system to localspace does not imply one shared coordinate space
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- the client may animate or blend between views for readability
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- those effects do not define simulation truth
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## Scales And Units
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Each spatial layer owns its own units.
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Those units should be native to that layer, not projections of one universal master coordinate system.
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### Galaxy
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The galaxy layer uses:
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- `light-years`
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This is the scale for:
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- system positions
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- inter-system distances
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- strategic map layout
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### System
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The system layer uses:
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- `AU`
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This is the scale for:
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- anchor positions inside a system
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- orbital relationships
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- intra-system routing and warp travel
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Variation at localspace scale is intentionally insignificant at this layer.
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### Localspace
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The localspace layer uses:
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- `meters`
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- `m/s`
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This is the scale for:
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- tactical movement
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- combat
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- docking
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- mining
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- construction
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Variation at system scale is intentionally insignificant at this layer.
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## Cross-Layer Rule
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The simulation should not try to preserve one continuous coordinate frame across galaxy, system, and localspace.
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Cross-layer relationships should be modeled through:
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- containment
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- references
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- travel state
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Not through:
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- universal coordinate conversion
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- raw projection of localspace offsets into system space
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- raw projection of system offsets into galaxy space
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The viewer may animate transitions between layers, but that is presentation only. It does not mean the simulation uses one continuous spatial frame.
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## Ownership And Sovereignty
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Ownership and sovereignty should primarily be tracked at system level.
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@@ -451,7 +526,7 @@ Ownership and sovereignty should primarily be tracked at system level.
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This is not fully defined yet, but the current design direction is:
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- systems are the main sovereignty unit
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- localspaces and constructions exist inside systems
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- anchors and constructions exist inside systems
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- local conflicts and control still matter tactically
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## Simulation Implications
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@@ -466,7 +541,7 @@ This model supports:
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It also gives a cleaner authority boundary for later scaling:
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- one localspace can become one simulation partition
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- one anchor can become one tactical simulation partition
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- one system can remain a higher-level strategic container
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This supports:
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@@ -493,8 +568,8 @@ Until the implementation is updated, the following terms should be used consiste
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- `galaxy`: the top-level strategic star map
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- `system`: the solar system container
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- `celestial`: star, planet, or moon
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- `anchor`: anything that owns a localspace
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- `localspace`: the tactical simulation bubble attached to one anchor
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- `anchor`: a meaningful location in a system and the primary tactical simulation container
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- `localspace`: the tactical simulation space around an anchor, not a separately identified entity
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- `intra-system warp`: movement between anchors in the same system
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- `inter-system FTL`: movement between systems
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