Turrets: 40 Ore + per-base cap of 6 + fit-one-cell textured model (fix cheap/spam/massive/untextured)
Operator: turrets were "super duper cheap", spammable "unlimited", "spaced weirdly", "massive and not textured". All four were real and independently rooted (placement grid was actually fine). - Cost: TurretCostOre 10 -> 40 (authoring default + the serialized Gameplay subscene value, which overrides the code default). A node yields 30 Ore, so a turret is now ~1.3 nodes instead of 1/3 of one. - Cap: new Tuning.TurretCap=6, enforced server-authoritatively in BuildPlaceSystem (count live Base turrets while building the occupancy set; reject placement at the cap, same-tick-safe). Was unlimited. - Model: the 1.6x Synty ballista (~5m on a 1m cell, clipping neighbours) scaled to 0.8 to fit one cell; the C5 BoxCollider shrunk to match (0.8x1.2x0.8, center y 0.6); all 6 sub-renderers swapped off the flat untextured teal Mat_StructureOwned_Cyan to the Synty atlas PolygonFantasyKingdom_Mat_01_A (textured). Play-verified TurretCost=40 Ore / cap=6 baked; no exceptions. Also fixes 3 EditMode tests that pinned the old dash knobs (the prior tuning commit changed iframe 12->14 / cooldown 45->36 but I committed it without re-running tests): DashSystemTests now derives the expected dash speed from TuningConfig.Defaults() (robust to future tuning) + asserts now+14/+36; TuningConfigTests pins the new defaults. 390/390 EditMode green. Investigation: wf_c6c87dc5-9c3 (turret lane). Operator fork: 40 Ore + cap 6 (stricter). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -18,7 +18,7 @@ namespace ProjectM.Authoring
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public GameObject TurretPrefab;
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[Tooltip("Ore cost to build a turret.")]
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[Min(0)] public int TurretCostOre = 10;
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[Min(0)] public int TurretCostOre = 40; // DR-042 combat pass: was 10 (~1/3 node) -> 40 (~1.3 nodes); a real investment
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[Tooltip("Wall structure ghost prefab (StructureAuthoring{Wall} + GhostAuthoring).")]
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public GameObject WallPrefab;
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@@ -50,10 +50,14 @@ namespace ProjectM.Server
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var catalog = SystemAPI.GetBuffer<StructureCatalogEntry>(SystemAPI.GetSingletonEntity<StructureCatalog>());
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var ledger = SystemAPI.GetBuffer<StorageEntry>(SystemAPI.GetSingletonEntity<ResourceLedger>());
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// Derive occupancy from the live structure set (authoritative source of truth).
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// Derive occupancy from the live structure set (authoritative); also count turrets for the per-base cap.
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var occupied = new NativeHashSet<int2>(64, Allocator.Temp);
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int turretCount = 0;
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foreach (var ps in SystemAPI.Query<RefRO<PlacedStructure>>())
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{
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occupied.Add(ps.ValueRO.Cell);
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if (ps.ValueRO.Type == StructureType.Turret) turretCount++;
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}
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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@@ -67,7 +71,9 @@ namespace ProjectM.Server
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for (int i = 0; i < catalog.Length; i++)
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if (catalog[i].Type == req.StructureType) { entryIdx = i; break; }
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if (entryIdx >= 0 && catalog[entryIdx].Prefab != Entity.Null
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// DR-042 combat pass: cap turrets per base (server-authoritative) so they can't be spammed.
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bool turretCapOk = req.StructureType != StructureType.Turret || turretCount < Tuning.TurretCap;
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if (entryIdx >= 0 && catalog[entryIdx].Prefab != Entity.Null && turretCapOk
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&& BuildPlacementMath.CanPlace(anchor, occupied, cell))
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{
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var entry = catalog[entryIdx];
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@@ -81,6 +87,7 @@ namespace ProjectM.Server
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// Commit IN-PLACE so a second same-tick request sees the spend + reservation.
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StorageMath.Withdraw(ledger, entry.CostResourceId, entry.CostAmount);
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occupied.Add(cell);
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if (req.StructureType == StructureType.Turret) turretCount++; // keep same-tick turret requests under the cap
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var structure = ecb.Instantiate(entry.Prefab);
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var xform = m_TransformLookup[entry.Prefab];
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@@ -63,6 +63,10 @@ namespace ProjectM.Simulation
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/// Ore. Operator feel-fork: keep generous so turrets stay fed while you keep mining.</summary>
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public const int TurretChargeCostPerShot = 1;
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/// <summary>Max turrets buildable per base (server-enforced in BuildPlaceSystem; the client preview goes red at
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/// the cap). Turrets are a deliberate fortress investment, not spammable — paired with the 40-Ore build cost.</summary>
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public const int TurretCap = 6;
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// ---- Cold start (CycleDirectorSpawnSystem seeds the shared ledger on a NEW game) ----
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/// <summary>DR-042 C6c: Ore deposited into the shared ledger at spawn on a NEW game ONLY (a restored save keeps
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