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>
This commit is contained in:
2026-06-25 23:07:57 -07:00
parent 1b704ca0b9
commit 09183cc139
7 changed files with 33 additions and 22 deletions
@@ -50,10 +50,14 @@ namespace ProjectM.Server
var catalog = SystemAPI.GetBuffer<StructureCatalogEntry>(SystemAPI.GetSingletonEntity<StructureCatalog>());
var ledger = SystemAPI.GetBuffer<StorageEntry>(SystemAPI.GetSingletonEntity<ResourceLedger>());
// Derive occupancy from the live structure set (authoritative source of truth).
// Derive occupancy from the live structure set (authoritative); also count turrets for the per-base cap.
var occupied = new NativeHashSet<int2>(64, Allocator.Temp);
int turretCount = 0;
foreach (var ps in SystemAPI.Query<RefRO<PlacedStructure>>())
{
occupied.Add(ps.ValueRO.Cell);
if (ps.ValueRO.Type == StructureType.Turret) turretCount++;
}
var ecb = new EntityCommandBuffer(Allocator.Temp);
@@ -67,7 +71,9 @@ namespace ProjectM.Server
for (int i = 0; i < catalog.Length; i++)
if (catalog[i].Type == req.StructureType) { entryIdx = i; break; }
if (entryIdx >= 0 && catalog[entryIdx].Prefab != Entity.Null
// DR-042 combat pass: cap turrets per base (server-authoritative) so they can't be spammed.
bool turretCapOk = req.StructureType != StructureType.Turret || turretCount < Tuning.TurretCap;
if (entryIdx >= 0 && catalog[entryIdx].Prefab != Entity.Null && turretCapOk
&& BuildPlacementMath.CanPlace(anchor, occupied, cell))
{
var entry = catalog[entryIdx];
@@ -81,6 +87,7 @@ namespace ProjectM.Server
// Commit IN-PLACE so a second same-tick request sees the spend + reservation.
StorageMath.Withdraw(ledger, entry.CostResourceId, entry.CostAmount);
occupied.Add(cell);
if (req.StructureType == StructureType.Turret) turretCount++; // keep same-tick turret requests under the cap
var structure = ecb.Instantiate(entry.Prefab);
var xform = m_TransformLookup[entry.Prefab];