Game Scene Split up
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@@ -26,39 +26,55 @@ namespace ProjectM.Simulation
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[GhostField] public int WaveNumber;
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}
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/// <summary>Phase constants for <see cref="CycleState.Phase"/> (a byte, not an enum, for trivial Burst/serialization).</summary>
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/// <summary>Phase constants for <see cref="CycleState.Phase"/> — the GLOBAL shared posture (a byte, not an enum, for trivial Burst/serialization). Being out on an expedition is per-player presence (server-only RegionTag), NOT a global phase.</summary>
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public static class CyclePhase
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{
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/// <summary>Out in the procedural field gathering resources (timed).</summary>
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// Re-meaned IN PLACE — the byte VALUES are unchanged from the old Expedition/Defend/Build, so the
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// [GhostField] serializer layout is identical (the const re-mean alone forces no re-bake). slot 0 (was
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// Expedition) -> Calm; slot 1 (was Defend) -> Siege; slot 2 (was Build) -> retired.
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/// <summary>The persistent, unhurried home base — the DEFAULT posture. No countdown; build/prep at your pace.</summary>
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public const byte Calm = 0;
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/// <summary>The base is under assault by a Husk wave (event-triggered; ends when the wave is cleared).</summary>
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public const byte Siege = 1;
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// ---- Deprecated aliases (kept so HUD/audio/tests keep compiling through the cut-over; cleaned up later). ----
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/// <summary>DEPRECATED alias of <see cref="Calm"/>.</summary>
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public const byte Expedition = 0;
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/// <summary>The base is under assault by a Husk wave (ends when the wave is cleared).</summary>
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/// <summary>DEPRECATED alias of <see cref="Siege"/>.</summary>
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public const byte Defend = 1;
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/// <summary>Calm at base: spend resources to build/upgrade (timed).</summary>
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/// <summary>DEPRECATED, unreachable — the timed Build phase is retired.</summary>
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public const byte Build = 2;
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/// <summary>Expedition phase duration in server ticks (SimulationTickRate = 60). Tunable; short for the M6 slice.</summary>
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public const uint ExpeditionTicks = 3600; // ~60s cap (early return via the gate ends it sooner)
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/// <summary>DEPRECATED — the forced Expedition timer is retired (the loop is player-driven). Kept so existing crefs resolve.</summary>
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public const uint ExpeditionTicks = 3600;
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/// <summary>Build phase duration in server ticks.</summary>
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public const uint BuildTicks = 1200; // ~20s
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/// <summary>DEPRECATED — the forced Build timer is retired. Kept so existing crefs resolve.</summary>
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public const uint BuildTicks = 1200;
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}
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/// <summary>
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/// Server-only bookkeeping for the cycle state machine that must NOT replicate (kept separate from the
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/// replicated <see cref="CycleState"/>). Records the wave number captured when the Defend phase began so
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/// the director can detect "this Defend's wave has now been spawned and cleared".
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/// Server-only bookkeeping for the run-state machine that must NOT replicate (kept separate from the
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/// replicated <see cref="CycleState"/>). Records the wave number captured when the current Siege began plus
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/// the procedural-expedition-field session epoch (bumped when the expedition region goes empty->occupied so
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/// the field reseeds per sortie).
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/// </summary>
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public struct CycleRuntime : IComponentData
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{
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/// <summary>WaveState.WaveNumber captured at the moment the current Defend phase started.</summary>
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/// <summary>WaveState.WaveNumber captured the moment the current Siege started (DefendCleared tests > this).</summary>
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public int DefendStartWave;
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/// <summary>Cycle phase from the previous tick — lets ExpeditionFieldSystem edge-detect entering/leaving Expedition.</summary>
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public byte PrevPhase;
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/// <summary>Monotonic expedition-field session counter; bumped on the expedition region's empty->occupied edge so each sortie reseeds. RNG seed (never tick math; never 0, via max(1, ...)).</summary>
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public int ExpeditionEpoch;
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/// <summary>CycleNumber the expedition field was last seeded for (compared by int equality, never tick math).</summary>
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public int LastSpawnedCycle;
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/// <summary>The <see cref="ExpeditionEpoch"/> the field was last seeded for (compared by int equality).</summary>
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public int LastSpawnedEpoch;
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/// <summary>Previous-tick expedition occupancy (1 = at least one player out), for the empty<->occupied edge.</summary>
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public byte PrevExpeditionOccupied;
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}
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}
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