Run Re-Do
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@@ -102,9 +102,9 @@ namespace ProjectM.Client
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case Mine: return attack + " — Attack the glowing Ore to mine it";
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case Build: return build + " — open Build, then place a Turret by your Core";
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case Fabricator: return "Build a Fabricator — turrets need Charge (Ore → ammo)";
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case Gate: return "Reach the Expedition Gate — clearing it charges the Engine";
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case Clear: return "Clear the zone — defeat every enemy";
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case Return: return "Return through the gate — bank your clear (+1 Engine charge)";
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case Gate: return "Press T to READY UP — when everyone is ready, the run launches";
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case Clear: return "Clear each room — pick a boon, choose your path, reach the boss";
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case Return: return "Fell the boss — you return home and the Engine charges (+1)";;
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case Defend: return "Defend the Core! — hold the line through the siege";
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case Done: return "You've got it. Clear expeditions to fill the Engine and win.";
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default: return "";
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@@ -215,13 +215,9 @@ namespace ProjectM.Client
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}
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return found;
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}
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// base gate (go) lives in the base region; expedition gate (return) lives past the region split.
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bool wantBase = kind == OnboardingStepMath.PointerBaseGate;
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foreach (var lt in SystemAPI.Query<RefRO<LocalTransform>>().WithAll<ExpeditionGate>())
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{
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var p = lt.ValueRO.Position;
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if ((p.x < ExpeditionRegionXMin) == wantBase) { target = p; return true; }
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}
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// Step 11: the walk-in ExpeditionGate was RETIRED (the ready-check launches runs), so gate pointers
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// have no world target — hide the arrow; the step text still teaches. Step 14's HUD pass re-points
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// onboarding at the READY panel instead.
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return false;
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}
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