Run Re-Do

This commit is contained in:
2026-07-02 20:41:43 -07:00
parent 86575dd5bc
commit 16e396841e
188 changed files with 8291 additions and 2429 deletions
@@ -22,6 +22,10 @@ namespace ProjectM.Simulation
/// 2 = Loss -> the run loads finished + halted, no re-arm). Born-correct at director spawn.</summary>
public byte RunOutcome;
/// <summary>v6: persisted run counters to restore into MetaCounters + the born-correct RunInfo HUD mirror.</summary>
public int RunsCompleted;
public int MaxDepthReached;
/// <summary>0 = nothing staged (New Game); non-zero = apply the staged slice at director spawn.</summary>
public byte HasData;
}
@@ -32,6 +36,17 @@ namespace ProjectM.Simulation
public ushort ItemId;
public int Count;
}
/// <summary>One staged PERMANENT meta tier for a Continue session (v6) — copied VERBATIM into the director's
/// replicated MetaTierState buffer at spawn (unknown ids preserved for round-trip; clamping happens only at
/// seed/shop/spend). The buffer is added UNCONDITIONALLY at staging (empty OK) — the Bursted spawn system
/// GetBuffers it inside the HasData block and a missing buffer would throw on any v&lt;=5 Continue.</summary>
public struct PendingMetaRow : IBufferElementData
{
public byte ClassId;
public byte UpgradeId;
public byte Tier;
}
/// <summary>One staged player-built structure row for a Continue session (M7); BaseRestoreSystem replays it
/// charge-free into the freshly-streamed base. Mirrors <see cref="StructureSave"/> but as an unmanaged ECS
/// buffer element (staged in the ServerWorld before the subscene streams).</summary>