EB-2: felt spend - turrets burn a shared Charge pool, ledger-fed Fabricator mints it from Ore
Mined Ore now has an ongoing sink: a ledger-fed Fabricator converts Ore->Charge (1 Ore -> 3 Charge / 30t) and turrets spend Charge per shot, soft-failing (no shot, no cooldown burn) when the shared pool runs dry. - ResourceId.Charge=4 rides the existing [GhostField] StorageEntry ledger (no new wire). - TurretFireSystem: single ledger resolve + atomic spend / soft-fail / partial-refund. - Fabricator.InputFromLedger (byte, server-only) feeds input from the shared ledger, read live in-loop so two machines split a finite pool; both modes deposit to ledger. - HudSystem: violet Charge chip + global quiet-turret cue when siege && Charge==0. - StorageMath.TotalOf backs the affordability read; catalog re-enables the Fabricator (4 entries). See DR-033. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -75,16 +75,21 @@ namespace ProjectM.Server
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byte inId = fab.ValueRO.InResourceId;
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int inAmount = fab.ValueRO.InAmount;
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// Input-limited: never produce more than the buffered input affords (no mint-from-nothing). A
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// zero/negative recipe input amount is treated as unsatisfiable rather than dividing by zero.
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int affordable = inAmount > 0
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? MachineSlotMath.TotalOf(input, inId) / inAmount
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: 0;
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// Input-limited: never produce more than the available input affords (no mint-from-nothing). EB-2:
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// a ledger-fed Fabricator (InputFromLedger != 0) sources its input from the SHARED ledger (read LIVE
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// here so a 2nd ledger-fed Fabricator sees the 1st's same-tick withdrawal) instead of MachineInput;
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// both modes deposit the output to the ledger. A zero/negative input amount is unsatisfiable.
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bool fromLedger = fab.ValueRO.InputFromLedger != 0;
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int available = fromLedger ? StorageMath.TotalOf(ledger, inId) : MachineSlotMath.TotalOf(input, inId);
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int affordable = inAmount > 0 ? available / inAmount : 0;
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int runs = math.min(cycles, affordable);
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if (runs > 0)
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{
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MachineSlotMath.Withdraw(input, inId, inAmount * runs);
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if (fromLedger)
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StorageMath.Withdraw(ledger, inId, inAmount * runs);
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else
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MachineSlotMath.Withdraw(input, inId, inAmount * runs);
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StorageMath.Deposit(ledger, (ushort)fab.ValueRO.OutResourceId, fab.ValueRO.OutAmount * runs);
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}
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@@ -28,6 +28,7 @@ namespace ProjectM.Server
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<NetworkTime>();
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state.RequireForUpdate<ResourceLedger>();
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state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<Turret>()));
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}
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@@ -59,6 +60,12 @@ namespace ProjectM.Server
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return;
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}
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// EB-2: resolve the shared ledger ONCE (NEVER GetSingleton<StorageEntry> — a 2nd StorageEntry buffer
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// exists on the base container). Turrets withdraw Charge from it sequentially (a finite pool split in
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// query order; later turrets soft-fail when it empties).
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var ledgerEntity = SystemAPI.GetSingletonEntity<ResourceLedger>();
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var ledger = SystemAPI.GetBuffer<StorageEntry>(ledgerEntity);
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (ps, turret, xform, region) in
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@@ -92,14 +99,26 @@ namespace ProjectM.Server
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if (best >= 0)
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{
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ecb.AppendToBuffer(huskEntities[best], new DamageEvent
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// EB-2 felt spend: a shot costs Charge from the shared ledger. Gate BOTH the damage AND the
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// cooldown advance on a SUCCESSFUL withdraw — out of Charge = SOFT-FAIL (no shot, no cooldown
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// burn, so the turret fires the instant Charge returns). Refund a partial (cost>1 underflow).
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int cost = math.max(1, Tuning.TurretChargeCostPerShot);
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int got = StorageMath.Withdraw(ledger, ResourceId.Charge, cost);
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if (got >= cost)
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{
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Amount = turret.ValueRO.Damage,
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SourceNetworkId = -1,
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SourceTick = TickUtil.NonZero(now),
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});
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uint cd = (uint)math.max(1, turret.ValueRO.CooldownTicks);
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ps.ValueRW.NextTick = TickUtil.NonZero(now + cd);
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ecb.AppendToBuffer(huskEntities[best], new DamageEvent
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{
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Amount = turret.ValueRO.Damage,
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SourceNetworkId = -1,
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SourceTick = TickUtil.NonZero(now),
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});
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uint cd = (uint)math.max(1, turret.ValueRO.CooldownTicks);
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ps.ValueRW.NextTick = TickUtil.NonZero(now + cd);
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}
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else if (got > 0)
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{
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StorageMath.Deposit(ledger, ResourceId.Charge, got); // never consume Charge without firing
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}
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}
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}
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