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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@@ -57,6 +57,11 @@ namespace ProjectM.Simulation
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/// catch-up after any skipped ticks; restore re-seats the baseline so this never reflects wall-clock).</summary>
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public const int MaxProductionCatchup = 600;
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/// <summary>EB-2: Charge (turret munition) consumed per turret shot, withdrawn from the global ledger. A
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/// turret with 0 Charge SOFT-FAILS (no shot, no cooldown advance). A ledger-fed Fabricator mints Charge from
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/// Ore. Operator feel-fork: keep generous so turrets stay fed while you keep mining.</summary>
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public const int TurretChargeCostPerShot = 1;
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// ---- Inventory (per-player bag; InventoryMath / ResourceHarvestSystem / InventoryDepositSystem) ----
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/// <summary>Max stacks a player can carry; InventoryMath rejects deposits past this and the harvest remainder spills to the global ledger.</summary>
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