Slice 3: Expedition Combat Spine — epoch-seeded zone waves (DR-040)
Reactivate the dormant Expedition region as a procedural combat venue.
v1 loop: walk the gate -> fight an epoch-seeded enemy wave in the
expedition -> clear -> return -> flat Ore reward (once per epoch) ->
escalated retaliation base siege.
- New sim types: ZoneEnemyTag, ZoneEnemyDirector (+ ZoneEnemyPrefab
buffer), ZoneEnemyState, ZoneEnemyMath (grunt->charger composition
by epoch). ZoneEnemyDirectorSystem (server, Burst): drip-spawns the
wave at a deterministic ring under a MaxAlive cap while a player is
out and the base is Calm; marks ClearedThisEpoch on a real clear.
[UpdateAfter(ExpeditionFieldSystem)] only (avoids a sort cycle).
- BLOCKER 1: EnemyAISystem region-filters target selection (player +
structure snapshots gain parallel region lists; no base structures /
no Core fallback for expedition husks).
- BLOCKER 3: WaveSystem, ThreatDirectorSystem timeout cull, and
CyclePhaseSystem DefendCleared + Core-breach cull all count/cull
RegionTag{Base} husks only (the breach cull was caught region-blind
by the post-impl review: a base breach wiped the live expedition
wave and spuriously paid the reward).
- BLOCKER 4: reward de-duped via CycleRuntime.LastRewardedEpoch +
ClearedThisEpoch; ExpeditionGateSystem deposits RewardOre once/epoch.
- ExpeditionFieldSystem teardown also culls zone enemies + region-
guards the clutter loop. Subscene wired with the director + roster.
368/368 EditMode green + clean netcode Play smoke. Docs: DR-040 ->
built, session log, CLAUDE.md cross-region tag-reaudit rule.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -23,7 +23,6 @@ namespace ProjectM.Server
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[UpdateInGroup(typeof(SimulationSystemGroup))]
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public partial struct WaveSystem : ISystem
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{
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EntityQuery m_AliveHusks;
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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@@ -31,7 +30,6 @@ namespace ProjectM.Server
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state.RequireForUpdate<WaveDirector>();
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state.RequireForUpdate<WaveState>();
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state.RequireForUpdate<NetworkTime>();
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m_AliveHusks = state.GetEntityQuery(ComponentType.ReadOnly<EnemyTag>());
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}
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[BurstCompile]
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@@ -100,11 +98,19 @@ namespace ProjectM.Server
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wave.NextActionTick = TickUtil.NonZero(now + (uint)math.max(1, director.SpawnIntervalTicks));
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}
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}
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else if (m_AliveHusks.CalculateEntityCount() == 0)
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else
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{
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// Wave cleared: calm before the next.
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wave.Phase = WavePhase.Lull;
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wave.NextActionTick = TickUtil.NonZero(now + (uint)math.max(1, director.LullTicks));
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// Wave fully spawned: cleared only when no BASE husk remains. Expedition zone enemies are also
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// EnemyTag but RegionTag{Expedition}; they must NOT hold the base siege open (DR-040 BLOCKER 3).
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int baseHusks = 0;
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foreach (var hr in SystemAPI.Query<RefRO<RegionTag>>().WithAll<EnemyTag>())
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if (hr.ValueRO.Region == RegionId.Base) baseHusks++;
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if (baseHusks == 0)
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{
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// Wave cleared: calm before the next.
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wave.Phase = WavePhase.Lull;
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wave.NextActionTick = TickUtil.NonZero(now + (uint)math.max(1, director.LullTicks));
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}
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}
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}
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