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:
@@ -173,8 +173,9 @@ namespace ProjectM.Tests
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ledger.Add(new StorageEntry { ItemId = 2, Count = 100 });
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ledger.Add(new StorageEntry { ItemId = 4, Count = 40 });
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MakeWaveState(em, waveNumber: 6, phase: WavePhase.Spawning, remainingToSpawn: 3);
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em.CreateEntity(typeof(EnemyTag)); // two live husks the team failed to clear
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em.CreateEntity(typeof(EnemyTag));
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// two live BASE husks the team failed to clear (RegionTag defaults to Region 0 = Base)
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em.CreateEntity(typeof(EnemyTag), typeof(RegionTag));
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em.CreateEntity(typeof(EnemyTag), typeof(RegionTag));
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group.Update();
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@@ -193,6 +194,38 @@ namespace ProjectM.Tests
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}
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}
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[Test]
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public void Base_Overrun_Disperses_Base_Husks_But_Spares_Expedition_Husks()
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{
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// Slice 3 regression: a BASE Core breach must NOT wipe an in-progress EXPEDITION wave (both share
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// EnemyTag but live in different regions). A region-blind cull would also spuriously trip the zone
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// director's aliveZone==0 clear/reward edge on the player's return.
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var (world, group) = MakeWorld("BaseOverrunSparesExpedition", serverTick: 200);
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using (world)
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{
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var em = world.EntityManager;
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var cycle = MakeCycle(em, CyclePhase.Siege, defendStartWave: 5);
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em.AddComponentData(cycle, new GoalProgress { Charge = 3, Target = 10 });
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em.AddComponentData(cycle, new CoreIntegrity { Current = 0, Max = 100, OverrunTick = 0 }); // breached
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var ledger = em.AddBuffer<StorageEntry>(cycle);
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ledger.Add(new StorageEntry { ItemId = 2, Count = 100 });
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ledger.Add(new StorageEntry { ItemId = 4, Count = 40 });
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MakeWaveState(em, waveNumber: 6, phase: WavePhase.Spawning, remainingToSpawn: 3);
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em.CreateEntity(typeof(EnemyTag), typeof(RegionTag)); // BASE husk (RegionTag defaults to Region 0 = Base)
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var exp = em.CreateEntity(typeof(EnemyTag), typeof(RegionTag));
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em.SetComponentData(exp, new RegionTag { Region = RegionId.Expedition }); // a husk out on the expedition
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group.Update();
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Assert.IsTrue(em.Exists(exp), "the expedition husk survives a base Core breach.");
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using var huskQ = em.CreateEntityQuery(typeof(EnemyTag));
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Assert.AreEqual(1, huskQ.CalculateEntityCount(),
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"only the BASE husk is dispersed by the breach; the in-progress expedition wave is untouched.");
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Assert.AreEqual(RegionId.Expedition, em.GetComponentData<RegionTag>(exp).Region,
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"the survivor is the expedition-region husk.");
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}
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}
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[Test]
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public void Overrun_Resolves_Once_Then_Stays_Calm_Without_Recharging()
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{
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