Docs: EB-2 session log + DR-033; CLAUDE.md felt-spend bullet

DR-033 records the felt-spend design (shared Charge ammo, atomic soft-fail,
ledger-fed Fabricator, no-ordering-edge trade-off, global HUD cue, no SaveData
bump). CLAUDE.md adds the EB-2 ★ bullet net-zero (trimmed bullets archived to
the gotchas archive under a 2026-06-12 heading).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-12 19:15:10 -07:00
parent 44da26cdf6
commit 3fdac3517b
4 changed files with 137 additions and 9 deletions
@@ -373,3 +373,14 @@ Added the **Per-player inventory + data-driven items ★** pointer (see [[DR-026
- **UITK HUD ([[DR-021_HUD_UITK_BuildPalette]]):** dropped "behind the pause overlay's 100" and "`BuildPreviewMath` = the client mirror of the server check".
- **Synty HudTheme ([[DR-024_HUD_Synty_Skin_Theme]]):** dropped "fonts = cached SDF, reset on `SubsystemRegistration`" and the "(NOT Resources)" aside.
- **M7 Automation ([[DR-020_M7_Automation_Production_Chains]]):** tightened wording only, no detail removed.
## 2026-06-12 — CLAUDE.md condensation (EB-2 felt-spend bullet added; paid net-negative)
Added the **EB-2 felt spend ★** bullet ([[DR-033_EB2_Felt_Spend_Charge_Economy]]) to the *Build / structures / grid* section and clawed the file back below the 1 KB-headroom target (it had been carrying EB-1's ~560 B overage). The detail below was moved here from `CLAUDE.md` — all of it survives in the linked DRs/session notes; the inline one-liners now point here.
- **Per-player inventory + equipment + items ★ ([[DR-026_Inventory_Equipment_Progression_Foundation]] · [[DR-027_Equipment_Slots_Phase1]]):** the full pre-2026-06-12 bullet (CLAUDE.md now keeps only the region-routing half + a pointer):
> Per-player inventory + equipment + items ★: harvest routes by node region (DR-031): **BASE node → shared `ResourceLedger`** (build currency, no `G`-friction), **Expedition/un-tagged → PERSONAL `InventorySlot`** (`[GhostField]` `OwnerSendType.All`, spill→ledger) — BOTH projectile (`ResourceHarvestSystem`) + melee (`MeleeComboSystem` server block, `Remaining` write-back), region via OPTIONAL `ComponentLookup<RegionTag>` (not a query column → no fixture-drop). `G`-key `InventoryDepositRequest` deposits personal→ledger. Items = `ItemDatabase` blob (`ushort ItemId` subsumes `ResourceId`; mods INLINE on `ItemDefBlob`, NOT nested — by-value `TryGetItem` reads nested empty). Equip = event-driven `EquipSystem` (weapon→`AbilityRef.Id`; gear→`StatModifier`s by slot-`SourceId`). Session-only.
- **EB-1 machines can die ([[DR-032_EB1_Machines_Can_Die]]):** dropped the parenthetical "(Turret/Wall/Pylon)" structure list from the inline bullet (the prefab list is in the DR) — kept the full destroy-gate + fortress-aggro + loss-VFX rules.
- **Resource-gated ability tiers / buffs ([[DR-026_Inventory_Equipment_Progression_Foundation]]):** dropped the "(replace/clear-by-SourceId → bounded buffer; folds into … both worlds)" mechanism phrasing → kept "reuse `StatModifier``StatRecomputeSystem``EffectiveAbilityStats`". (Note: this bullet's `GoalProgress.Charge` is the **goal-meter** charge, unrelated to EB-2's `ResourceId.Charge` turret ammo.)
- **PlacedStructure ([[DR-014_M6_Build_Structures_Automation_Foundation]]):** dropped the "(turret reuses `NextTick` as fire cooldown; they're the offline-catch-up linchpin)" + "Data-driven `StructureCatalog` buffer" asides → kept the field layout + the bake-the-tick-fields rule + the DERIVED-occupancy rule.
- **M7 Automation ([[DR-020_M7_Automation_Production_Chains]]):** dropped the "server-only `MachineInput`/`MachineOutput`" restatement and noted `Fabricator` is now LIVE on the palette via EB-2 while `Harvester`/`Conveyor` stay trimmed (code intact).