diff --git a/Assets/_Project/Scripts/Authoring/Building/StructureCatalogAuthoring.cs b/Assets/_Project/Scripts/Authoring/Building/StructureCatalogAuthoring.cs
index af4f90197..3f9e15a5c 100644
--- a/Assets/_Project/Scripts/Authoring/Building/StructureCatalogAuthoring.cs
+++ b/Assets/_Project/Scripts/Authoring/Building/StructureCatalogAuthoring.cs
@@ -68,7 +68,7 @@ namespace ProjectM.Authoring
{
Type = StructureType.Wall,
Prefab = GetEntity(authoring.WallPrefab, TransformUsageFlags.Dynamic),
- CostResourceId = ResourceId.Ore,
+ CostResourceId = ResourceId.Biomass, // DR-042 C6b: walls cost Biomass (the dead currency's only sink)
CostAmount = authoring.WallCostOre,
});
}
diff --git a/Assets/_Project/Scripts/Authoring/World/CycleDirectorAuthoring.cs b/Assets/_Project/Scripts/Authoring/World/CycleDirectorAuthoring.cs
index 61e61ed0a..bd06f5b8a 100644
--- a/Assets/_Project/Scripts/Authoring/World/CycleDirectorAuthoring.cs
+++ b/Assets/_Project/Scripts/Authoring/World/CycleDirectorAuthoring.cs
@@ -73,6 +73,11 @@ namespace ProjectM.Authoring
// CycleDirectorSpawnSystem overrides it with a persisted Victory/Loss on Continue.
AddComponent(entity, new RunOutcome { Value = RunOutcomeId.InProgress });
+ // DR-042 C7b: replicated expedition-objective summary (the HUD 'enemies remaining / cleared' readout).
+ // Born Idle; ZoneEnemyDirectorSystem is the sole writer. New [GhostField] component -> re-hashes the
+ // runtime-spawned director ghost (server + client bake the same prefab -> hash matches), like CoreIntegrity.
+ AddComponent(entity, new ExpeditionObjective { State = ExpeditionObjectiveState.Idle, Remaining = 0 });
+
AddComponent(entity, new ThreatConfig
{
diff --git a/Assets/_Project/Scripts/Client/Building/BuildSendSystem.cs b/Assets/_Project/Scripts/Client/Building/BuildSendSystem.cs
index 1d88a73d1..9d91c5c54 100644
--- a/Assets/_Project/Scripts/Client/Building/BuildSendSystem.cs
+++ b/Assets/_Project/Scripts/Client/Building/BuildSendSystem.cs
@@ -15,7 +15,7 @@ namespace ProjectM.Client
/// rotates a conveyor's facing. Fire is suppressed while build mode is active (PlayerInputGatherSystem reads
/// ), so the place-click never also fires. Build mode is suspended while
/// the pause overlay is open, and the frame a palette button changes the selection never also places.
- /// (2) keyboard hotkeys (fallback, suppressed in palette mode): B/V/N/H/F/C place at the local player's cell.
+ /// (2) keyboard hotkeys (fallback, suppressed in palette mode): B/V/F place at the local player's cell.
/// Editor-only statics (PlaceStructure / PlaceHarvester / ...) drive the same RPC path from execute_code for
/// headless validation. Managed SystemBase; UnityEngine.InputSystem types are fully qualified to avoid the
/// ProjectM.Simulation.PlayerInput name collision. The server re-validates legality + cost authoritatively.
@@ -30,10 +30,9 @@ namespace ProjectM.Client
{
(UnityEngine.InputSystem.Key.B, StructureType.Turret),
(UnityEngine.InputSystem.Key.V, StructureType.Wall),
- (UnityEngine.InputSystem.Key.N, StructureType.Pylon),
- (UnityEngine.InputSystem.Key.H, StructureType.Harvester),
(UnityEngine.InputSystem.Key.F, StructureType.Fabricator),
- (UnityEngine.InputSystem.Key.C, StructureType.Conveyor),
+ // DR-042 C6d: Pylon/Harvester/Conveyor are dead (unwired automation) — dropped from the hotkey fallback
+ // to match the hidden build palette; their PlaceStructure execute_code statics remain for dev.
};
UnityEngine.Camera _camera; // cursor -> ground re-raycast for click-to-place (resolved lazily)
@@ -41,11 +40,16 @@ namespace ProjectM.Client
Material _ghostMat;
byte _lastSelected; // skip placing on the frame a palette click changes the selection
+ // DR-042 C6a: the ability-upgrade send is RUNTIME (the HUD Aether button calls UpgradeAbility); only the
+ // execute_code PLACE statics stay editor-gated. Mirrors EquipSendSystem's unconditional queue + drain.
+ static int s_PendingUpgrades = 0;
+ /// Runtime hook (HUD Aether button) + execute_code: queue an ability-damage upgrade.
+ public static void UpgradeAbility() => s_PendingUpgrades++;
+
#if UNITY_EDITOR
struct PendingBuild { public byte Type; public int CellX; public int CellZ; public byte Direction; }
static readonly System.Collections.Generic.Queue s_PendingBuild =
new System.Collections.Generic.Queue();
- static int s_PendingUpgrades = 0;
/// EDITOR / execute_code hook: queue a structure placement at a specific cell.
public static void PlaceStructure(byte type, int cellX, int cellZ, byte direction = 0) =>
@@ -69,8 +73,6 @@ namespace ProjectM.Client
/// EDITOR / execute_code hook: queue a conveyor placement facing direction (0=+X,1=-X,2=+Z,3=-Z).
public static void PlaceConveyor(int cellX, int cellZ, byte direction) => PlaceStructure(StructureType.Conveyor, cellX, cellZ, direction);
- /// EDITOR / execute_code hook: queue an ability-damage upgrade.
- public static void UpgradeAbility() => s_PendingUpgrades++;
#endif
protected override void OnCreate()
@@ -115,17 +117,19 @@ namespace ProjectM.Client
SendUpgrade(connection);
}
+ // DR-042 C6a: the ability-upgrade drain runs at RUNTIME (the HUD Aether button enqueues via UpgradeAbility);
+ // only the execute_code PLACE drain stays editor-gated.
+ while (s_PendingUpgrades > 0)
+ {
+ s_PendingUpgrades--;
+ SendUpgrade(connection);
+ }
#if UNITY_EDITOR
while (s_PendingBuild.Count > 0)
{
var b = s_PendingBuild.Dequeue();
SendBuild(connection, b.Type, b.CellX, b.CellZ, b.Direction);
}
- while (s_PendingUpgrades > 0)
- {
- s_PendingUpgrades--;
- SendUpgrade(connection);
- }
#endif
}
diff --git a/Assets/_Project/Scripts/Client/Presentation/HudSystem.cs b/Assets/_Project/Scripts/Client/Presentation/HudSystem.cs
index 82c3ec863..1824cd303 100644
--- a/Assets/_Project/Scripts/Client/Presentation/HudSystem.cs
+++ b/Assets/_Project/Scripts/Client/Presentation/HudSystem.cs
@@ -67,6 +67,8 @@ namespace ProjectM.Client
// END-2: terminal win/loss banner (observes the replicated RunOutcome; latched server-side).
VisualElement _runBanner;
Label _runBannerText, _runBannerSub;
+ // DR-042 C6a: the Aether ability-upgrade button (was U-key only) + its live affordability tint.
+ Button _upgradeBtn;
readonly List _pips = new();
@@ -181,6 +183,28 @@ namespace ProjectM.Client
_locationText.style.color = onExpedition ? new Color(1f, 0.8f, 0.4f)
: finalSiege ? new Color(1f, 0.3f, 0.25f)
: siege ? new Color(1f, 0.55f, 0.4f) : new Color(0.6f, 0.95f, 0.7f);
+ // DR-042 C7 (gate prompt) + C7b (objective readout): the expedition is the win-driver, so signpost it.
+ // Reads the REPLICATED ExpeditionObjective summary (cross-region safe). Lower priority than the siege /
+ // cold-turret / overrun overrides below, which still win.
+ if (SystemAPI.TryGetSingleton(out var obj))
+ {
+ if (onExpedition)
+ {
+ if (obj.State == ExpeditionObjectiveState.Cleared)
+ { _locationText.text = "ZONE CLEARED - return to base to claim"; _locationText.style.color = new Color(0.5f, 1f, 0.6f); }
+ else if (obj.State == ExpeditionObjectiveState.Active)
+ { _locationText.text = "CLEAR THE ZONE - " + obj.Remaining + " enemies remaining"; _locationText.style.color = new Color(1f, 0.8f, 0.4f); }
+ }
+ else if (!siege)
+ {
+ if (obj.State == ExpeditionObjectiveState.Cleared)
+ { _locationText.text = "EXPEDITION CLEARED - return to claim your reward"; _locationText.style.color = new Color(0.5f, 1f, 0.6f); }
+ else if (obj.State == ExpeditionObjectiveState.Active)
+ { _locationText.text = "EXPEDITION IN PROGRESS - " + obj.Remaining + " enemies remaining"; _locationText.style.color = new Color(1f, 0.8f, 0.4f); }
+ else
+ { _locationText.text = "GO TO THE EXPEDITION GATE - clear a sortie to advance the Engine"; _locationText.style.color = new Color(0.55f, 0.85f, 1f); }
+ }
+ }
// ---- Goal (hex-pip meter, or a continuous bar for large targets) ----
if (SystemAPI.TryGetSingleton(out var goal))
@@ -230,6 +254,9 @@ namespace ProjectM.Client
_oreNum.text = ore.ToString();
_bioNum.text = bio.ToString();
_chargeNum.text = charge.ToString();
+ // DR-042 C6a: dim the Aether upgrade button when it isn't affordable (cost is a compile-time const).
+ if (_upgradeBtn != null)
+ _upgradeBtn.style.opacity = aether >= Tuning.AbilityUpgradeCostAmount ? 1f : 0.5f;
// EB-2 quiet-turret cue (GLOBAL, not per-turret, so the deterministic Charge split never reads as one
// broken turret): a dry base during a siege tells the player to build a Fabricator.
if (siege && charge == 0 && !onExpedition)
@@ -446,13 +473,19 @@ namespace ProjectM.Client
}
}
+ // DR-042 C6d: Harvester/Conveyor/Pylon are dead (unwired automation) -> hidden from the build palette
+ // (catalog + prefabs stay baked, code-intact per DR-020). Only Turret/Wall/Fabricator are buildable in the UI.
+ static bool IsPaletteType(byte type) =>
+ type != StructureType.Pylon && type != StructureType.Harvester && type != StructureType.Conveyor;
+
void UpdatePalette(int aether, int ore, int bio, bool onExpedition)
{
if (!_paletteBuilt && SystemAPI.TryGetSingletonEntity(out var catE))
{
var cat = SystemAPI.GetBuffer(catE);
for (int i = 0; i < cat.Length; i++)
- AddPaletteItem(cat[i].Type, cat[i].CostAmount, cat[i].CostResourceId);
+ if (IsPaletteType(cat[i].Type))
+ AddPaletteItem(cat[i].Type, cat[i].CostAmount, cat[i].CostResourceId);
_paletteBuilt = true;
}
if (!_paletteBuilt) { _paletteRow.style.display = DisplayStyle.None; return; }
@@ -809,6 +842,11 @@ namespace ProjectM.Client
strip.Add(ResourceChip(theme != null ? theme.OreIcon : null, OreAmber, "0", out _oreNum, 30, 22));
strip.Add(ResourceChip(theme != null ? theme.BioIcon : null, BioGreen, "0", out _bioNum, 26, 20));
strip.Add(ResourceChip(null, ChargeViolet, "0", out _chargeNum, 26, 20)); // EB-2 turret ammo (flat violet, no icon)
+ // DR-042 C6a: the only Aether sink (ability-damage upgrade) gets a visible, clickable button (was U-key
+ // only). The Button element handles its own picking even though the HUD root Ignores clicks.
+ _upgradeBtn = MenuUi.Button("UPGRADE DMG (" + Tuning.AbilityUpgradeCostAmount + " AETHER)", BuildSendSystem.UpgradeAbility);
+ _upgradeBtn.style.marginLeft = 18;
+ strip.Add(_upgradeBtn);
root.Add(strip);
}
diff --git a/Assets/_Project/Scripts/Server/Combat/ZoneEnemyDirectorSystem.cs b/Assets/_Project/Scripts/Server/Combat/ZoneEnemyDirectorSystem.cs
index 37e4500d6..9e51a31a3 100644
--- a/Assets/_Project/Scripts/Server/Combat/ZoneEnemyDirectorSystem.cs
+++ b/Assets/_Project/Scripts/Server/Combat/ZoneEnemyDirectorSystem.cs
@@ -20,6 +20,10 @@ namespace ProjectM.Server
/// wave is fully spawned and every zone enemy is dead, it marks once —
/// the gate's once-per-epoch Ore reward reads that on the player's return.
///
+ /// DR-042 C7b: it ALSO writes the replicated summary every tick, ABOVE the
+ /// presence early-return (snapshot-above-early-return), so the client HUD's "enemies remaining / cleared" readout
+ /// never freezes stale even when nobody is out.
+ ///
/// Ordering: [UpdateAfter(ExpeditionFieldSystem)] ONLY. ExpeditionFieldSystem is itself
/// [UpdateAfter(CyclePhaseSystem)], so ALSO declaring [UpdateBefore(CyclePhaseSystem)] here (as the
/// v1 plan first sketched) would close a CyclePhase->Field->Zone->CyclePhase sort cycle that throws at Play
@@ -51,26 +55,55 @@ namespace ProjectM.Server
return;
uint now = serverTick.TickIndexForValidTick;
- // Per-player presence: only run while someone is OUT in the expedition (mirrors ExpeditionFieldSystem).
+ // Per-player presence: the SPAWNER only runs while someone is OUT in the expedition (mirrors
+ // ExpeditionFieldSystem). The objective readout below is written FIRST, every tick, even when nobody's out.
int expeditionPlayers = 0;
foreach (var region in SystemAPI.Query>().WithAll())
if (region.ValueRO.Region == RegionId.Expedition)
expeditionPlayers++;
- if (expeditionPlayers == 0)
- return; // nobody out there: the field manager owns teardown, we do nothing
var directorEntity = SystemAPI.GetSingletonEntity();
var dir = SystemAPI.GetComponent(directorEntity);
var zs = SystemAPI.GetComponent(directorEntity);
- var prefabs = SystemAPI.GetBuffer(directorEntity);
- if (prefabs.Length == 0)
- return;
var cycleEntity = SystemAPI.GetSingletonEntity();
var cycle = SystemAPI.GetComponent(cycleEntity);
var runtime = SystemAPI.GetComponent(cycleEntity);
int epoch = runtime.ExpeditionEpoch;
+ int aliveZone = m_ZoneEnemies.CalculateEntityCount();
+
+ // DR-042 C7b: write the REPLICATED objective summary FIRST, above the early-returns (snapshot-above-
+ // early-return) so the HUD never freezes stale. Rides the untagged CycleDirector ghost (cross-region safe).
+ if (SystemAPI.HasComponent(cycleEntity))
+ {
+ byte objState;
+ short objRemaining;
+ if (runtime.ClearedThisEpoch != 0 && runtime.LastRewardedEpoch != runtime.ExpeditionEpoch)
+ {
+ objState = ExpeditionObjectiveState.Cleared; // cleared but not yet claimed -> "return to claim"
+ objRemaining = 0;
+ }
+ else if (expeditionPlayers > 0 && (aliveZone > 0 || zs.RemainingToSpawn > 0))
+ {
+ objState = ExpeditionObjectiveState.Active;
+ objRemaining = (short)math.min(aliveZone + zs.RemainingToSpawn, short.MaxValue);
+ }
+ else
+ {
+ objState = ExpeditionObjectiveState.Idle;
+ objRemaining = 0;
+ }
+ SystemAPI.SetComponent(cycleEntity, new ExpeditionObjective { State = objState, Remaining = objRemaining });
+ }
+
+ if (expeditionPlayers == 0)
+ return; // nobody out there: the field manager owns teardown, the spawner does nothing
+
+ var prefabs = SystemAPI.GetBuffer(directorEntity);
+ if (prefabs.Length == 0)
+ return;
+
// MC-2: build the 4-type weighted mix band from the director's baked weights (shared math with the base
// siege). GruntsPerWave/ChargersPerWave are the Grunt/Charger base counts.
var bands = new MixBands
@@ -94,8 +127,6 @@ namespace ProjectM.Server
zs.NextSpawnTick = TickUtil.NonZero(now); // first slot this tick
}
- int aliveZone = m_ZoneEnemies.CalculateEntityCount();
-
if (zs.RemainingToSpawn > 0)
{
// Spawn only in Calm (a base Siege pauses the expedition wave), one SLOT per cadence, under the cap.
diff --git a/Assets/_Project/Scripts/Server/World/CycleDirectorSpawnSystem.cs b/Assets/_Project/Scripts/Server/World/CycleDirectorSpawnSystem.cs
index 323232dce..34404a460 100644
--- a/Assets/_Project/Scripts/Server/World/CycleDirectorSpawnSystem.cs
+++ b/Assets/_Project/Scripts/Server/World/CycleDirectorSpawnSystem.cs
@@ -63,6 +63,8 @@ namespace ProjectM.Server
ecb.AddComponent(director, new RunPhase { Value = RunPhaseId.Normal });
// Born-correct load: if the menu staged a save (Continue), apply it AT SPAWN so the director
+ // DR-042 C6c: a NEW game seeds starting Ore below; a restored save (Continue) keeps its ledger.
+ bool restoredLedger = false;
// ghost never serializes a default GoalProgress / empty ledger to clients (no replication flicker).
if (SystemAPI.TryGetSingletonEntity(out var pendingEntity))
{
@@ -79,6 +81,7 @@ namespace ProjectM.Server
var srcLedger = SystemAPI.GetBuffer(pendingEntity);
var destLedger = ecb.SetBuffer(director);
SaveApply.WriteLedger(srcLedger, destLedger);
+ restoredLedger = true; // a save restored the ledger -> do NOT seed starting Ore (C6c)
// END-1: born-correct the Engine Core. Max comes from the BAKED prefab (never the save); a
// persisted wounded Current (>0) restores clamped to Max, else (0 = pre-v4 save) born full.
@@ -99,6 +102,12 @@ namespace ProjectM.Server
ecb.DestroyEntity(pendingEntity);
}
+ // DR-042 C6c: NEW game only (no restored ledger) -> seed a little Ore so the build loop isn't a cold
+ // deadlock (a turret needs Charge from a Fabricator that costs Ore you haven't mined yet). Appended
+ // BEFORE Playback so the ghost first-serializes WITH the seed (no empty-ledger replication flicker).
+ if (!restoredLedger)
+ ecb.AppendToBuffer(director, new StorageEntry { ItemId = ResourceId.Ore, Count = Tuning.StartingOre });
+
// Host-only autosave flag; SaveWriteSystem consumes it on the Siege->Calm checkpoint.
ecb.AddComponent(director, new SaveRequest { Pending = 0 });
}
diff --git a/Assets/_Project/Scripts/Simulation/Tuning.cs b/Assets/_Project/Scripts/Simulation/Tuning.cs
index 0b2fae13b..4698e163c 100644
--- a/Assets/_Project/Scripts/Simulation/Tuning.cs
+++ b/Assets/_Project/Scripts/Simulation/Tuning.cs
@@ -63,6 +63,13 @@ namespace ProjectM.Simulation
/// Ore. Operator feel-fork: keep generous so turrets stay fed while you keep mining.
public const int TurretChargeCostPerShot = 1;
+ // ---- Cold start (CycleDirectorSpawnSystem seeds the shared ledger on a NEW game) ----
+
+ /// DR-042 C6c: Ore deposited into the shared ledger at spawn on a NEW game ONLY (a restored save keeps
+ /// its persisted ledger). Bootstraps the Fabricator(30)->Charge->Turret(10) chain so a turret placed before any
+ /// mining isn't a silent cold deadlock. Ore-only so the 'build a Fabricator to arm turrets' lesson survives.
+ public const int StartingOre = 50;
+
// ---- Inventory (per-player bag; InventoryMath / ResourceHarvestSystem / InventoryDepositSystem) ----
/// Max stacks a player can carry; InventoryMath rejects deposits past this and the harvest remainder spills to the global ledger.
diff --git a/Assets/_Project/Scripts/Simulation/World/CycleComponents.cs b/Assets/_Project/Scripts/Simulation/World/CycleComponents.cs
index 3b6bd9f14..31e371821 100644
--- a/Assets/_Project/Scripts/Simulation/World/CycleComponents.cs
+++ b/Assets/_Project/Scripts/Simulation/World/CycleComponents.cs
@@ -83,4 +83,29 @@ namespace ProjectM.Simulation
/// 1 once the current epoch's expedition wave has FULLY spawned and been cleared to zero live zone enemies; reset to 0 on the empty->occupied epoch bump. The reward fires only on a REAL clear.
public byte ClearedThisEpoch;
}
+
+ ///
+ /// DR-042 C7b — a SMALL replicated summary of the current expedition objective so the client HUD can show an
+ /// "enemies remaining / cleared — return to claim" readout. Rides the GLOBAL UNTAGGED CycleDirector ghost
+ /// (alongside / GoalProgress) so GhostRelevancy.SetIsIrrelevant never hides it
+ /// cross-region — a base teammate can't see the expedition's own (region-tagged, relevancy-hidden) enemy
+ /// ghosts. SOLE writer: ZoneEnemyDirectorSystem (server, plain group), written ABOVE its early-returns
+ /// (snapshot-above-early-return) so the readout never freezes stale. byte/short, never enum (writer is [BurstCompile]).
+ ///
+ public struct ExpeditionObjective : IComponentData
+ {
+ /// 0 = Idle (no sortie active), 1 = Active (wave in progress), 2 = Cleared (return to claim).
+ [GhostField] public byte State;
+
+ /// Live zone enemies remaining (alive + not-yet-spawned) while Active; 0 when Idle/Cleared.
+ [GhostField] public short Remaining;
+ }
+
+ /// State constants for (byte, not enum — Burst/serialization).
+ public static class ExpeditionObjectiveState
+ {
+ public const byte Idle = 0;
+ public const byte Active = 1;
+ public const byte Cleared = 2;
+ }
}