DR-042 Phase C (legibility, part 1): expedition objective HUD, Aether button, cold-start seed, Biomass sink, palette declutter
Scoping/design-gated (wf_7c5a555e-136). Fixes "the base reads as inert after Phase A":
- C7b objective readout: new replicated ExpeditionObjective{[GhostField] byte State, short Remaining} on the
untagged CycleDirector ghost (cross-region safe). Sole writer ZoneEnemyDirectorSystem, written ABOVE its
early-returns (snapshot-above-early-return) so the HUD never freezes stale. Play-verified it replicates
server->client.
- C7a gate prompt + C7b HUD readout: HudSystem shows "GO TO THE EXPEDITION GATE" / "EXPEDITION IN PROGRESS - N
remaining" / "CLEARED - return to claim", below the siege/overrun overrides.
- C6a Aether upgrade button: un-gated BuildSendSystem.UpgradeAbility (was #if UNITY_EDITOR); HudSystem adds a
MenuUi.Button with live affordability tint (the only Aether sink was U-key only).
- C6c cold-start seed: CycleDirectorSpawnSystem seeds Tuning.StartingOre (50) into the ledger on a NEW game only
(born-correct, pre-Playback), killing the silent turret-before-fabricator deadlock. Play-verified seededOre=50.
- C6b Biomass sink: Wall cost Ore->Biomass (the dead currency now has a home). Play-verified WallCostRes=Biomass.
- C6d palette declutter: hide dead Pylon/Harvester/Conveyor from the build palette + trimmed their dev hotkeys
(catalog/prefabs stay baked, code-intact per DR-020).
389/389 EditMode + clean netcode Play smoke (ghost re-hash OK, no exceptions). SaveData stays v5.
C5 (walls block enemies) is the remaining Phase C item, sequenced separately.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -68,7 +68,7 @@ namespace ProjectM.Authoring
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{
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Type = StructureType.Wall,
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Prefab = GetEntity(authoring.WallPrefab, TransformUsageFlags.Dynamic),
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CostResourceId = ResourceId.Ore,
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CostResourceId = ResourceId.Biomass, // DR-042 C6b: walls cost Biomass (the dead currency's only sink)
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CostAmount = authoring.WallCostOre,
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});
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}
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@@ -73,6 +73,11 @@ namespace ProjectM.Authoring
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// CycleDirectorSpawnSystem overrides it with a persisted Victory/Loss on Continue.
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AddComponent(entity, new RunOutcome { Value = RunOutcomeId.InProgress });
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// DR-042 C7b: replicated expedition-objective summary (the HUD 'enemies remaining / cleared' readout).
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// Born Idle; ZoneEnemyDirectorSystem is the sole writer. New [GhostField] component -> re-hashes the
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// runtime-spawned director ghost (server + client bake the same prefab -> hash matches), like CoreIntegrity.
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AddComponent(entity, new ExpeditionObjective { State = ExpeditionObjectiveState.Idle, Remaining = 0 });
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AddComponent(entity, new ThreatConfig
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{
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