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>
This commit is contained in:
@@ -15,7 +15,7 @@ namespace ProjectM.Client
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/// rotates a conveyor's facing. Fire is suppressed while build mode is active (PlayerInputGatherSystem reads
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/// <see cref="BuildPaletteState.Active"/>), so the place-click never also fires. Build mode is suspended while
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/// the pause overlay is open, and the frame a palette button changes the selection never also places.
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/// (2) keyboard hotkeys (fallback, suppressed in palette mode): B/V/N/H/F/C place at the local player's cell.
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/// (2) keyboard hotkeys (fallback, suppressed in palette mode): B/V/F place at the local player's cell.
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/// Editor-only statics (PlaceStructure / PlaceHarvester / ...) drive the same RPC path from execute_code for
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/// headless validation. Managed SystemBase; UnityEngine.InputSystem types are fully qualified to avoid the
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/// ProjectM.Simulation.PlayerInput name collision. The server re-validates legality + cost authoritatively.
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@@ -30,10 +30,9 @@ namespace ProjectM.Client
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{
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(UnityEngine.InputSystem.Key.B, StructureType.Turret),
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(UnityEngine.InputSystem.Key.V, StructureType.Wall),
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(UnityEngine.InputSystem.Key.N, StructureType.Pylon),
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(UnityEngine.InputSystem.Key.H, StructureType.Harvester),
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(UnityEngine.InputSystem.Key.F, StructureType.Fabricator),
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(UnityEngine.InputSystem.Key.C, StructureType.Conveyor),
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// DR-042 C6d: Pylon/Harvester/Conveyor are dead (unwired automation) — dropped from the hotkey fallback
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// to match the hidden build palette; their PlaceStructure execute_code statics remain for dev.
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};
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UnityEngine.Camera _camera; // cursor -> ground re-raycast for click-to-place (resolved lazily)
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@@ -41,11 +40,16 @@ namespace ProjectM.Client
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Material _ghostMat;
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byte _lastSelected; // skip placing on the frame a palette click changes the selection
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// DR-042 C6a: the ability-upgrade send is RUNTIME (the HUD Aether button calls UpgradeAbility); only the
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// execute_code PLACE statics stay editor-gated. Mirrors EquipSendSystem's unconditional queue + drain.
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static int s_PendingUpgrades = 0;
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/// <summary>Runtime hook (HUD Aether button) + execute_code: queue an ability-damage upgrade.</summary>
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public static void UpgradeAbility() => s_PendingUpgrades++;
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#if UNITY_EDITOR
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struct PendingBuild { public byte Type; public int CellX; public int CellZ; public byte Direction; }
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static readonly System.Collections.Generic.Queue<PendingBuild> s_PendingBuild =
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new System.Collections.Generic.Queue<PendingBuild>();
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static int s_PendingUpgrades = 0;
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/// <summary>EDITOR / execute_code hook: queue a structure placement at a specific cell.</summary>
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public static void PlaceStructure(byte type, int cellX, int cellZ, byte direction = 0) =>
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@@ -69,8 +73,6 @@ namespace ProjectM.Client
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/// <summary>EDITOR / execute_code hook: queue a conveyor placement facing direction (0=+X,1=-X,2=+Z,3=-Z).</summary>
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public static void PlaceConveyor(int cellX, int cellZ, byte direction) => PlaceStructure(StructureType.Conveyor, cellX, cellZ, direction);
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/// <summary>EDITOR / execute_code hook: queue an ability-damage upgrade.</summary>
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public static void UpgradeAbility() => s_PendingUpgrades++;
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#endif
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protected override void OnCreate()
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@@ -115,17 +117,19 @@ namespace ProjectM.Client
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SendUpgrade(connection);
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}
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// DR-042 C6a: the ability-upgrade drain runs at RUNTIME (the HUD Aether button enqueues via UpgradeAbility);
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// only the execute_code PLACE drain stays editor-gated.
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while (s_PendingUpgrades > 0)
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{
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s_PendingUpgrades--;
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SendUpgrade(connection);
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}
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#if UNITY_EDITOR
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while (s_PendingBuild.Count > 0)
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{
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var b = s_PendingBuild.Dequeue();
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SendBuild(connection, b.Type, b.CellX, b.CellZ, b.Direction);
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}
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while (s_PendingUpgrades > 0)
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{
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s_PendingUpgrades--;
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SendUpgrade(connection);
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}
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#endif
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}
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