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:
2026-06-25 21:18:17 -07:00
parent ed65770cc9
commit 419debad74
8 changed files with 141 additions and 22 deletions
@@ -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<VisualElement> _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<ExpeditionObjective>(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<GoalProgress>(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<StructureCatalog>(out var catE))
{
var cat = SystemAPI.GetBuffer<StructureCatalogEntry>(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);
}