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
@@ -20,6 +20,10 @@ namespace ProjectM.Server
/// wave is fully spawned and every zone enemy is dead, it marks <see cref="CycleRuntime.ClearedThisEpoch"/> once —
/// the gate's once-per-epoch Ore reward reads that on the player's return.
///
/// DR-042 C7b: it ALSO writes the replicated <see cref="ExpeditionObjective"/> 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: <c>[UpdateAfter(ExpeditionFieldSystem)]</c> ONLY. ExpeditionFieldSystem is itself
/// <c>[UpdateAfter(CyclePhaseSystem)]</c>, so ALSO declaring <c>[UpdateBefore(CyclePhaseSystem)]</c> here (as the
/// v1 plan first sketched) would close a CyclePhase-&gt;Field-&gt;Zone-&gt;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<RefRO<RegionTag>>().WithAll<PlayerTag>())
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<ZoneEnemyDirector>();
var dir = SystemAPI.GetComponent<ZoneEnemyDirector>(directorEntity);
var zs = SystemAPI.GetComponent<ZoneEnemyState>(directorEntity);
var prefabs = SystemAPI.GetBuffer<ZoneEnemyPrefab>(directorEntity);
if (prefabs.Length == 0)
return;
var cycleEntity = SystemAPI.GetSingletonEntity<CycleState>();
var cycle = SystemAPI.GetComponent<CycleState>(cycleEntity);
var runtime = SystemAPI.GetComponent<CycleRuntime>(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<ExpeditionObjective>(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<ZoneEnemyPrefab>(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.