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
@@ -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<PendingSave>(out var pendingEntity))
{
@@ -79,6 +81,7 @@ namespace ProjectM.Server
var srcLedger = SystemAPI.GetBuffer<PendingSaveLedgerRow>(pendingEntity);
var destLedger = ecb.SetBuffer<StorageEntry>(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 });
}