END-2: final siege + latching win/lose (SL-3)
At GoalProgress.Charge>=Target a new server-only GoalReachedSystem arms a larger final siege (x live FinalSiegeMultiplier) and flips RunPhase=FinalDefense; CyclePhaseSystem latches a REPLICATED RunOutcome (Victory on clear / Loss on Core breach) and halts the director. RunOutcome is a [GhostField] byte on the global CycleDirector ghost (the client banner observes it); RunPhase stays server-only. ThreatDirector/CoreRestore/CoreDamage halt once decided; SiegeTimeout is off during the final siege. SaveData v5 persists the outcome so a won/lost run loads finished. GoalProgress.Target 10->4. Completes Path A's spine. See DR-036. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -40,6 +40,10 @@ namespace ProjectM.Server
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var core = SystemAPI.HasComponent<CoreIntegrity>(dir)
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? SystemAPI.GetComponent<CoreIntegrity>(dir)
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: default;
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// END-2: persist the terminal run outcome so a won/lost run loads finished (no re-arm on Continue).
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var outcome = SystemAPI.HasComponent<RunOutcome>(dir)
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? SystemAPI.GetComponent<RunOutcome>(dir)
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: default;
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// The shared ledger lives on this same CycleDirector ghost (ResourceLedger-tagged StorageEntry buffer).
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@@ -57,6 +61,7 @@ namespace ProjectM.Server
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GoalCharge = goal.Charge,
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GoalTarget = goal.Target,
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CoreCurrent = core.Current,
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RunOutcome = outcome.Value,
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Ledger = rows,
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Structures = structures,
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@@ -46,6 +46,11 @@ namespace ProjectM.Server
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if (core.Current <= 0)
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return; // already breached this beat; the lose-edge (CyclePhaseSystem) owns resolution.
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// END-2: once the run is decided (Victory/Loss latched) the Core takes no more damage. Defensive — the
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// siege already despawned its Husks on resolution; this mirrors the CoreRestoreSystem terminal-halt guard.
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if (SystemAPI.TryGetSingleton<RunOutcome>(out var endOutcome) && endOutcome.Value != RunOutcomeId.InProgress)
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return;
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float3 corePos = BaseGridMath.PlotCenter(SystemAPI.GetSingleton<BaseAnchor>());
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var tune = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg) ? tcfg : TuningConfig.Defaults();
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int dmgPerHusk = (int)math.max(1f, tune.CoreDamagePerHusk);
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@@ -30,6 +30,10 @@ namespace ProjectM.Server
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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// END-2: once the run is decided (Victory/Loss latched), the Core freezes at its terminal value (no regen).
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if (SystemAPI.TryGetSingleton<RunOutcome>(out var endOutcome) && endOutcome.Value != RunOutcomeId.InProgress)
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return;
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if (SystemAPI.GetSingleton<CycleState>().Phase != CyclePhase.Calm)
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return; // heal only between sieges
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@@ -58,6 +58,9 @@ namespace ProjectM.Server
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});
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ecb.AddComponent(director, new CycleRuntime { DefendStartWave = 0 });
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ecb.AddComponent(director, new ThreatState());
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// END-2: server-only run-phase marker (Normal until the goal cap arms the final siege). Added at
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// spawn like CycleRuntime/ThreatState (never on the ghost serializer). RunOutcome is baked on the prefab.
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ecb.AddComponent(director, new RunPhase { Value = RunPhaseId.Normal });
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// Born-correct load: if the menu staged a save (Continue), apply it AT SPAWN so the director
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// ghost never serializes a default GoalProgress / empty ledger to clients (no replication flicker).
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@@ -66,7 +69,13 @@ namespace ProjectM.Server
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var pending = SystemAPI.GetComponent<PendingSave>(pendingEntity);
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if (pending.HasData != 0)
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{
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ecb.SetComponent(director, new GoalProgress { Charge = pending.GoalCharge, Target = pending.GoalTarget });
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// END-2: clamp the restored Target to the baked run-length so a pre-v5 save carrying the old
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// Target=10 still honours the slice's baked Target=4 (the final siege stays reachable).
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int bakedTarget = SystemAPI.HasComponent<GoalProgress>(spawner.Prefab)
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? SystemAPI.GetComponent<GoalProgress>(spawner.Prefab).Target : pending.GoalTarget;
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int restoredTarget = pending.GoalTarget > 0 && pending.GoalTarget < bakedTarget
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? pending.GoalTarget : bakedTarget;
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ecb.SetComponent(director, new GoalProgress { Charge = pending.GoalCharge, Target = restoredTarget });
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var srcLedger = SystemAPI.GetBuffer<PendingSaveLedgerRow>(pendingEntity);
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var destLedger = ecb.SetBuffer<StorageEntry>(director);
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SaveApply.WriteLedger(srcLedger, destLedger);
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@@ -82,6 +91,10 @@ namespace ProjectM.Server
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ecb.SetComponent(director, new CoreIntegrity { Current = restoredCore, Max = bakedCore.Max, OverrunTick = 0u });
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}
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// END-2: born-correct the terminal run outcome (a won/lost run loads finished + halted; a pre-v5
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// save / New Game = 0 -> InProgress). Independent of the Core -> NOT nested in the CoreIntegrity guard.
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ecb.SetComponent(director, new RunOutcome { Value = pending.RunOutcome });
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}
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ecb.DestroyEntity(pendingEntity);
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}
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@@ -90,9 +90,13 @@ namespace ProjectM.Server
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}
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else if (cycle.Phase == CyclePhase.Siege)
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{
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// END-1 soft-loss edge (checked BEFORE survival): the Engine Core breached to 0 -> the siege ENDS
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// overrun, the shared ledger is drained, the base persists wounded. No rollback, NO goal reward
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// (you lost) — the locked DR-029 soft fork. CyclePhaseSystem stays the sole Phase/WaveState writer.
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// END-2: is this the FINAL siege (the goal cap armed it)? Server-only RunPhase marker; HasComponent-
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// guarded so EditMode worlds without RunPhase keep the pre-END-2 (normal) soft-loss + survival paths.
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bool isFinal = SystemAPI.HasComponent<RunPhase>(cycleEntity)
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&& SystemAPI.GetComponent<RunPhase>(cycleEntity).Value == RunPhaseId.FinalDefense;
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// The Engine Core breached to 0 during the siege (checked BEFORE survival). CyclePhaseSystem stays the
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// sole Phase/WaveState writer; it is ALSO the sole RunOutcome writer (END-2 single-writer).
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bool overrun = SystemAPI.HasComponent<CoreIntegrity>(cycleEntity)
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&& SystemAPI.GetComponent<CoreIntegrity>(cycleEntity).Current <= 0;
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if (overrun)
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@@ -100,23 +104,8 @@ namespace ProjectM.Server
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cycle.Phase = CyclePhase.Calm;
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cycle.PhaseEndTick = 0;
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// Penalty: drain a fraction of the shared ledger (the ResourceLedger StorageEntry buffer on
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// THIS director ghost). The drain pct is the live tuning knob with the baked fallback.
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var tuneL = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfgL) ? tcfgL : TuningConfig.Defaults();
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if (SystemAPI.HasBuffer<StorageEntry>(cycleEntity))
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{
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var ledger = SystemAPI.GetBuffer<StorageEntry>(cycleEntity);
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StorageMath.DrainFraction(ledger, tuneL.CoreOverrunDrainPct);
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}
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// Transient overrun pulse for the HUD flash; Current stays 0 and regenerates in Calm
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// (CoreRestoreSystem) -> the base is wounded, not dead.
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var coreL = SystemAPI.GetComponent<CoreIntegrity>(cycleEntity);
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coreL.OverrunTick = TickUtil.NonZero(now);
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SystemAPI.SetComponent(cycleEntity, coreL);
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// The siege ends: despawn every remaining Husk (the locked despawn-on-breach fork) + reset the
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// wave so the NEXT armed siege starts clean (WaveSystem idles in Calm anyway).
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// The siege ends: despawn every remaining Husk (the locked despawn-on-breach fork) + reset the wave
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// so the NEXT armed siege starts clean (WaveSystem idles in Calm anyway). Shared by both paths.
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var husks = m_AliveHusks.ToEntityArray(Allocator.Temp);
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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for (int hi = 0; hi < husks.Length; hi++)
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@@ -133,7 +122,29 @@ namespace ProjectM.Server
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SystemAPI.SetComponent(waveLost, wl);
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}
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// Autosave the wounded state (a breach is a meaningful checkpoint).
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if (isFinal)
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{
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// END-2 TERMINAL LOSS: the final stand fell. Latch Loss + halt (the director stops arming). NO
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// ledger drain and NO OverrunTick stamp -> the client shows the dedicated terminal Loss banner
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// (from the replicated RunOutcome), not the soft "the Core will recover" flash.
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SystemAPI.SetComponent(cycleEntity, new RunOutcome { Value = RunOutcomeId.Loss });
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}
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else
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{
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// END-1 SOFT LOSS (unchanged): drain a fraction of the shared ledger + stamp the transient
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// overrun pulse; the base persists wounded and the Core regenerates in Calm (the DR-029 fork).
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var tuneL = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfgL) ? tcfgL : TuningConfig.Defaults();
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if (SystemAPI.HasBuffer<StorageEntry>(cycleEntity))
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{
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var ledger = SystemAPI.GetBuffer<StorageEntry>(cycleEntity);
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StorageMath.DrainFraction(ledger, tuneL.CoreOverrunDrainPct);
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}
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var coreL = SystemAPI.GetComponent<CoreIntegrity>(cycleEntity);
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coreL.OverrunTick = TickUtil.NonZero(now);
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SystemAPI.SetComponent(cycleEntity, coreL);
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}
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// Autosave the checkpoint (a breach / final loss is a meaningful save point).
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if (SystemAPI.HasComponent<SaveRequest>(cycleEntity))
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SystemAPI.SetComponent(cycleEntity, new SaveRequest { Pending = 1 });
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}
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@@ -141,11 +152,21 @@ namespace ProjectM.Server
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{
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cycle.Phase = CyclePhase.Calm;
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cycle.PhaseEndTick = 0;
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// Long-arc goal: +1 per siege survived (single writer; was +1 per completed timed cycle).
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if (SystemAPI.HasComponent<GoalProgress>(cycleEntity))
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if (isFinal)
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{
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// END-2 TERMINAL WIN: the final siege was survived -> the Engine holds. Latch Victory + halt;
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// do NOT increment the (already-capped) goal.
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SystemAPI.SetComponent(cycleEntity, new RunOutcome { Value = RunOutcomeId.Victory });
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if (SystemAPI.HasComponent<SaveRequest>(cycleEntity))
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SystemAPI.SetComponent(cycleEntity, new SaveRequest { Pending = 1 });
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}
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else if (SystemAPI.HasComponent<GoalProgress>(cycleEntity))
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{
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// Long-arc goal: +1 per siege survived, CLAMPED to Target (single writer). Clamping at the
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// increment site keeps the persisted Charge bounded regardless of system order; GoalReachedSystem
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// only READS this edge to arm the final siege.
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var goal = SystemAPI.GetComponent<GoalProgress>(cycleEntity);
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goal.Charge += 1;
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goal.Charge = math.min(goal.Charge + 1, goal.Target);
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SystemAPI.SetComponent(cycleEntity, goal);
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// Autosave checkpoint: a survived siege is a natural save point (host-only writer consumes the flag).
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if (SystemAPI.HasComponent<SaveRequest>(cycleEntity))
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@@ -0,0 +1,90 @@
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using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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namespace ProjectM.Server
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{
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/// <summary>
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/// END-2 — arms the FINAL siege when the long-arc goal meter fills. Server-only, plain
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/// <see cref="SimulationSystemGroup"/>, <c>[UpdateAfter(CyclePhaseSystem)]</c> so it reads
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/// <see cref="GoalProgress.Charge"/> AFTER the survived-siege increment that may have just reached Target.
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/// On the <c>Charge >= Target</c> rising edge — guarded by <see cref="RunPhaseId.Normal"/> +
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/// <see cref="RunOutcomeId.InProgress"/> so it fires EXACTLY once — it:
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/// <list type="bullet">
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/// <item>arms a bigger siege through the existing single entry point <see cref="ThreatState.PendingSiegeSize"/>:
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/// the would-be-next normal siege size (<c>SizeBase + ScheduleSizePerWave*wave</c>) times the live
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/// <see cref="TuningConfig.FinalSiegeMultiplier"/> (floored at 1 so the final siege is never smaller), telegraphed
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/// via <see cref="ThreatState.ArmTick"/> (wrap-safe <see cref="TickUtil.NonZero"/>);</item>
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/// <item>flips <see cref="RunPhase"/> to <see cref="RunPhaseId.FinalDefense"/>.</item>
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/// </list>
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/// It NEVER writes <see cref="CycleState"/>.Phase / <c>WaveState</c> (CyclePhaseSystem stays the sole writer) nor
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/// <see cref="GoalProgress"/>.Charge (CyclePhaseSystem clamps it at the increment site) — it only READS the edge.
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/// CyclePhaseSystem then consumes <see cref="ThreatState.PendingSiegeSize"/> the next tick exactly like any other
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/// armed siege; <c>ThreatDirectorSystem</c> stops arming once <see cref="RunPhase"/> leaves Normal, so no normal
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/// siege can stomp the final one. Plain server group => one run per tick, no rollback/predicted exposure.
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/// Bytes, never enums (Burst-safe).
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(SimulationSystemGroup))]
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[UpdateAfter(typeof(CyclePhaseSystem))]
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public partial struct GoalReachedSystem : ISystem
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{
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<NetworkTime>();
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state.RequireForUpdate<CycleState>();
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state.RequireForUpdate<RunPhase>();
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
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if (!serverTick.IsValid)
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return;
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uint now = serverTick.TickIndexForValidTick;
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var cycleEntity = SystemAPI.GetSingletonEntity<CycleState>();
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// Exactly-once guards: a decided run, or one already in the final siege, arms nothing.
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if (SystemAPI.HasComponent<RunOutcome>(cycleEntity)
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&& SystemAPI.GetComponent<RunOutcome>(cycleEntity).Value != RunOutcomeId.InProgress)
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return;
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var runPhase = SystemAPI.GetComponent<RunPhase>(cycleEntity);
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if (runPhase.Value != RunPhaseId.Normal)
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return;
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// Goal cap reached? (Charge is clamped to Target at the CyclePhaseSystem increment site.)
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if (!SystemAPI.HasComponent<GoalProgress>(cycleEntity))
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return;
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var goal = SystemAPI.GetComponent<GoalProgress>(cycleEntity);
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if (goal.Target <= 0 || goal.Charge < goal.Target)
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return;
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if (!SystemAPI.HasComponent<ThreatState>(cycleEntity) || !SystemAPI.HasComponent<ThreatConfig>(cycleEntity))
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return;
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var threat = SystemAPI.GetComponent<ThreatState>(cycleEntity);
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var config = SystemAPI.GetComponent<ThreatConfig>(cycleEntity);
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int wave = SystemAPI.TryGetSingleton<WaveState>(out var ws) ? ws.WaveNumber : 0;
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float mult = math.max(1f, SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg)
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? tcfg.FinalSiegeMultiplier
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: TuningConfig.Defaults().FinalSiegeMultiplier);
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int normalSize = config.SizeBase + config.ScheduleSizePerWave * wave;
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int finalSize = math.max(1, (int)(normalSize * mult));
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// Arm the final siege (overwrites any pending normal siege — the final supersedes; at the goal-reach tick
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// PendingSiegeSize is 0 anyway, the just-cleared siege having consumed it). CyclePhaseSystem consumes it.
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threat.PendingSiegeSize = finalSize;
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threat.ArmTick = TickUtil.NonZero(now + config.PostExpeditionDelayTicks);
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SystemAPI.SetComponent(cycleEntity, threat);
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runPhase.Value = RunPhaseId.FinalDefense;
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SystemAPI.SetComponent(cycleEntity, runPhase);
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 472c137c49b85e141b0ee00b1d1fa076
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@@ -52,12 +52,21 @@ namespace ProjectM.Server
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var cycle = SystemAPI.GetComponent<CycleState>(cycleEntity);
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var threat = SystemAPI.GetComponent<ThreatState>(cycleEntity);
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var config = SystemAPI.GetComponent<ThreatConfig>(cycleEntity);
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// END-2: a decided run (Victory/Loss) or one already in the FINAL siege arms NO further sieges. The
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// SiegeTimeout cull is also disabled during the final siege (a cull -> false Victory). Guarded with
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// HasComponent so EditMode worlds without RunPhase/RunOutcome keep the pre-END-2 behaviour.
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byte runPhase = SystemAPI.HasComponent<RunPhase>(cycleEntity)
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? SystemAPI.GetComponent<RunPhase>(cycleEntity).Value : RunPhaseId.Normal;
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byte runOutcome = SystemAPI.HasComponent<RunOutcome>(cycleEntity)
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? SystemAPI.GetComponent<RunOutcome>(cycleEntity).Value : RunOutcomeId.InProgress;
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bool canArm = runPhase == RunPhaseId.Normal && runOutcome == RunOutcomeId.InProgress;
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// ---- SOURCE: post-expedition retaliation. A returning player arms ONE siege (simultaneous returns
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// collapse to a single arming — extending the de-dup the gate's one-increment-per-return starts). ----
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if (config.PostExpeditionEnabled != 0 && threat.PendingReturns > 0)
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{
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if (cycle.Phase == CyclePhase.Calm && threat.PendingSiegeSize == 0)
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if (cycle.Phase == CyclePhase.Calm && threat.PendingSiegeSize == 0 && canArm)
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{
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int size = config.SizeBase + config.SizePerExpeditionResource * 0; // haul-scaling deferred (field baked)
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threat.PendingSiegeSize = math.max(1, size);
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@@ -77,7 +86,7 @@ namespace ProjectM.Server
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// AFTER the current one resolves -> a guaranteed calm/build window even if a siege runs long.
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threat.NextScheduledTick = TickUtil.NonZero(now + config.ScheduleIntervalTicks);
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}
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else if (cycle.Phase == CyclePhase.Calm && threat.PendingSiegeSize == 0
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else if (cycle.Phase == CyclePhase.Calm && threat.PendingSiegeSize == 0 && canArm
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&& !new NetworkTick(threat.NextScheduledTick).IsNewerThan(serverTick))
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{
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int wave = SystemAPI.TryGetSingleton<WaveState>(out var ws) ? ws.WaveNumber : 0;
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@@ -95,7 +104,7 @@ namespace ProjectM.Server
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{
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threat.SiegeStartTick = TickUtil.NonZero(now);
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}
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else if (config.SiegeTimeoutTicks > 0)
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else if (config.SiegeTimeoutTicks > 0 && runPhase != RunPhaseId.FinalDefense)
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{
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var start = new NetworkTick(threat.SiegeStartTick);
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if (start.IsValid && serverTick.TicksSince(start) > (int)config.SiegeTimeoutTicks)
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Reference in New Issue
Block a user