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>
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@@ -51,7 +51,7 @@ namespace ProjectM.Simulation
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[Serializable]
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public class SaveData
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{
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public const int CurrentVersion = 4; // END-1: v4 adds CoreCurrent (a wounded base persists)
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public const int CurrentVersion = 5; // END-2: v5 adds RunOutcome (a won/lost run loads finished); v4 added CoreCurrent
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/// <summary>Oldest save schema the loader accepts (additive); a v2 save loads with structures at full HP.</summary>
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public const int MinLoadableVersion = 2;
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@@ -60,6 +60,7 @@ namespace ProjectM.Simulation
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public int GoalCharge;
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public int GoalTarget;
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public int CoreCurrent; // END-1: Engine Core integrity at save time (0 from a pre-v4 save -> restored to baked Max)
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public int RunOutcome; // END-2: 0=InProgress (also any pre-v5 save) / 1=Victory / 2=Loss -> a finished run loads finished
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public LedgerRow[] Ledger = Array.Empty<LedgerRow>();
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public StructureSave[] Structures = Array.Empty<StructureSave>();
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