END-1: the base can be lost - a losable Engine Core with integrity

Adds CoreIntegrity{[GhostField] Current,Max,OverrunTick} on the GLOBAL
CycleDirector ghost (no new ghost/relevancy). CoreDamageSystem (server,
after EnemyAISystem): a Husk within ~3u of PlotCenter drains + is consumed;
CoreRestoreSystem regenerates only in Calm. The SOFT-loss edge lives inside
CyclePhaseSystem (sole Phase writer): Current<=0 in Siege flips to Calm with
NO goal reward, StorageMath.DrainFraction drains the shared ledger, all Husks
despawn, and OverrunTick is stamped (a transient HUD-flash pulse, not a
latching outcome - the Victory latch is END-2's). EnemyAISystem treats the
Core as a FALLBACK target so an undefended base is overrun instead of idling.
SaveData -> v4 persists CoreCurrent (0 -> born full, the EB-1 HP sentinel);
3 live TuningConfig knobs + a red HUD Core bar. Soft-loss + targeting +
breach-resolution forks operator-locked.

See DR-034.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-12 21:51:43 -07:00
parent 3fdac3517b
commit 60e1e21dd3
18 changed files with 396 additions and 16 deletions
@@ -106,6 +106,10 @@ namespace ProjectM.Client
TuningRow("Melee combo len", TuningKnob.MeleeComboLength, 1f, "0");
GUILayout.Space(4);
TuningRow("Struct aggro w", TuningKnob.StructureAggroWeight, 0.1f, "0.00"); // EB-1: <1 prefers structures
TuningRow("Core dmg/husk", TuningKnob.CoreDamagePerHusk, 1f, "0"); // END-1: integrity per breaching Husk
TuningRow("Core regen int", TuningKnob.CoreRegenIntervalTicks, 1f, "0"); // END-1: ticks between +1 in Calm
TuningRow("Core overrun %", TuningKnob.CoreOverrunDrainPct, 0.05f, "0.00"); // END-1: ledger fraction lost on breach
}
GUILayout.EndScrollView();