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>
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@@ -36,6 +36,12 @@ namespace ProjectM.Server
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? SystemAPI.GetComponent<GoalProgress>(dir)
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: default;
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// END-1: persist the Engine Core integrity (a wounded base stays wounded across save/quit).
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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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// The shared ledger lives on this same CycleDirector ghost (ResourceLedger-tagged StorageEntry buffer).
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var buffer = SystemAPI.GetBuffer<StorageEntry>(dir);
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var rows = new LedgerRow[buffer.Length];
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@@ -50,6 +56,8 @@ namespace ProjectM.Server
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{
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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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Ledger = rows,
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Structures = structures,
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StructureIo = structureIo,
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