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
@@ -50,6 +50,12 @@ namespace ProjectM.Simulation
// preferred targets); a closer player 'in the way' still wins. Read server-side by EnemyAISystem.
public float StructureAggroWeight;
// END-1 Engine Core (live feel knobs; read server-side by CoreDamageSystem/CoreRestoreSystem/CyclePhaseSystem).
// CoreDamagePerHusk + CoreOverrunDrainPct are value knobs (>=0); CoreRegenIntervalTicks is a tick knob (>=1).
public float CoreDamagePerHusk; // integrity drained by one breaching Husk (~5 unintercepted = serious dent)
public float CoreRegenIntervalTicks; // ticks between +1 regen in Calm (18 -> +1/0.3s -> ~full over one short Calm)
public float CoreOverrunDrainPct; // fraction (0..1) of the shared ledger lost on a breach (soft-loss penalty)
/// <summary>The baked feel defaults == the pre-MC-0 consts. Single source of truth for the fallback path.</summary>
public static TuningConfig Defaults() => new TuningConfig
{
@@ -73,6 +79,9 @@ namespace ProjectM.Simulation
MeleeFinisherMult = 1.8f, // finisher (last hit) scales dmg/range/recover/knockback
MeleeComboLength = 3f, // light, light, finisher
StructureAggroWeight = 0.7f, // EB-1: <1 prefers structures (fortress aggro); live-tunable
CoreDamagePerHusk = 10f, // END-1: 10 breaching Husks = full loss; ~5 = a serious dent
CoreRegenIntervalTicks = 18f, // END-1: +1 integrity / 0.3s in Calm (~30s to refill 100 from 0)
CoreOverrunDrainPct = 0.5f, // END-1: a breach costs half the shared ledger (soft-loss penalty)
};
/// <summary>Clamp a knob to its safe floor: tick knobs &gt;= 1, value knobs &gt;= 0. Used by every write path
@@ -92,6 +101,8 @@ namespace ProjectM.Simulation
case TuningKnob.MeleeKnockbackSpeed:
case TuningKnob.MeleeFinisherMult:
case TuningKnob.StructureAggroWeight:
case TuningKnob.CoreDamagePerHusk:
case TuningKnob.CoreOverrunDrainPct:
return math.max(0f, value);
// tick knobs: >= 1 (a 0 tick count is degenerate; a 0 i-frame window divides-by-zero in DashSystem)
default:
@@ -125,6 +136,9 @@ namespace ProjectM.Simulation
case TuningKnob.MeleeFinisherMult: c.MeleeFinisherMult = value; break;
case TuningKnob.MeleeComboLength: c.MeleeComboLength = value; break;
case TuningKnob.StructureAggroWeight: c.StructureAggroWeight = value; break;
case TuningKnob.CoreDamagePerHusk: c.CoreDamagePerHusk = value; break;
case TuningKnob.CoreRegenIntervalTicks: c.CoreRegenIntervalTicks = value; break;
case TuningKnob.CoreOverrunDrainPct: c.CoreOverrunDrainPct = value; break;
// unknown index -> no-op (matches the no-default switch convention in DebugCommandReceiveSystem)
}
}
@@ -154,6 +168,9 @@ namespace ProjectM.Simulation
case TuningKnob.MeleeFinisherMult: return c.MeleeFinisherMult;
case TuningKnob.MeleeComboLength: return c.MeleeComboLength;
case TuningKnob.StructureAggroWeight: return c.StructureAggroWeight;
case TuningKnob.CoreDamagePerHusk: return c.CoreDamagePerHusk;
case TuningKnob.CoreRegenIntervalTicks: return c.CoreRegenIntervalTicks;
case TuningKnob.CoreOverrunDrainPct: return c.CoreOverrunDrainPct;
default: return 0f;
}
}
@@ -181,6 +198,9 @@ namespace ProjectM.Simulation
MeleeFinisherMult = c.MeleeFinisherMult,
MeleeComboLength = c.MeleeComboLength,
StructureAggroWeight = c.StructureAggroWeight,
CoreDamagePerHusk = c.CoreDamagePerHusk,
CoreRegenIntervalTicks = c.CoreRegenIntervalTicks,
CoreOverrunDrainPct = c.CoreOverrunDrainPct,
};
/// <summary>Reconstruct the full config from a wire snapshot (FULL state, not a delta).</summary>
@@ -206,6 +226,9 @@ namespace ProjectM.Simulation
MeleeFinisherMult = r.MeleeFinisherMult,
MeleeComboLength = r.MeleeComboLength,
StructureAggroWeight = r.StructureAggroWeight,
CoreDamagePerHusk = r.CoreDamagePerHusk,
CoreRegenIntervalTicks = r.CoreRegenIntervalTicks,
CoreOverrunDrainPct = r.CoreOverrunDrainPct,
};
}
@@ -232,9 +255,12 @@ namespace ProjectM.Simulation
public const byte MeleeFinisherMult = 17;
public const byte MeleeComboLength = 18;
public const byte StructureAggroWeight = 19;
public const byte CoreDamagePerHusk = 20;
public const byte CoreRegenIntervalTicks = 21;
public const byte CoreOverrunDrainPct = 22;
/// <summary>Knob count (overlay iteration bound).</summary>
public const byte Count = 20;
public const byte Count = 23;
}
/// <summary>
@@ -265,5 +291,8 @@ namespace ProjectM.Simulation
public float MeleeFinisherMult;
public float MeleeComboLength;
public float StructureAggroWeight;
public float CoreDamagePerHusk;
public float CoreRegenIntervalTicks;
public float CoreOverrunDrainPct;
}
}
@@ -1,4 +1,5 @@
using Unity.Entities;
using Unity.Entities;using Unity.Mathematics;
namespace ProjectM.Simulation
{
@@ -71,5 +72,28 @@ namespace ProjectM.Simulation
total += buffer[i].Count;
return total;
}
/// <summary>END-1 soft-loss penalty: remove a FRACTION (0..1) of EVERY row, floored per row, dropping any
/// row that hits zero. Pure/deterministic (no RNG, no wall-clock), Burst-safe; iterates back-to-front so a
/// dropped row never skips its successor. No-op for fraction &lt;= 0.</summary>
public static void DrainFraction(DynamicBuffer<StorageEntry> buffer, float fraction)
{
fraction = math.clamp(fraction, 0f, 1f);
if (fraction <= 0f)
return;
for (int i = buffer.Length - 1; i >= 0; i--)
{
var entry = buffer[i];
int drop = (int)math.floor(entry.Count * fraction);
if (drop <= 0)
continue;
entry.Count -= drop;
if (entry.Count <= 0)
buffer.RemoveAt(i);
else
buffer[i] = entry;
}
}
}
}
@@ -15,6 +15,9 @@ namespace ProjectM.Simulation
public int GoalCharge;
public int GoalTarget;
/// <summary>END-1: Engine Core integrity to restore (0 = pre-v4 save / New Game -> born full at baked Max).</summary>
public int CoreCurrent;
/// <summary>0 = nothing staged (New Game); non-zero = apply the staged slice at director spawn.</summary>
public byte HasData;
}
@@ -51,7 +51,7 @@ namespace ProjectM.Simulation
[Serializable]
public class SaveData
{
public const int CurrentVersion = 3; // EB-1: v3 adds StructureSave.HP
public const int CurrentVersion = 4; // END-1: v4 adds CoreCurrent (a wounded base persists)
/// <summary>Oldest save schema the loader accepts (additive); a v2 save loads with structures at full HP.</summary>
public const int MinLoadableVersion = 2;
@@ -59,6 +59,8 @@ namespace ProjectM.Simulation
public int Version = CurrentVersion;
public int GoalCharge;
public int GoalTarget;
public int CoreCurrent; // END-1: Engine Core integrity at save time (0 from a pre-v4 save -> restored to baked Max)
public LedgerRow[] Ledger = Array.Empty<LedgerRow>();
public StructureSave[] Structures = Array.Empty<StructureSave>();
public StructureIoRow[] StructureIo = Array.Empty<StructureIoRow>();
@@ -0,0 +1,34 @@
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// END-1 — the losable Engine Core. An aggregate base-integrity meter that rides the GLOBAL CycleDirector
/// ghost (the untagged ghost already carrying <see cref="CycleState"/>/<see cref="GoalProgress"/>/the resource
/// ledger), so it is visible to every player regardless of region with NO new ghost and NO relevancy work — it
/// must NEVER be region-tagged (the shared-global-state rule; <c>SetIsIrrelevant</c> would hide it cross-region).
/// <para>
/// A Husk that breaches to the Core radius drains <see cref="Current"/> and despawns (server-only
/// <c>CoreDamageSystem</c>); in Calm the Core regenerates toward <see cref="Max"/> (<c>CoreRestoreSystem</c>) so a
/// chipped-but-survived base reads as "we got hurt but we're okay." When <see cref="Current"/> reaches 0 during a
/// Siege the SOFT-loss edge fires once in <c>CyclePhaseSystem</c> (the sole Phase writer): the siege ends, the
/// shared ledger is drained, the base persists wounded (no rollback — the locked DR-029 fork). <see cref="Max"/> is
/// baked from <c>CycleDirectorAuthoring</c>; <see cref="Current"/> is born-correct at spawn (full, or the persisted
/// wounded value from a Continue save).
/// </para>
/// </summary>
public struct CoreIntegrity : IComponentData
{
/// <summary>Current integrity (0 = breached/overrun). Server-authoritative; replicated for the HUD bar.</summary>
[GhostField] public int Current;
/// <summary>Integrity ceiling (baked from authoring; not persisted — a restored Core caps at the baked Max).</summary>
[GhostField] public int Max;
/// <summary>Server tick of the most recent overrun breach (0 = never). A TRANSIENT pulse the client HUD
/// edge-detects to flash a "BASE OVERRUN" banner — a SOFT loss is non-terminal ("keep playing"), so this is
/// the right shape, not a latching run-outcome (the terminal Victory latch is END-2's job).</summary>
[GhostField] public uint OverrunTick;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a933c59d7c550d844b615e3672b333f6