EB-1: machines can die - structures get HP, Husks raze them, wounded base persists
Structures (Turret/Wall/Pylon) reuse the combat spine: authoring bakes Health(GhostField)+DamageEvent buffer+a Destructible tag (no HitRadius -> no friendly projectile fire; no EffectiveCharacterStats -> clamp-to-0). HealthApplyDamageSystem destroys a Destructible at 0 (occupancy auto-frees). EnemyAISystem fortress-targets the weighted-nearest of players+structures via the shared EnemyAIMath.PickWeightedNearest (StructureAggroWeight TuningConfig knob, <1 prefers structures, squared factor; snapshot above the early-return so an undefended base is razed). Persistence v3: per-structure HP threaded through 5 sites (SaveData/PendingStructure/scan-guarded/BaseRestore same-ECB born-correct/WorldLauncher via SaveApply.ToPending); SaveService floor-gate [2,3] loads old saves. Loss feedback: proximity-gated StructureFeedbackSystem; CombatFeedbackSystem suppressed for structures. Pre-code review caught the DamageEvent-buffer crash blocker + 8 majors; post-code review clean. See DR-032. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -23,7 +23,9 @@ namespace ProjectM.Simulation
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{
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if (!File.Exists(FilePath)) return null;
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var data = JsonUtility.FromJson<SaveData>(File.ReadAllText(FilePath));
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if (data == null || data.Version != SaveData.CurrentVersion) return null;
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// EB-1: additive floor [MinLoadableVersion, CurrentVersion] so OLD v2 saves still load (a missing HP
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// field 0-defaults and the restore guard maps 0 -> baked Max); v0/v1 garbage is still rejected.
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if (data == null || data.Version < SaveData.MinLoadableVersion || data.Version > SaveData.CurrentVersion) return null;
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data.Ledger ??= Array.Empty<LedgerRow>();
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return data;
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}
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