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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@@ -35,6 +35,8 @@ namespace ProjectM.Simulation
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CellX = ps.Cell.x,
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CellZ = ps.Cell.y,
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RemainingTicks = ProductionMath.RemainingTicks(ps.NextTick, nowTick),
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// EB-1: guarded so automation machines (no Health) don't crash the autosave path (no try/catch).
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HP = em.HasComponent<Health>(e) ? em.GetComponentData<Health>(e).Current : 0f,
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};
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if (em.HasComponent<Conveyor>(e))
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