Docs: align CLAUDE.md + vault to scene-split / Automation / Saves / UITK
CLAUDE.md: rewrite Bootstrap&worlds (scene split + on-demand frontend), add M7 Automation + disk-persistence + UITK HUD bullets, new build-gotchas, note new folders fit existing asmdefs. Vault: Milestones (M6 + polish pass -> Done; HUD + cleanup rows), Backlog (ConnectionUI done + cleanup notes), Home/Systems_Index dates. Add the 3 prior session logs + DR-019/020/021 + the 2026-06-06 cleanup log + screenshots. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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tags:
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- design
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- index
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updated: 2026-06-04
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updated: 2026-06-06
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permalink: gamevault/02-game-design/systems-index
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---
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@@ -48,6 +48,17 @@ One design doc per gameplay system, linked here. Each should state: purpose, com
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- **Systems:** `ResourceHarvestSystem` **unified** to sweep nodes AND clutter in one best-target loop (required — two separate sweeps would double-destroy an overlapping projectile at ECB playback; `math.max(1,(int)yield)` guards the immortal-sink); `ExpeditionFieldSystem` scatters/clears clutter beside the node field (distinct seed); `BuildPlaceSystem` **unchanged** (already type-generic) — new generic `StructureAuthoring{byte Kind}` + two additive `StructureCatalog` rows + `BuildSendSystem` V/N keys. Client: `WorldFeedbackSystem` (observe-only `PresentationSystemGroup` — chip/shatter juice, proximity-gated so region-transit stays silent) + live-tunable `WorldFeelConfig`.
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- **Netcode/world shape:** clutter = ownerless interpolated, region-scoped via GhostRelevancy (like nodes); Wall/Pylon = ownerless interpolated structure ghosts (`PlacedStructure.Type` byte-additive → **no re-bake**); Wall carries a `PhysicsCollider` (CC-blocking), Pylon cosmetic. Visual: `M_Aether_Wild`/`M_Aether_Ordered` palette materials + a classic-URP Blightfield rock basin in `Game.unity` (relief via props, **no terrain**). Status: **built + validated** (EditMode **142/142**; in-editor Play introspected via execute_code; 4-lens adversarial review → 4 findings fixed). Decisions: [[DR-018_World_Space_Cohesion_Pass]] (builds on the M6 region split / build pipeline + M8 persistent base — those systems are documented in their DRs).
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### M7 — Automation: self-running production chains (Harvester → Conveyor → Fabricator) · [[2026-06-05_M7_Automation]]
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- **Components** (`ProjectM.Simulation/Automation`): `Harvester{byte ResourceId;int Yield;int PeriodTicks}` (fixed-yield generator), `Fabricator{byte In/OutResourceId;int In/OutAmount;int PeriodTicks}` (recipe → global ledger), `Conveyor{byte Direction;int PeriodTicks}`; server-only buffers `MachineInput`/`MachineOutput` (DISTINCT types, NO `[GhostField]`); `ConveyorItem` (enableable, baked DISABLED); `RuntimePlacedTag` (player-built = persistable, single source of truth). Pure math: `ProductionMath` (NeedsInit/CyclesDue/RemainingTicks/RestoreNextTick), `ConveyorMath` (DirOffset/CellKey/ResolveMoves — deterministic), `MachineSlotMath` (byte-id deposit/withdraw, the non-replicated twin of `StorageMath`).
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- **Systems** (`ProjectM.Server/Automation`, server-only, plain `SimulationSystemGroup` ordered chain `[UpdateAfter(PredictedSimulationSystemGroup)]` → Harvester → Conveyor → Fabricator): `HarvesterProductionSystem` (→ own `MachineOutput`), `ConveyorTransportSystem` (pull adjacent upstream output → `ResolveMoves` → settle `ConveyorItem`/deposit sink `MachineInput`), `FabricatorProductionSystem` (input-limited recipe → global ledger). Persistence: `SaveStructureScan` (shared autosave/quit scan of `RuntimePlacedTag` structures), one-shot `BaseRestoreSystem` (charge-free replay), `SaveData` v2 (`StructureSave[]` + flat `StructureIoRow[]`, cooldown as epoch-independent REMAINING ticks). Build: `BuildPlaceSystem` stamps conveyor `Direction`+`RuntimePlacedTag`; `BuildSendSystem` H/F/C keys + `[`/`]` rotate; `BuildPlaceRequest` +`byte Direction`. Authoring: 3 MonoBehaviours + bakers; `Harvester/Fabricator/Conveyor.prefab` (dup `Turret.prefab`) in the catalog.
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- **Netcode shape:** production is **SERVER-ONLY** (no prediction/rollback); results replicate ONLY via the global `StorageEntry` ledger ([GhostField], untagged CycleDirector ghost) + `PlacedStructure.Type`; per-machine I/O buffers never hit the wire. "Offline catch-up" = within-session tick math + a preserved stockpile across quit (NO wall-clock minting). Status: **built + runtime-validated** (real netcode worlds, server==client; quit→Continue restore; EditMode **190/190**). Decisions: [[DR-020_M7_Automation_Production_Chains]] (builds on [[DR-014_M6_Build_Structures_Automation_Foundation]]).
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### Presentation — UI Toolkit HUD + build-palette HUD · [[2026-06-05_HUD_Rework_UITK_BuildPalette]]
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- **Client (presentation/UI):** `HudSystem` rewritten on **UI Toolkit** (client `PresentationSystemGroup`, observe-only) — a runtime UIDocument (shared `RuntimePanelSettings`, sortingOrder 50 behind the pause overlay; root `pickingMode=Ignore`) in the Aether-cyan `MenuUi`/`HudUi` palette: health+cooldown bars, HUSKS, phase/cycle/countdown + resources + location + goal, DOWNED overlay, and a **build-palette bar** lazy-built from the client `StructureCatalog` (cost + affordability + selection highlight). `BuildPaletteState` (client-local), `BuildPreviewMath` (pure validity, unit-tested), `BuildSendSystem` (cursor→cell ground **ghost** green/red, left-click place, right-click/Esc cancel, [/]/R rotate; self-contained guards), `PlayerInputGatherSystem` (fire suppressed in build mode), `PauseMenuController.Open` (pause guard). `CombatFeedbackSystem` damage numbers re-skinned to the Aether/Blight palette.
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- **Netcode shape:** none new — UI observes replicated state (ledger/cycle/goal/player ghost) + the client-baked catalog; placement reuses the M7 `BuildPlaceRequest` RPC (server-authoritative). Status: **built + runtime-validated** (UITK render + palette + selection + ground ghost + placement; EditMode **194/194**). Decisions: [[DR-021_HUD_UITK_BuildPalette]] (builds on [[DR-019_Frontend_Menu_Settings_Saves_Build]] UITK frontend + [[DR-020_M7_Automation_Production_Chains]] structures).
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## Conventions
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DOTS/ECS conventions live in repo `CLAUDE.md` and the `dots-dev` skill's `dots-conventions.md`. Don't duplicate volatile API details here — link to context7-derived notes instead.
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