Onboarding + loop flow for a hands-off demo; GoalTarget 4->2

Lap-1 Fabricator affordable (StartingOre 50->90); mine prompt shows IN the room;
Return no longer false-completes on death (WasOnExpedition latch + soft timeout,
never the 1-tick Returning edge); HUD keeps room/siege/ammo cues during combat
steps; Welcome needs an explicit confirm; READY panel shows FINAL DEFENSE when
goal-full; dev Force-Each-Launch hidden from public Settings. GoalProgress.Target
4->2 (~10-20 min demo). Onboarding tests updated to the new contracts (456/456).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-05 20:21:42 -07:00
parent 43d7cca2f8
commit ab657fa578
6 changed files with 67 additions and 21 deletions
@@ -59,7 +59,7 @@ namespace ProjectM.Authoring
});
AddComponent<ResourceLedger>(entity);
AddBuffer<StorageEntry>(entity);
AddComponent(entity, new GoalProgress { Charge = 0, Target = 4 }); // DR-042: 4 expedition clears -> the climactic final siege
AddComponent(entity, new GoalProgress { Charge = 0, Target = 2 }); // DR-044 demo pacing: 2 expedition clears -> the climactic final siege (~10-20 min hands-off run)
// END-1: the losable Engine Core rides this GLOBAL ghost (no new ghost / no relevancy). Born full;
// CycleDirectorSpawnSystem overrides Current with a persisted wounded value on Continue.
AddComponent(entity, new CoreIntegrity