Hygiene B0-B1: correctness & latent traps

- Restore swallowed [Test] on EnemyAIMathTests.SlideVelocity_DegenerateNormal_DeflectsToTangent (dead regression guard for the shipped enemy-stuck-on-cover fix; now runs + passes).
- Extract shared HarvestMath.DepositYield used by ResourceHarvestSystem + MeleeComboSystem; fixes melee mining silently ignoring per-item StackMax (it hard-coded DefaultStackMax) and hoists the melee ledger-buffer fetch out of the per-target loop.
- StatMath.Apply switches on the raw byte (case (byte)ModOp.X) instead of casting to the enum inside the Bursted fold — removes the latent cross-assembly enum-in-Burst ICE trap.
- Add [Min] guards on CycleDirectorAuthoring loss-critical ints (CoreIntegrityMax>=1 so a mis-authored 0 can't bake an instant-loss core; siege sizes >=0).

456/456 EditMode tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-07 22:53:32 -07:00
parent 7b64c1caa3
commit b1041003f0
7 changed files with 80 additions and 47 deletions
@@ -187,6 +187,9 @@ namespace ProjectM.Simulation
// pool) just like a base projectile hit. SERVER-ONLY (this whole block) — interpolated node ghosts
// are never rolled back, so the deposit + destroy fire exactly once per swing.
bool haveLedger = SystemAPI.TryGetSingletonEntity<ResourceLedger>(out var ledgerEntity);
bool haveDb = SystemAPI.TryGetSingleton<ItemDatabase>(out var itemDb);
DynamicBuffer<StorageEntry> ledger = default;
if (haveLedger) ledger = SystemAPI.GetBuffer<StorageEntry>(ledgerEntity);
m_RegionLookup.Update(ref state);
m_InvLookup.Update(ref state);
var meleePlayerByConn = new NativeHashMap<int, Entity>(8, Allocator.Temp);
@@ -272,22 +275,11 @@ namespace ProjectM.Simulation
// expedition / un-tagged target goes to the swinging player's PERSONAL inventory (spill to
// ledger), mirroring ResourceHarvestSystem. Only deplete if the yield landed somewhere —
// never consume a node for zero credit (e.g. no ledger singleton present).
int remainder = amount;
bool deposited = false;
if (!harvToLedger[i]
&& meleePlayerByConn.TryGetValue(hc.OwnerId, out var meleePlayer)
&& m_InvLookup.HasBuffer(meleePlayer))
{
var inv = m_InvLookup[meleePlayer];
remainder = InventoryMath.Deposit(inv, yieldId, amount, Tuning.DefaultStackMax, Tuning.InventoryMaxSlots);
deposited = true;
}
if (remainder > 0 && haveLedger)
{
var ledger = SystemAPI.GetBuffer<StorageEntry>(ledgerEntity);
StorageMath.Deposit(ledger, yieldId, remainder);
deposited = true;
}
Entity meleeHarvester = Entity.Null;
if (meleePlayerByConn.TryGetValue(hc.OwnerId, out var meleePlayer))
meleeHarvester = meleePlayer;
bool deposited = HarvestMath.DepositYield(yieldId, amount, harvToLedger[i], meleeHarvester,
m_InvLookup, ledger, haveLedger, haveDb, itemDb);
if (!deposited)
continue;