diff --git a/Assets/_Project/Scripts/Authoring/World/CycleDirectorAuthoring.cs b/Assets/_Project/Scripts/Authoring/World/CycleDirectorAuthoring.cs
index cb1cf3838..afce26453 100644
--- a/Assets/_Project/Scripts/Authoring/World/CycleDirectorAuthoring.cs
+++ b/Assets/_Project/Scripts/Authoring/World/CycleDirectorAuthoring.cs
@@ -5,99 +5,33 @@ using UnityEngine;
namespace ProjectM.Authoring
{
///
- /// Authoring for the GLOBAL cycle-director ghost prefab: an ownerless INTERPOLATED ghost (the
+ /// Authoring for the GLOBAL director ghost prefab: an ownerless INTERPOLATED ghost (the
/// GhostAuthoringComponent is inherited when this prefab is duplicated from UpgradePickup.prefab) that
- /// carries the replicated macro-loop state () and the shared resource ledger
- /// (a buffer marked by ). It is GLOBAL — it must
+ /// carries the shared resource ledger (a buffer marked by
+ /// ), the replicated run-lifecycle FSM (), the
+ /// expedition-objective readout, and the per-class permanent-meta tier buffer. It is GLOBAL — it must
/// carry NO so GhostRelevancy keeps it relevant to every connection regardless of
- /// region. The server CycleDirectorSpawnSystem overrides the baked CycleState at spawn (real PhaseEndTick)
- /// and adds the server-only CycleRuntime.
+ /// region. (The old cycle/siege/goal/core state is retired — LANTERN purge.)
///
public class CycleDirectorAuthoring : MonoBehaviour
{
- [Header("Threat — post-expedition retaliation")]
- [Tooltip("A completed expedition (a player returning to base) can draw a retaliation siege.")]
- public bool PostExpeditionEnabled = true;
-
- [Tooltip("Telegraph/arming delay (server ticks @60) between the return and the siege spawning.")]
- public uint PostExpeditionDelayTicks = 300;
-
- [Tooltip("Siege size floor (Husk count) for a post-expedition retaliation.")]
- [Min(0)] public int SiegeSizeBase = 5;
-
- [Tooltip("Extra Husks per unit of resources hauled back this run (0 = flat SiegeSizeBase).")]
- [Min(0)] public int SiegeSizePerResource = 0;
-
- [Tooltip("Max server ticks a siege may run before it auto-collapses (no soft-lock). 0 = no cap.")]
- public uint SiegeTimeoutTicks = 3600;
- [Header("Threat — scheduled base sieges (DR-042: DISABLED — reserved/inert hook)")]
- [Tooltip("DR-042: OFF. A blind timed cadence was the AFK win path (auto-armed sieges the SiegeTimeout auto-cleared). The win-driver is now expedition clears; base sieges are post-expedition retaliation only. Code path kept as a config-inert reserved hook.")]
- public bool ScheduleEnabled = false;
-
- [Tooltip("Server ticks (@60) between scheduled base sieges. First fire is one interval out (mine/build grace).")]
- public uint ScheduleIntervalTicks = 2700;
-
- [Tooltip("Extra Husks per surviving wave (siege size = SiegeSizeBase + this * WaveNumber). 0 = flat.")]
- [Min(0)] public int ScheduleSizePerWave = 1;
-
- [Header("Endgame — Engine Core (END-1)")]
- [Tooltip("Baked integrity ceiling of the losable Engine Core. Current is born full (or the persisted wounded value on Continue).")]
- [Min(1)] public int CoreIntegrityMax = 100;
-
-
-
private class CycleDirectorBaker : Baker
{
public override void Bake(CycleDirectorAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
- AddComponent(entity, new CycleState
- {
- Phase = CyclePhase.Calm,
- CycleNumber = 1,
- PhaseEndTick = 0u,
- });
AddComponent(entity);
AddBuffer(entity);
- 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
- {
- Current = authoring.CoreIntegrityMax,
- Max = authoring.CoreIntegrityMax,
- OverrunTick = 0u,
- });
- // END-2: the terminal run outcome is REPLICATED ([GhostField]) so the client HUD shows the win/loss
- // banner by observing it. Baked here -> part of the ghost serializer (one re-bake). Born InProgress;
- // CycleDirectorSpawnSystem overrides it with a persisted Victory/Loss on Continue.
- AddComponent(entity, new RunOutcome { Value = RunOutcomeId.InProgress });
// DR-042 C7b: replicated expedition-objective summary (the HUD 'enemies remaining / cleared' readout).
- // Born Idle; ZoneEnemyDirectorSystem is the sole writer. New [GhostField] component -> re-hashes the
- // runtime-spawned director ghost (server + client bake the same prefab -> hash matches), like CoreIntegrity.
+ // Born Idle; RoomEnemyDirectorSystem is the sole writer.
AddComponent(entity, new ExpeditionObjective { State = ExpeditionObjectiveState.Idle, Remaining = 0 });
- // Expedition redesign: the replicated run-lifecycle FSM (RunInfo, 17 [GhostField]s) + the per-class
- // permanent-meta tier buffer (MetaTierState) BOTH land in this ONE coordinated re-bake (front-loaded
- // ghost layout — the writer systems arrive across Steps 2–13 while the state sits inert/default).
- // Born Staging/empty; server RunDirectorSystem / MetaSpendSystem are the sole writers.
+ // Expedition redesign: the replicated run-lifecycle FSM (RunInfo) + the per-class permanent-meta
+ // tier buffer (MetaTierState). Born Staging/empty; server RunDirectorSystem / MetaSpendSystem are
+ // the sole writers.
AddComponent(entity, new RunInfo { Lifecycle = RunLifecycle.Staging });
AddBuffer(entity);
-
-
- AddComponent(entity, new ThreatConfig
- {
- PostExpeditionEnabled = (byte)(authoring.PostExpeditionEnabled ? 1 : 0),
- PostExpeditionDelayTicks = authoring.PostExpeditionDelayTicks,
- SizeBase = authoring.SiegeSizeBase,
- SizePerExpeditionResource = authoring.SiegeSizePerResource,
- StartCondition = ThreatStartCondition.Immediate,
- SiegeTimeoutTicks = authoring.SiegeTimeoutTicks,
- ScheduleEnabled = (byte)(authoring.ScheduleEnabled ? 1 : 0),
- ScheduleIntervalTicks = authoring.ScheduleIntervalTicks,
- ScheduleSizePerWave = authoring.ScheduleSizePerWave,
- });
}
}
}
diff --git a/Assets/_Project/Scripts/Client/Debug/DebugCommandSendSystem.cs b/Assets/_Project/Scripts/Client/Debug/DebugCommandSendSystem.cs
index eb5ac20c9..81c84ce1f 100644
--- a/Assets/_Project/Scripts/Client/Debug/DebugCommandSendSystem.cs
+++ b/Assets/_Project/Scripts/Client/Debug/DebugCommandSendSystem.cs
@@ -26,18 +26,15 @@ namespace ProjectM.Client
=> s_Pending.Add(new Pending { Op = op, ArgA = argA, ArgB = argB });
// Convenience wrappers (overlay buttons + execute_code).
- public static void SpawnWave(int size) => Send(DebugOp.SpawnWave, size);
- public static void EndSiege() => Send(DebugOp.EndSiege);
+ public static void SpawnWave() => Send(DebugOp.SpawnWave); // re-meant: force the next wave now
+ public static void StopWaves() => Send(DebugOp.EndSiege); // re-meant: quiet the arena (cull + delay waves)
public static void ClearEnemies() => Send(DebugOp.ClearEnemies);
- public static void SetCalm() => Send(DebugOp.SetCalm);
public static void GrantResource(byte itemId, int count) => Send(DebugOp.GrantResource, itemId, count);
public static void GrantUpgrade() => Send(DebugOp.GrantUpgrade);
public static void Teleport(byte region) => Send(DebugOp.Teleport, region);
public static void ToggleGod() => Send(DebugOp.ToggleGod);
public static void Heal() => Send(DebugOp.Heal);
public static void Kill() => Send(DebugOp.KillPlayer);
- public static void AdvanceGoal(int by) => Send(DebugOp.AdvanceGoal, by);
- public static void SetHeat(int heat) => Send(DebugOp.SetHeat, heat);
/// Set the knob to value (server-applied, x1000 fixed-point; MC-0).
public static void SetTuning(byte knob, float value) => Send(DebugOp.SetTuning, knob, Mathf.RoundToInt(value * 1000f));
/// Swap the sender's class to (a byte); server-authoritative (class-switch dev tool).
diff --git a/Assets/_Project/Scripts/Client/Debug/DebugOverlay.cs b/Assets/_Project/Scripts/Client/Debug/DebugOverlay.cs
index 2b281ca51..3ce36ae71 100644
--- a/Assets/_Project/Scripts/Client/Debug/DebugOverlay.cs
+++ b/Assets/_Project/Scripts/Client/Debug/DebugOverlay.cs
@@ -15,7 +15,6 @@ namespace ProjectM.Client
public class DebugOverlay : MonoBehaviour
{
bool _open = true;
- int _siegeSize = 5;
int _grantAmount = 50;
bool _tuningOpen;
Vector2 _scroll;
@@ -37,12 +36,9 @@ namespace ProjectM.Client
_scroll = GUILayout.BeginScrollView(_scroll);
GUILayout.Label("- World -");
- _siegeSize = IntField("Siege size", _siegeSize);
- if (GUILayout.Button("Spawn Wave / Force Siege")) DebugCommandSendSystem.SpawnWave(_siegeSize);
- if (GUILayout.Button("End Siege")) DebugCommandSendSystem.EndSiege();
+ if (GUILayout.Button("Force Next Wave")) DebugCommandSendSystem.SpawnWave();
+ if (GUILayout.Button("Stop Waves")) DebugCommandSendSystem.StopWaves();
if (GUILayout.Button("Clear Enemies")) DebugCommandSendSystem.ClearEnemies();
- if (GUILayout.Button("Force Calm")) DebugCommandSendSystem.SetCalm();
- if (GUILayout.Button("Advance Goal +1")) DebugCommandSendSystem.AdvanceGoal(1);
GUILayout.Space(6);
GUILayout.Label("- Resources -");
@@ -112,9 +108,6 @@ namespace ProjectM.Client
TuningRow("Melee combo len", TuningKnob.MeleeComboLength, 1f, "0");
GUILayout.Space(4);
TuningRow("Struct aggro w", TuningKnob.StructureAggroWeight, 0.1f, "0.00"); // EB-1: <1 prefers structures
- TuningRow("Core dmg/husk", TuningKnob.CoreDamagePerHusk, 1f, "0"); // END-1: integrity per breaching Husk
- TuningRow("Core regen int", TuningKnob.CoreRegenIntervalTicks, 1f, "0"); // END-1: ticks between +1 in Calm
- TuningRow("Core overrun %", TuningKnob.CoreOverrunDrainPct, 0.05f, "0.00"); // END-1: ledger fraction lost on breach
}
diff --git a/Assets/_Project/Scripts/Client/Onboarding.meta b/Assets/_Project/Scripts/Client/Onboarding.meta
deleted file mode 100644
index 7e2971492..000000000
--- a/Assets/_Project/Scripts/Client/Onboarding.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 0861914135cacf948ae2adfd7f7d6870
-folderAsset: yes
-DefaultImporter:
- externalObjects: {}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/_Project/Scripts/Client/Onboarding/OnboardingState.cs b/Assets/_Project/Scripts/Client/Onboarding/OnboardingState.cs
deleted file mode 100644
index f43c3fecf..000000000
--- a/Assets/_Project/Scripts/Client/Onboarding/OnboardingState.cs
+++ /dev/null
@@ -1,26 +0,0 @@
-using UnityEngine;
-
-namespace ProjectM.Client
-{
- ///
- /// Tiny static coordination bridge for the first-run onboarding overlay. is true while a
- /// coach-mark step is on screen (set each frame by );
- /// reads it to suppress its own ad-hoc location/gate hint so the player ever sees a single prompt voice.
- /// A presentation-layer static, so it is RESET on play-enter (the CLAUDE.md stale-static rule) to avoid a
- /// stale flag surviving a fast-enter-playmode domain reload and leaving the HUD hint suppressed.
- ///
- public static class OnboardingState
- {
- /// True while the coach-mark sequence is the active prompt voice (a step is being shown).
- public static bool Active;
-
- /// True only while an EARLY base-framing step (Welcome/Move/Build/Fabricator/ReadyUp) is showing, so
- /// HudSystem blanks its own location line for those (the coach-mark owns the voice) but LEAVES the room/siege/
- /// out-of-ammo cues visible during the combat steps (D4). Set each frame by OnboardingSystem.
- public static bool SuppressLocationLine;
-
-
- [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
- static void ResetOnPlayEnter() { Active = false; SuppressLocationLine = false; }
- }
-}
diff --git a/Assets/_Project/Scripts/Client/Onboarding/OnboardingState.cs.meta b/Assets/_Project/Scripts/Client/Onboarding/OnboardingState.cs.meta
deleted file mode 100644
index 122cf07d9..000000000
--- a/Assets/_Project/Scripts/Client/Onboarding/OnboardingState.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: 4e9b3bb074eef1c40b90591e85b90e32
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Client/Onboarding/OnboardingStepMath.cs b/Assets/_Project/Scripts/Client/Onboarding/OnboardingStepMath.cs
deleted file mode 100644
index db9ca715f..000000000
--- a/Assets/_Project/Scripts/Client/Onboarding/OnboardingStepMath.cs
+++ /dev/null
@@ -1,145 +0,0 @@
-using ProjectM.Simulation;
-
-namespace ProjectM.Client
-{
- ///
- /// Pure, engine-free logic for the first-run onboarding coach-mark sequence — the testable core of
- /// (mirrors the project's *Math helper discipline; no UnityEngine /
- /// Entities types so it unit-tests as plain C#). Defines the ordered step list, a of the
- /// observable client state each step reads, the deterministic per-step completion test, prompt copy, the
- /// spatial-cue kind, and the persisted-mask helpers.
- ///
- /// RE-AUTHORED for the expedition redesign (demo polish): base nodes are gone (mining happens IN the run),
- /// so the old at-base Mine step is dead — the first lap is now Build (grubstake Ore) → Fabricator →
- /// READY UP → fight rooms (mine in-run) → boon → boss/return → defend. Step BITS are re-meant, never
- /// renamed-in-place semantics: a veteran's full mask stays dormant; a partial first-run mask at worst
- /// replays one beat.
- ///
- /// Pacing (operator-locked = soft-gated): a step shows until its action is performed (no per-step timeout),
- /// EXCEPT two info beats — and — which also auto-advance, plus
- /// the timed strip. Veteran / co-op auto-suppress falls out for free: the count-based
- /// steps (, ) test an ABSOLUTE structure count, so a client joining
- /// an already-built base satisfies them on entry and skips straight past.
- ///
- public static class OnboardingStepMath
- {
- // ---- ordered steps (byte ids; bit i of GameSettings.OnboardingMask = step i complete) ----
- public const byte Welcome = 0; // tiny win-condition framing strip (timed)
- public const byte Move = 1;
- public const byte Build = 2; // open palette + place a Turret (the 50-Ore grubstake covers it)
- public const byte Fabricator = 3; // Ore -> Charge (soft info beat)
- public const byte ReadyUp = 4; // press T / click READY — the party launches together
- public const byte Rooms = 5; // fight the rooms; attack crystal nodes to haul resources
- public const byte Boon = 6; // clear a room -> pick 1 of 3 boons + choose the path
- public const byte Return = 7; // fell the boss — the haul + the Engine charge come home
- public const byte Defend = 8; // survive the retaliation siege (soft info beat)
- public const byte Done = 9; // closing beat
- public const byte StepCount = 10;
-
- // ---- tunable thresholds (public so the EditMode tests pin the contract) ----
- public const float WelcomeSeconds = 5f;
- public const float MoveThreshold = 3f; // accumulated player movement (world units)
- public const float FabricatorSoftSeconds = 14f; // soft beat auto-advance if no Fabricator built
- public const float DefendNoSiegeSeconds = 20f; // advance if no siege ever materialises
- public const float DoneSeconds = 6f; // closing beat lingers before going dormant
- public const float RoomsSeconds = 7f; // D2: keep the mine-the-crystals prompt + node pointer up a beat AFTER teleport (past the ~3s launch countdown -> ~4s in the room)
- public const float ReturnMaxSeconds = 75f; // D3: soft backstop so a missed homecoming signal can NEVER stall the sequence
-
- // ---- spatial-cue kinds the System resolves to a live world target ----
- public const byte PointerNone = 0;
- public const byte PointerOreNode = 1;
- public const byte PointerBaseGate = 2; // RETIRED target (walk-in gate died with the redesign); byte kept
- public const byte PointerExpeditionGate = 3; // RETIRED target; byte kept for mask/step stability
-
- /// Observable client state for one evaluation. Built by the System from ECS + input each frame.
- public struct Snapshot
- {
- public float StepElapsed; // seconds the current step has been shown
- public float MoveDistance; // accumulated player movement since the Move step began
- public int TurretCount; // live Turret structures (absolute)
- public int FabricatorCount; // live Fabricator structures (absolute)
- public bool LocalReady; // the LOCAL player's replicated PlayerReady flag
- public byte Lifecycle; // replicated RunInfo.Lifecycle (RunLifecycle.*)
- public bool OnExpedition; // local player is in the expedition region
- public byte ObjectiveState; // ExpeditionObjective.State (Idle/Active/Cleared)
- public bool SawSiege; // a Siege phase was observed while the Defend step was showing
- public bool WasOnExpedition;// D3: latched true once the player was seen on expedition during the Return step (so a start-at-base Return doesn't instantly satisfy)
-
- public byte Phase; // CycleState.Phase (Calm/Siege)
- }
-
- /// True when the step's taught action is complete (or its soft timeout has elapsed).
- public static bool IsSatisfied(byte step, in Snapshot s)
- {
- switch (step)
- {
- case Welcome: return s.StepElapsed >= WelcomeSeconds;
- case Move: return s.MoveDistance >= MoveThreshold;
- case Build: return s.TurretCount >= 1;
- case Fabricator: return s.FabricatorCount >= 1 || s.StepElapsed >= FabricatorSoftSeconds;
- case ReadyUp: return s.LocalReady || s.Lifecycle != RunLifecycle.Staging;
- case Rooms: return s.OnExpedition && s.StepElapsed >= RoomsSeconds; // D2: show the mine prompt + node pointer IN the room, not the instant we teleport
- case Boon: return s.ObjectiveState == ExpeditionObjectiveState.Cleared
- || s.Lifecycle == RunLifecycle.RoomReward
- || s.Lifecycle == RunLifecycle.RouteSelect;
- case Return: return (s.WasOnExpedition && !s.OnExpedition) || s.StepElapsed >= ReturnMaxSeconds; // D3: home AFTER being on expedition, else a soft timeout (never gate on the 1-tick Returning edge)
- case Defend: return s.SawSiege ? s.Phase == CyclePhase.Calm : s.StepElapsed >= DefendNoSiegeSeconds;
- case Done: return s.StepElapsed >= DoneSeconds;
- default: return true;
- }
- }
-
- /// Which world target (if any) the prompt should point at this step.
- public static byte PointerKind(byte step)
- {
- switch (step)
- {
- case Rooms: return PointerOreNode; // in-run crystal nodes (base nodes no longer exist)
- default: return PointerNone;
- }
- }
-
- /// Ultra-short, verb-first prompt copy with the player's real input glyph (scheme-aware).
- public static string Prompt(byte step, bool gamepad)
- {
- string move = gamepad ? "Left Stick" : "WASD";
- string build = gamepad ? "Y" : "Tab"; // matches the existing HUD build-discovery chip glyph
- switch (step)
- {
- case Welcome: return "CLEAR 2 EXPEDITIONS to charge the Engine, then survive the FINAL SIEGE. (Space to continue · Esc → How to Play)";
- case Move: return move + " — Move " + (gamepad ? "B" : "LShift") + " — Dash (brief invulnerability)";
- case Build: return build + " — open Build, place a Turret by your Core (your " + ProjectM.Simulation.Tuning.StartingOre + " starting Ore covers it)";
- case Fabricator: return "Build a Fabricator — turrets need Charge (Ore → ammo)";
- case ReadyUp: return "Press T (or click READY UP) — when everyone is ready, the party launches";
- case Rooms: return (gamepad ? "X attack · LT class ability" : "LMB attack · RMB class ability") + " — clear the room; shoot the glowing crystals for your haul";
- case Boon: return "Clear the room — pick 1 of 3 BOONS, then choose your path on the map";
- case Return: return "Fell the ALPHA HUSK, then return home — your haul + the Engine charge (+1) come with you";
- case Defend: return "Defend the Core! — a completed run provokes a retaliation siege";
- case Done: return "You've got it — clear 2 expeditions to fill the Engine, then hold the final siege to win.";
- default: return "";
- }
- }
-
- // ---- persisted-mask helpers (GameSettings.OnboardingMask) ----
-
- /// D4: the early BASE-framing steps (the coach-mark owns the prompt voice, so the HUD blanks its own
- /// location line) vs the combat steps (the HUD MUST keep showing room/siege/out-of-ammo cues). Welcome..ReadyUp
- /// are early. Read each frame by OnboardingSystem to set OnboardingState.SuppressLocationLine.
- public static bool IsEarlyStep(byte step) => step <= ReadyUp;
-
- /// All steps complete (the sequence is dormant).
- public static bool AllComplete(int mask)
- {
- int all = (1 << StepCount) - 1;
- return (mask & all) == all;
- }
-
- /// The lowest not-yet-completed step (resume point); when all are complete.
- public static byte FirstIncomplete(int mask)
- {
- for (byte i = 0; i < StepCount; i++)
- if ((mask & (1 << i)) == 0) return i;
- return Done;
- }
- }
-}
diff --git a/Assets/_Project/Scripts/Client/Onboarding/OnboardingStepMath.cs.meta b/Assets/_Project/Scripts/Client/Onboarding/OnboardingStepMath.cs.meta
deleted file mode 100644
index 5c73bab17..000000000
--- a/Assets/_Project/Scripts/Client/Onboarding/OnboardingStepMath.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: c264496096436e74ebba163a7a5d2205
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Client/Onboarding/OnboardingSystem.cs b/Assets/_Project/Scripts/Client/Onboarding/OnboardingSystem.cs
deleted file mode 100644
index e227bc5cc..000000000
--- a/Assets/_Project/Scripts/Client/Onboarding/OnboardingSystem.cs
+++ /dev/null
@@ -1,332 +0,0 @@
-using ProjectM.Simulation;
-using Unity.Entities;
-using Unity.Mathematics;
-using Unity.NetCode;
-using Unity.Transforms;
-using UnityEngine;
-using UnityEngine.UIElements;
-
-namespace ProjectM.Client
-{
- ///
- /// First-run onboarding overlay — a CLIENT-ONLY, observe-only presentation in
- /// (same shape/constraints as : never mutates the
- /// sim, never destroys a ghost, reads already-replicated state once per frame). Owns its own runtime UIDocument
- /// (sortingOrder 60 — above the HUD's 50, below the pause overlay's 100) showing a single bottom-center
- /// coach-mark prompt plus a world-space directional pointer.
- ///
- /// The sequence is PER-CLIENT and client-local: progress lives in
- /// (via ), keyed to THIS player's own first-encounter — so a veteran host sees
- /// nothing, a brand-new join-client is still taught, and a save wipe never re-teaches the host (the mask is in
- /// settings.json, not the host-only SaveData). Soft-gated pacing: a step shows until its action is done; the
- /// pure rules + auto-suppress (absolute count checks) live in .
- ///
- [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
- [UpdateInGroup(typeof(PresentationSystemGroup))]
- public partial class OnboardingSystem : SystemBase
- {
- const float ExpeditionRegionXMin = RegionMath.RegionBoundaryX; // player x past this = the +1000 expedition region (mirrors HudSystem)
-
- GameObject _go;
- UIDocument _doc;
- bool _built;
- Label _prompt;
- Label _pointer;
-
- // step machine (in-memory; persisted to the mask on each completion)
- bool _maskLoaded;
- int _mask;
- byte _step;
- bool _stepInit;
- float _stepElapsed;
- float _moveAccum;
- float3 _lastPos;
- bool _sawSiege;
- bool _wasOnExpedition; // D3: latched true once the player is seen on expedition during the Return step
-
-
- protected override void OnStartRunning()
- {
- if (_go != null) return;
- _go = new GameObject("~Onboarding");
- _doc = _go.AddComponent();
- _doc.panelSettings = MenuUi.LoadPanelSettings();
- _doc.sortingOrder = 60; // above HUD (50), below pause (100)
- }
-
- protected override void OnDestroy()
- {
- OnboardingState.Active = false; // never let the static outlive its owning system (HUD suppression)
- if (_go != null) Object.Destroy(_go);
- }
-
- protected override void OnUpdate()
- {
- if (_doc == null) return;
- var root = _doc.rootVisualElement;
- if (root == null) return;
- if (!_built) { BuildTree(root); _built = true; }
- OnboardingState.SuppressLocationLine = false; // D4: default off each frame; a shown step sets it per-step below
-
-
- float dt = SystemAPI.Time.DeltaTime; // wall-frame delta — correct in a presentation system
-
- // ---- local player presence + position ----
- bool havePlayer = false; float3 playerPos = default;
- foreach (var lt in SystemAPI.Query>().WithAll())
- { havePlayer = true; playerPos = lt.ValueRO.Position; break; }
-
- var settings = SettingsService.Current;
- if (!_maskLoaded)
- {
- _mask = settings.OnboardingMask;
- _step = OnboardingStepMath.FirstIncomplete(_mask);
- _stepInit = false;
- _maskLoaded = true;
- }
- bool hintsOn = settings.TutorialHints != 0;
-
- // Dormant (hints off / all steps done) or no local player yet → fully hidden, no voice.
- if (!hintsOn || OnboardingStepMath.AllComplete(_mask) || !havePlayer)
- {
- OnboardingState.Active = false;
- root.style.display = DisplayStyle.None;
- return;
- }
-
- // ---- remaining observable state ----
- byte lifecycle = RunLifecycle.Staging;
- if (SystemAPI.TryGetSingleton(out var runInfo)) lifecycle = runInfo.Lifecycle;
- bool localReady = false;
- foreach (var pr in SystemAPI.Query>().WithAll())
- { localReady = pr.ValueRO.Value != 0; break; }
- CountStructures(out int turrets, out int fabs);
- byte phase = CyclePhase.Calm;
- if (SystemAPI.TryGetSingleton(out var cyc)) phase = cyc.Phase;
- byte objState = ExpeditionObjectiveState.Idle;
- if (SystemAPI.TryGetSingleton(out var obj)) objState = obj.State;
- bool onExp = playerPos.x > ExpeditionRegionXMin;
-
- // ---- per-step entry init (baselines) ----
- if (!_stepInit)
- {
- _stepElapsed = 0f; _moveAccum = 0f; _sawSiege = false; _wasOnExpedition = false;
- _lastPos = playerPos;
- _stepInit = true;
- }
-
- // ---- advance (FROZEN while the pause overlay is open, so the timed beats — Welcome/Fabricator/
- // Defend/Done — aren't silently lost behind the pause dim that sits above this overlay) ----
- if (!PauseMenuController.Open)
- {
- _stepElapsed += dt;
- if (_step == OnboardingStepMath.Move) _moveAccum += math.distance(playerPos, _lastPos);
- if (_step == OnboardingStepMath.Defend && phase == CyclePhase.Siege) _sawSiege = true;
- if (_step == OnboardingStepMath.Return && onExp) _wasOnExpedition = true; // D3: latch "was on expedition" so a start-at-base Return doesn't instantly satisfy
-
-
- var snap = new OnboardingStepMath.Snapshot
- {
- StepElapsed = _stepElapsed,
- MoveDistance = _moveAccum,
- LocalReady = localReady,
- Lifecycle = lifecycle,
- TurretCount = turrets,
- FabricatorCount = fabs,
- OnExpedition = onExp,
- ObjectiveState = objState,
- SawSiege = _sawSiege,
- WasOnExpedition = _wasOnExpedition,
- Phase = phase,
- };
-
- // The two pure-message beats can be dismissed with any input EXCEPT Esc (Esc opens Pause; see
- // AnyInputPressed) so following the "Esc → Pause → How to Play" hint doesn't self-skip the framing.
- bool skip = (_step == OnboardingStepMath.Welcome && ConfirmPressed()) || (_step == OnboardingStepMath.Done && AnyInputPressed()); // D5: Welcome dismisses ONLY on an explicit confirm (not WASD) so the win-condition strip is actually read
- if (skip || OnboardingStepMath.IsSatisfied(_step, snap))
- {
- _mask |= (1 << _step);
- Persist(_mask);
- _step = OnboardingStepMath.FirstIncomplete(_mask); // auto-suppressed steps cascade one/frame
- _stepInit = false;
- if (OnboardingStepMath.AllComplete(_mask))
- {
- OnboardingState.Active = false;
- root.style.display = DisplayStyle.None;
- return;
- }
- }
- }
- _lastPos = playerPos;
-
- // ---- show the current step ----
- OnboardingState.Active = true;
- OnboardingState.SuppressLocationLine = OnboardingStepMath.IsEarlyStep(_step); // D4: blank the HUD line only for the early base-framing steps
- root.style.display = DisplayStyle.Flex;
- bool gamepad = AimPresentation.Scheme == InputSchemeId.Gamepad;
- _prompt.text = OnboardingStepMath.Prompt(_step, gamepad);
- UpdatePointer(_step, playerPos);
- }
-
- // ---- state gathering helpers ----
-
-
-
- void CountStructures(out int turrets, out int fabs)
- {
- turrets = 0; fabs = 0;
- foreach (var ps in SystemAPI.Query>())
- {
- byte t = ps.ValueRO.Type;
- if (t == StructureType.Turret) turrets++;
- else if (t == StructureType.Fabricator) fabs++;
- }
- }
-
- void Persist(int mask)
- {
- var s = SettingsService.Current;
- s.OnboardingMask = mask;
- SettingsService.Save(s); // atomic write; ~once per completed step
- }
-
- static bool AnyInputPressed()
- {
- var kb = UnityEngine.InputSystem.Keyboard.current;
- // any key dismisses a message beat — EXCEPT Esc, which is the pause key (don't self-skip the framing).
- if (kb != null && kb.anyKey.wasPressedThisFrame && !kb.escapeKey.wasPressedThisFrame) return true;
- var ms = UnityEngine.InputSystem.Mouse.current;
- if (ms != null && ms.leftButton.wasPressedThisFrame) return true;
- var gp = UnityEngine.InputSystem.Gamepad.current;
- if (gp != null && (gp.buttonSouth.wasPressedThisFrame || gp.startButton.wasPressedThisFrame)) return true;
- return false;
- }
-
- // D5: an EXPLICIT confirm only (Space/Enter/click/South) — movement keys must NOT skip the Welcome strip.
- static bool ConfirmPressed()
- {
- var kb = UnityEngine.InputSystem.Keyboard.current;
- if (kb != null && (kb.spaceKey.wasPressedThisFrame || kb.enterKey.wasPressedThisFrame)) return true;
- var ms = UnityEngine.InputSystem.Mouse.current;
- if (ms != null && ms.leftButton.wasPressedThisFrame) return true;
- var gp = UnityEngine.InputSystem.Gamepad.current;
- if (gp != null && (gp.buttonSouth.wasPressedThisFrame || gp.startButton.wasPressedThisFrame)) return true;
- return false;
- }
-
-
-// ---- world-space pointer ----
-
- bool ResolveTarget(byte kind, float3 playerPos, out float3 target)
- {
- target = default;
- if (kind == OnboardingStepMath.PointerOreNode)
- {
- float best = float.MaxValue; bool found = false;
- foreach (var lt in SystemAPI.Query>().WithAll())
- {
- float d = math.distancesq(lt.ValueRO.Position, playerPos);
- if (d < best) { best = d; target = lt.ValueRO.Position; found = true; }
- }
- return found;
- }
- // Step 11: the walk-in ExpeditionGate was RETIRED (the ready-check launches runs), so gate pointers
- // have no world target — hide the arrow; the step text still teaches. Step 14's HUD pass re-points
- // onboarding at the READY panel instead.
- return false;
- }
-
- void UpdatePointer(byte step, float3 playerPos)
- {
- byte kind = OnboardingStepMath.PointerKind(step);
- var cam = Camera.main;
- var root = _doc.rootVisualElement;
- if (kind == OnboardingStepMath.PointerNone || cam == null || !ResolveTarget(kind, playerPos, out float3 target))
- { _pointer.style.display = DisplayStyle.None; return; }
-
- float pw = root.layout.width, ph = root.layout.height;
- if (pw <= 1f || ph <= 1f) { _pointer.style.display = DisplayStyle.None; return; }
-
- Vector3 sp = cam.WorldToScreenPoint((Vector3)target);
- bool behind = sp.z < 0f;
- float px = (sp.x / Mathf.Max(1f, Screen.width)) * pw;
- float py = (1f - sp.y / Mathf.Max(1f, Screen.height)) * ph;
- if (behind) { px = pw - px; py = ph - py; }
-
- const float margin = 64f;
- bool off = behind || px < margin || px > pw - margin || py < margin || py > ph - margin;
-
- float cx = pw * 0.5f, cy = ph * 0.5f;
- float dx = px - cx, dy = py - cy;
- float len = Mathf.Sqrt(dx * dx + dy * dy);
- if (len < 0.001f) { dx = 1f; dy = 0f; len = 1f; }
- float ndx = dx / len, ndy = dy / len;
-
- float ax, ay;
- if (off)
- {
- // intersect the center→target ray with the margin rectangle (edge arrow)
- float tx = (ndx > 0 ? (pw - margin - cx) : (margin - cx)) / (Mathf.Abs(ndx) < 1e-4f ? (ndx < 0 ? -1e-4f : 1e-4f) : ndx);
- float ty = (ndy > 0 ? (ph - margin - cy) : (margin - cy)) / (Mathf.Abs(ndy) < 1e-4f ? (ndy < 0 ? -1e-4f : 1e-4f) : ndy);
- float tt = Mathf.Min(Mathf.Abs(tx), Mathf.Abs(ty));
- ax = cx + ndx * tt; ay = cy + ndy * tt;
- }
- else { ax = px; ay = py - 44f; } // float just above the on-screen target
-
- float angle = Mathf.Atan2(dy, dx) * Mathf.Rad2Deg; // "▶" art points +x at 0°
- _pointer.style.left = ax - 15f;
- _pointer.style.top = ay - 18f;
- _pointer.style.rotate = new StyleRotate(new Rotate(new Angle(angle)));
- _pointer.style.display = DisplayStyle.Flex;
- }
-
- // ---- UITK construction ----
-
- void BuildTree(VisualElement root)
- {
- root.style.position = Position.Absolute;
- root.style.left = 0; root.style.right = 0; root.style.top = 0; root.style.bottom = 0;
- root.pickingMode = PickingMode.Ignore; // never eat world clicks
-
- var panel = new VisualElement();
- panel.style.position = Position.Absolute;
- panel.style.bottom = 210; panel.style.left = 0; panel.style.right = 0;
- panel.style.flexDirection = FlexDirection.Row;
- panel.style.justifyContent = Justify.Center;
- panel.style.alignItems = Align.Center;
- panel.pickingMode = PickingMode.Ignore;
-
- var chip = new VisualElement();
- chip.style.backgroundColor = new Color(0.05f, 0.07f, 0.10f, 0.92f);
- chip.style.paddingLeft = 22; chip.style.paddingRight = 22;
- chip.style.paddingTop = 10; chip.style.paddingBottom = 10;
- chip.style.maxWidth = 920;
- chip.pickingMode = PickingMode.Ignore;
- MenuUi.Round(chip, 8);
- MenuUi.Border(chip, new Color(MenuUi.Accent.r, MenuUi.Accent.g, MenuUi.Accent.b, 0.55f), 1);
-
- _prompt = new Label(string.Empty);
- _prompt.style.color = MenuUi.TextCol;
- _prompt.style.fontSize = 18;
- _prompt.style.unityFontStyleAndWeight = FontStyle.Bold;
- _prompt.style.unityTextAlign = TextAnchor.MiddleCenter;
- _prompt.style.whiteSpace = WhiteSpace.Normal;
- var theme = HudTheme.Get();
- if (theme != null) theme.ApplyBody(_prompt.style);
- chip.Add(_prompt);
- panel.Add(chip);
- root.Add(panel);
-
- _pointer = new Label("▶"); // ▶ right-pointing triangle (rotated toward the target)
- _pointer.style.position = Position.Absolute;
- _pointer.style.fontSize = 30;
- _pointer.style.color = MenuUi.Accent;
- _pointer.style.unityFontStyleAndWeight = FontStyle.Bold;
- _pointer.pickingMode = PickingMode.Ignore;
- _pointer.style.display = DisplayStyle.None;
- root.Add(_pointer);
-
- root.style.display = DisplayStyle.None;
- }
- }
-}
diff --git a/Assets/_Project/Scripts/Client/Onboarding/OnboardingSystem.cs.meta b/Assets/_Project/Scripts/Client/Onboarding/OnboardingSystem.cs.meta
deleted file mode 100644
index 112f5e451..000000000
--- a/Assets/_Project/Scripts/Client/Onboarding/OnboardingSystem.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: b4828f5a68386fa4da379dcddbf629de
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Client/Presentation/AimReticleSystem.cs b/Assets/_Project/Scripts/Client/Presentation/AimReticleSystem.cs
index e5071dd50..d502c5212 100644
--- a/Assets/_Project/Scripts/Client/Presentation/AimReticleSystem.cs
+++ b/Assets/_Project/Scripts/Client/Presentation/AimReticleSystem.cs
@@ -144,10 +144,8 @@ namespace ProjectM.Client
// Hide the OS cursor only while aiming AND focused; restore otherwise (focus loss / pre-spawn) so an
// unfocused editor or a windowed session is never stranded with an invisible pointer.
- // END-2: while the run is over (terminal banner up) keep the cursor visible so the player can click the
- // Play Again / Quit buttons, regardless of aim state. AimReticleSystem is the sole Cursor.visible writer.
- bool runOver = SystemAPI.TryGetSingleton(out var ro) && ro.Value != RunOutcomeId.InProgress;
- bool wantHidden = haveTarget && Application.isFocused && !AimPresentation.ForceCursorVisible && !runOver;
+ // AimReticleSystem is the sole Cursor.visible writer.
+ bool wantHidden = haveTarget && Application.isFocused && !AimPresentation.ForceCursorVisible;
if (wantHidden != _cursorHidden)
{
if (wantHidden) Cursor.lockState = CursorLockMode.None;
diff --git a/Assets/_Project/Scripts/Client/Presentation/AmbientAudioSystem.cs b/Assets/_Project/Scripts/Client/Presentation/AmbientAudioSystem.cs
index 4529342de..c839d68c4 100644
--- a/Assets/_Project/Scripts/Client/Presentation/AmbientAudioSystem.cs
+++ b/Assets/_Project/Scripts/Client/Presentation/AmbientAudioSystem.cs
@@ -6,13 +6,12 @@ using UnityEngine;
namespace ProjectM.Client
{
///
- /// Client-only AMBIENT audio + cycle-phase stingers. A managed presentation
- /// (, main thread, no Burst) that OBSERVES the replicated
- /// and never touches the simulation. On start it plays a low, seamless-looping
- /// procedural drone (asset-free, AudioClip.Create like CombatFeedbackSystem.MakeClip); each
- /// time the cycle phase changes it plays a short procedural stinger and eases the drone's intensity by phase
- /// (calmer at base, tenser during Defend / "wave incoming"). Lives only in the client world, so the server
- /// never creates audio and nothing here affects determinism. Volumes are deliberately conservative + tunable.
+ /// Client-only AMBIENT audio bed + run cues. A managed presentation
+ /// (, main thread, no Burst) that plays a low, seamless-looping
+ /// procedural drone (asset-free, AudioClip.Create like CombatFeedbackSystem.MakeClip) plus
+ /// launch-countdown beeps and the boss-arrival roar — replicated-state observations only. Lives only in the
+ /// client world, so the server never creates audio and nothing here affects determinism. Volumes are
+ /// deliberately conservative. (The cycle-phase stingers + Core alarm retired with the siege loop — LANTERN purge.)
///
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(PresentationSystemGroup))]
@@ -20,29 +19,17 @@ namespace ProjectM.Client
{
AudioSource _ambient;
AudioClip _ambientClip;
- AudioClip _stingExpedition;
- AudioClip _stingDefend;
- AudioClip _stingBuild;
GameObject _root;
- byte _lastPhase;
- bool _phaseInit;
- AudioClip _stingCoreHit;
- int _lastCore = -1;
- float _coreStingCooldown;
AudioClip _stingBeep, _stingRoar;
int _lastCountdownSec = -1;
bool _bossRoared;
- const float AmbientBaseVolume = 0.10f; // low bed; Defend eases up to ~1.7x
+ const float AmbientBaseVolume = 0.10f; // low ambient bed
protected override void OnCreate()
{
_ambientClip = MakeDrone();
- _stingExpedition = MakeSting(520f, 880f, 0.45f, 0.30f); // airy rising "deploy"
- _stingDefend = MakeSting(300f, 140f, 0.55f, 0.42f); // tense falling "wave incoming"
- _stingBuild = MakeSting(440f, 660f, 0.40f, 0.26f); // soft confirm
- _stingCoreHit = MakeSting(240f, 70f, 0.30f, 0.55f); // harsh falling "Core hit" alarm
_stingBeep = MakeSting(880f, 880f, 0.09f, 0.30f); // countdown tick
_stingRoar = MakeSting(90f, 38f, 0.90f, 0.60f); // boss-arrival roar (low falling growl)
}
@@ -68,36 +55,8 @@ namespace ProjectM.Client
protected override void OnUpdate()
{
if (_ambient == null) return;
- if (!SystemAPI.TryGetSingleton(out var cyc)) return;
- byte phase = cyc.Phase;
- if (!_phaseInit)
- {
- _lastPhase = phase; // adopt the current phase silently (no stinger on first observe)
- _phaseInit = true;
- }
- else if (phase != _lastPhase)
- {
- PlaySting(phase);
- _lastPhase = phase;
- }
-
- // Ease the drone intensity toward the phase target (tenser during Defend).
- float target = phase == CyclePhase.Siege ? AmbientBaseVolume * 1.7f : AmbientBaseVolume;
- _ambient.volume = Mathf.MoveTowards(_ambient.volume, target * GameVolume.Music, SystemAPI.Time.DeltaTime * 0.25f);
-
- // Core-under-attack alarm: a falling sting on each CoreIntegrity drop (rate-limited) so a base
- // breach is AUDIBLE even when the fight has the player's eyes elsewhere.
- _coreStingCooldown -= SystemAPI.Time.DeltaTime;
- if (SystemAPI.TryGetSingleton(out var core))
- {
- if (_lastCore >= 0 && core.Current < _lastCore && _coreStingCooldown <= 0f)
- {
- _ambient.PlayOneShot(_stingCoreHit, 0.8f * GameVolume.Sfx);
- _coreStingCooldown = 0.7f;
- }
- _lastCore = core.Current;
- }
+ _ambient.volume = Mathf.MoveTowards(_ambient.volume, AmbientBaseVolume * GameVolume.Music, SystemAPI.Time.DeltaTime * 0.25f);
// Launch countdown beeps (3-2-1) + the boss-arrival roar — replicated-state observations only.
if (SystemAPI.TryGetSingleton(out var runAudio))
@@ -131,13 +90,6 @@ namespace ProjectM.Client
}
}
- void PlaySting(byte phase)
- {
- AudioClip clip = phase == CyclePhase.Siege ? _stingDefend : _stingBuild;
- if (clip != null && _ambient != null)
- _ambient.PlayOneShot(clip, 0.6f * GameVolume.Music);
- }
-
// ---- Procedural audio (asset-free; mirrors CombatFeedbackSystem.MakeClip) ----
// A low, seamless-looping pad: each partial completes an integer number of cycles over the buffer
@@ -176,6 +128,6 @@ namespace ProjectM.Client
}
// Short one-shot tone sweeping f0->f1 with an exponential decay envelope.
-static AudioClip MakeSting(float f0, float f1, float dur, float vol) => FeedbackFx.MakeClip("sting", f0, f1, dur, vol, decay: 3.5f);
+ static AudioClip MakeSting(float f0, float f1, float dur, float vol) => FeedbackFx.MakeClip("sting", f0, f1, dur, vol, decay: 3.5f);
}
}
diff --git a/Assets/_Project/Scripts/Client/Presentation/ClassPrepPortalHudSystem.cs b/Assets/_Project/Scripts/Client/Presentation/ClassPrepPortalHudSystem.cs
index 72f47abf4..a2c7ff471 100644
--- a/Assets/_Project/Scripts/Client/Presentation/ClassPrepPortalHudSystem.cs
+++ b/Assets/_Project/Scripts/Client/Presentation/ClassPrepPortalHudSystem.cs
@@ -63,8 +63,6 @@ namespace ProjectM.Client
}
bool haveRun = SystemAPI.TryGetSingleton(out var runInfo);
- bool haveCycle = SystemAPI.TryGetSingleton(out var cyc);
- bool siege = haveCycle && cyc.Phase == CyclePhase.Siege;
// Resources from the ledger (last entry per type wins, matching the core loop).
int aether = 0, ore = 0, bio = 0;
@@ -93,7 +91,7 @@ namespace ProjectM.Client
// Faithful reproduction of the original `metaShow` gate: class/prep were shown on the SAME condition as
// the meta shop, which requires the meta catalog + tier buffer to exist.
DynamicBuffer metaRecord = default;
- bool metaShow = haveRun && runInfo.Lifecycle == RunLifecycle.Staging && haveLocalPlayer && !siege
+ bool metaShow = haveRun && runInfo.Lifecycle == RunLifecycle.Staging && haveLocalPlayer
&& SystemAPI.TryGetSingleton(out var metaCat) && metaCat.Value.IsCreated
&& SystemAPI.TryGetSingletonBuffer(out metaRecord, true);
diff --git a/Assets/_Project/Scripts/Client/Presentation/CoreVisualFeedbackSystem.cs b/Assets/_Project/Scripts/Client/Presentation/CoreVisualFeedbackSystem.cs
deleted file mode 100644
index 9329d82fe..000000000
--- a/Assets/_Project/Scripts/Client/Presentation/CoreVisualFeedbackSystem.cs
+++ /dev/null
@@ -1,91 +0,0 @@
-using System.Collections.Generic;
-using ProjectM.Simulation;
-using Unity.Entities;
-using UnityEngine;
-using UnityEngine.SceneManagement;
-
-namespace ProjectM.Client
-{
- ///
- /// The Engine Core's CRYSTAL answers its replicated (07-01 backlog: the mesh sat
- /// static while draining). Client-only observe-only presentation: the cosmetic CoreCrystals /
- /// CoreMachine GameObjects in Game.unity (classic URP renderers, not entities) are tinted via
- /// MaterialPropertyBlock — darker + blood-shifted as integrity falls, a white-hot flash on each hit (pairs
- /// with the AmbientAudioSystem alarm). Property-guarded per the shader-value rule (only materials exposing
- /// _BaseColor are touched); per-renderer MPBs never mutate the shared material assets (no bleed).
- ///
- [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
- [UpdateInGroup(typeof(PresentationSystemGroup))]
- public partial class CoreVisualFeedbackSystem : SystemBase
- {
- static readonly int BaseColorId = Shader.PropertyToID("_BaseColor");
- static readonly string[] TargetNames = { "CoreCrystals", "CoreMachine" };
- const float FlashSeconds = 0.35f;
-
- readonly List _renderers = new();
- readonly List _authoredColors = new();
- MaterialPropertyBlock _mpb;
- bool _resolved;
- int _lastCore = -1;
- float _flashLeft;
-
- protected override void OnUpdate()
- {
- if (!SystemAPI.TryGetSingleton(out var core) || core.Max <= 0)
- return;
-
- // One-time renderer resolve, deferred until Game.unity is actually the active scene (the frontend
- // path creates this world a frame BEFORE the scene loads — latching early would find nothing).
- if (!_resolved)
- {
- var scene = SceneManager.GetActiveScene();
- if (!scene.isLoaded || scene.name != "Game") return;
- Resolve();
- }
- if (_renderers.Count == 0) return;
-
- if (_lastCore >= 0 && core.Current < _lastCore)
- _flashLeft = FlashSeconds; // hit edge -> white-hot pop (the audio alarm fires beside it)
- _lastCore = core.Current;
- _flashLeft -= SystemAPI.Time.DeltaTime;
-
- float frac = Mathf.Clamp01(core.Current / (float)core.Max);
- float dim = Mathf.Lerp(0.35f, 1f, frac);
- float flash = _flashLeft > 0f ? Mathf.Clamp01(_flashLeft / FlashSeconds) : 0f;
- for (int i = 0; i < _renderers.Count; i++)
- {
- var r = _renderers[i];
- if (r == null) continue;
- var c0 = _authoredColors[i];
- // Wounded shift: keep red-ish energy, drain green/blue with integrity (reads as bleeding light).
- var wounded = new Color(
- Mathf.Min(1f, c0.r * dim + (1f - frac) * 0.25f),
- c0.g * dim * (0.45f + 0.55f * frac),
- c0.b * dim * (0.45f + 0.55f * frac),
- c0.a);
- var col = flash > 0f ? Color.Lerp(wounded, Color.white, flash) : wounded;
- r.GetPropertyBlock(_mpb);
- _mpb.SetColor(BaseColorId, col);
- r.SetPropertyBlock(_mpb);
- }
- }
-
- void Resolve()
- {
- _resolved = true;
- _mpb = new MaterialPropertyBlock();
- foreach (var name in TargetNames)
- {
- var go = GameObject.Find(name);
- if (go == null) continue;
- foreach (var r in go.GetComponentsInChildren())
- {
- var m = r.sharedMaterial;
- if (m == null || !m.HasProperty(BaseColorId)) continue;
- _renderers.Add(r);
- _authoredColors.Add(m.GetColor(BaseColorId));
- }
- }
- }
- }
-}
diff --git a/Assets/_Project/Scripts/Client/Presentation/CoreVisualFeedbackSystem.cs.meta b/Assets/_Project/Scripts/Client/Presentation/CoreVisualFeedbackSystem.cs.meta
deleted file mode 100644
index f21d22610..000000000
--- a/Assets/_Project/Scripts/Client/Presentation/CoreVisualFeedbackSystem.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: 47b2a19145125ac4e98411cab7f9b569
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Client/Presentation/HudSystem.cs b/Assets/_Project/Scripts/Client/Presentation/HudSystem.cs
index 973c0cf45..7ca3b1fe8 100644
--- a/Assets/_Project/Scripts/Client/Presentation/HudSystem.cs
+++ b/Assets/_Project/Scripts/Client/Presentation/HudSystem.cs
@@ -26,14 +26,12 @@ namespace ProjectM.Client
///
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(PresentationSystemGroup))]
- [UpdateAfter(typeof(OnboardingSystem))] // read OnboardingState.Active same-frame (single prompt voice)
public partial class HudSystem : SystemBase
{
// ---- palette (Aether language; Synty white skins are tinted into these) ----
static readonly Color AetherCyan = new(0.30f, 0.85f, 1f);
static readonly Color OreAmber = new(1f, 0.72f, 0.35f);
static readonly Color BioGreen = new(0.55f, 0.85f, 0.45f);
- static readonly Color CoreRed = new(1f, 0.40f, 0.32f); // END-1 Engine Core integrity bar
static readonly Color PanelDark = new(0.08f, 0.11f, 0.15f, 0.90f);
static readonly Color PanelWarm = new(0.16f, 0.09f, 0.09f, 0.88f);
@@ -43,7 +41,6 @@ namespace ProjectM.Client
static readonly Color SlotIdleBg = new(0.09f, 0.11f, 0.15f, 0.92f);
static readonly Color SlotSelBg = new(0.16f, 0.26f, 0.32f, 0.95f);
static readonly Color SlotIdleBorder = new(1f, 1f, 1f, 0.08f);
- const int MaxPips = 12;
const float ExpeditionRegionXMin = RegionMath.RegionBoundaryX; // camera x past this = the +1000 expedition region (DR-013)
GameObject _hudGo;
@@ -59,18 +56,9 @@ namespace ProjectM.Client
VisualElement _threatPanel, _threatIcon;
Label _threatNum;
- // macro: banner + location + goal
- VisualElement _banner, _goalContainer, _goalPipsRow, _goalBar, _goalFill;
- Label _phaseText, _cycleText, _locationText, _goalText;
-
- // END-1: Engine Core integrity (losable base-heart) + overrun flash edge-detector
- VisualElement _coreContainer, _coreBar, _coreFill;
- Label _coreText;
- uint _lastOverrunTick;
- float _overrunFlashLeft;
- // END-2: terminal win/loss banner (observes the replicated RunOutcome; latched server-side).
- VisualElement _runBanner;
- Label _runBannerText, _runBannerSub;
+ // macro: banner + location line
+ VisualElement _banner;
+ Label _phaseText, _locationText;
// Demo polish: the clickable READY panel (Staging/Launching).
VisualElement _readyPanel, _readyPipRow;
Button _readyBtn;
@@ -84,12 +72,8 @@ namespace ProjectM.Client
VisualElement _depthPanel;
int _depthShownFor;
bool _depthBuilt;
- VisualElement _outcomeFlash; // one-shot gold/red full-screen flash when the outcome banner first lands
- float _outcomeFlashLeft;
- byte _outcomeFlashedFor;
- readonly List _pips = new();
// resources
Label _aetherNum, _oreNum, _bioNum;
@@ -158,84 +142,34 @@ namespace ProjectM.Client
bool haveTick = SystemAPI.TryGetSingleton(out var nt);
int huskCount = _huskQuery.CalculateEntityCount();
- // ---- Macro: phase + cycle + countdown (center-top banner) ----
- bool haveRun = SystemAPI.TryGetSingleton(out var runInfo); // hoisted: the phase banner is lifecycle-aware (Phase 0 fix — it read "AT BASE" inside expedition rooms)
-
- // B6: run-failed read (review-confirmed design: NEVER key on Returning — it is a 1-tick transient and
- // the Charge bank lands a tick after it; detect the (in-run)->Staging edge with a launch-cached Charge.
- // Lifecycle + Charge ride the SAME director ghost snapshot, so at the Staging edge the bank has arrived).
+ // ---- Macro banner: run-lifecycle header (the siege/cycle machinery is retired — LANTERN purge) ----
+ bool haveRun = SystemAPI.TryGetSingleton(out var runInfo);
+ bool onRun = haveRun && runInfo.Lifecycle != RunLifecycle.Staging;
if (haveRun)
{
- bool haveGoalNow = SystemAPI.TryGetSingleton(out var goalSnap);
- byte lcNow = runInfo.Lifecycle;
- if (lcNow == RunLifecycle.Launching && _prevRunLifecycle == RunLifecycle.Staging)
- {
- _chargeAtLaunch = haveGoalNow ? goalSnap.Charge : 0;
- _wentInRun = false;
- }
- if (lcNow == RunLifecycle.InRoom) _wentInRun = true;
- if (lcNow == RunLifecycle.Staging && _prevRunLifecycle != RunLifecycle.Staging && _wentInRun)
- {
- if (haveGoalNow && goalSnap.Charge <= _chargeAtLaunch)
- _runFailedUntil = (float)SystemAPI.Time.ElapsedTime + 6f; // wipe/abort: nothing banked
- _wentInRun = false;
- }
- _prevRunLifecycle = lcNow;
- }
- bool haveCycle = SystemAPI.TryGetSingleton(out var cyc);
- bool siege = haveCycle && cyc.Phase == CyclePhase.Siege;
- bool goalFull = SystemAPI.TryGetSingleton(out var goalNow) && goalNow.Target > 0 && goalNow.Charge >= goalNow.Target;
- bool finalSiege = siege && goalFull; // END-2: the climactic final siege (goal cap reached)
- bool onRun = haveRun && !siege && runInfo.Lifecycle != RunLifecycle.Staging; // mid-run: the base's Calm label is wrong
- if (haveCycle)
- {
- var endTick = new NetworkTick(cyc.PhaseEndTick);
- bool arming = haveTick && cyc.PhaseEndTick != 0 && endTick.IsValid && endTick.IsNewerThan(nt.ServerTick);
- bool finalArming = !siege && goalFull && arming; // the cap-reached arming window before the final wave
- int secs = arming ? (endTick.TicksSince(nt.ServerTick) / 60 + 1) : 0;
- string detail;
- if (siege)
- detail = (finalSiege ? "FINAL SIEGE" : "WAVE " + cyc.WaveNumber) + " - " + huskCount + " HUSKS";
- else if (arming)
- detail = (finalArming ? "FINAL SIEGE INCOMING" : "INCURSION") + " - " + secs + "s";
- else
- detail = "";
- // END-2: the climax reads distinct (intense red), not a normal incursion/wave.
- var col = finalSiege || finalArming ? new Color(1f, 0.28f, 0.22f) : PhaseColor(cyc.Phase);
- _phaseText.text = (finalSiege ? "HOLD THE ENGINE" : onRun ? "ON EXPEDITION" : PhaseLabel(cyc.Phase)) + (detail.Length > 0 ? " - " + detail : "");
+ var col = onRun ? new Color(1f, 0.8f, 0.4f) : new Color(0.45f, 0.9f, 0.7f);
+ _phaseText.text = onRun ? "ON EXPEDITION" : "AT BASE";
_phaseText.style.color = col;
- _cycleText.text = "CYCLE " + cyc.CycleNumber;
_banner.style.borderBottomColor = col;
- RetintPanel(_banner, siege ? PanelWarm : PanelDark);
+ RetintPanel(_banner, PanelDark);
}
else
{
_phaseText.text = "";
- _cycleText.text = "";
}
// ---- Location line (banner sub-line) — Step 14: driven by the replicated RunInfo lifecycle FSM ----
- // (the old camera-X + walk-in-gate copy died with the gate; siege/final overrides below still win).
var cam = Camera.main; // camera-X region signal still feeds downstream panels (atmosphere/threat)
bool onExpedition = cam != null && cam.transform.position.x > ExpeditionRegionXMin;
SystemAPI.TryGetSingleton(out var obj);
- if (haveRun && !siege && !finalSiege)
+ if (haveRun)
{
switch (runInfo.Lifecycle)
{
case RunLifecycle.Staging:
// The READY panel (bottom-center) owns the action + N/M count; the top line frames intent.
- if ((float)SystemAPI.Time.ElapsedTime < _runFailedUntil)
- {
- // B6: a silent wipe used to land players home with ZERO explanation.
- _locationText.text = "EXPEDITION FAILED - the party fell; nothing was banked";
- _locationText.style.color = new Color(1f, 0.35f, 0.3f);
- }
- else
- {
- _locationText.text = "AT THE BASE - build defenses, buy upgrades, READY UP to launch";
- _locationText.style.color = new Color(0.55f, 0.85f, 1f);
- }
+ _locationText.text = "AT THE BASE - build defenses, buy upgrades, READY UP to launch";
+ _locationText.style.color = new Color(0.55f, 0.85f, 1f);
break;
case RunLifecycle.Launching:
{
@@ -280,33 +214,18 @@ namespace ProjectM.Client
break;
}
}
- else if (!haveRun)
- {
- _locationText.text = finalSiege
- ? "FINAL SIEGE - hold the Engine, this is the last stand"
- : siege ? "DEFEND THE BASE - hold the line"
- : "MINE THE CRYSTALS - any attack harvests Ore, then BUILD";
- _locationText.style.color = finalSiege ? new Color(1f, 0.3f, 0.25f)
- : siege ? new Color(1f, 0.55f, 0.4f) : new Color(0.6f, 0.95f, 0.7f);
- }
else
{
- _locationText.text = finalSiege
- ? "FINAL SIEGE - hold the Engine, this is the last stand"
- : "DEFEND THE BASE - hold the line";
- _locationText.style.color = finalSiege ? new Color(1f, 0.3f, 0.25f) : new Color(1f, 0.55f, 0.4f);
+ _locationText.text = "";
}
- // The clickable READY panel (Staging/Launching, hidden once the outcome latched — the banner owns
- // the screen then). Counts are the replicated send-to-all PlayerReady flags.
+ // The clickable READY panel (Staging/Launching). Counts are the replicated send-to-all PlayerReady flags.
int rTotal = 0, rReady = 0;
bool localReady = false;
int launchSecs = 0;
- bool terminal = SystemAPI.TryGetSingleton(out var readyOc)
- && readyOc.Value != RunOutcomeId.InProgress;
- bool readyShow = haveRun && !terminal && !goalFull /* D6: goal full -> final defense armed, launching is refused server-side */
+ bool readyShow = haveRun
&& (runInfo.Lifecycle == RunLifecycle.Staging || runInfo.Lifecycle == RunLifecycle.Launching);
if (readyShow)
{
@@ -352,35 +271,6 @@ namespace ProjectM.Client
// Run-depth dots — keeps the roguelite spine visible while fighting (the map only shows at gates).
UpdateRunDepth(haveRun ? runInfo : default, haveRun);
- // ---- Goal (hex-pip meter, or a continuous bar for large targets) ----
- if (SystemAPI.TryGetSingleton(out var goal))
- {
- _goalContainer.style.display = DisplayStyle.Flex;
- float gfrac = goal.Target > 0 ? Mathf.Clamp01(goal.Charge / (float)goal.Target) : 0f;
- _goalText.text = "GOAL " + goal.Charge + " / " + goal.Target;
- if (goal.Target >= 1 && goal.Target <= MaxPips)
- {
- _goalPipsRow.style.display = DisplayStyle.Flex;
- _goalBar.style.display = DisplayStyle.None;
- int active = Mathf.Min(goal.Charge, goal.Target); // Charge is the integer pip count; never over-fill
- for (int i = 0; i < _pips.Count; i++)
- {
- bool show = i < goal.Target;
- _pips[i].style.display = show ? DisplayStyle.Flex : DisplayStyle.None;
- if (show) SetPip(_pips[i], i < active);
- }
- }
- else
- {
- _goalPipsRow.style.display = DisplayStyle.None;
- _goalBar.style.display = DisplayStyle.Flex;
- HudUi.SetFill(_goalFill, gfrac);
- }
- }
- else
- {
- _goalContainer.style.display = DisplayStyle.None;
- }
// ---- Resources (feed palette affordability) ----
int aether = 0, ore = 0, bio = 0;
@@ -400,104 +290,21 @@ namespace ProjectM.Client
_bioNum.text = bio.ToString();
-// ---- Engine Core integrity (END-1): a red base-heart bar; an overrun stamps a transient pulse we flash ----
- if (SystemAPI.TryGetSingleton(out var core) && core.Max > 0)
- {
- _coreContainer.style.display = DisplayStyle.Flex;
- float cfrac = Mathf.Clamp01(core.Current / (float)core.Max);
- HudUi.SetFill(_coreFill, cfrac);
- _coreText.text = "CORE " + core.Current + " / " + core.Max;
- _coreText.style.color = Color.Lerp(BlightRed, CoreRed, cfrac); // shifts to danger as it drops
- if (core.OverrunTick != 0 && core.OverrunTick != _lastOverrunTick)
- {
- _lastOverrunTick = core.OverrunTick; // edge-detect the replicated breach pulse
- _overrunFlashLeft = 3.5f;
- }
- }
- else
- {
- _coreContainer.style.display = DisplayStyle.None;
- }
- // Overrun flash overrides the location line (runs AFTER the EB-2 cue so it wins; at a breach Phase is Calm).
- if (_overrunFlashLeft > 0f)
- {
- _overrunFlashLeft -= dt;
- _locationText.text = "BASE OVERRUN - resources lost; the Core will recover";
- _locationText.style.color = new Color(1f, 0.3f, 0.25f);
- }
- // First-run onboarding owns the prompt voice: while a coach-mark step is showing, blank the HUD's own
- // location/gate hint so the player sees a single prompt (OnboardingSystem drives its own overlay).
- if (OnboardingState.SuppressLocationLine) _locationText.text = ""; // D4: blank only for the early base-framing steps; room/siege/charge cues survive
- // D6: goal full but the final siege hasn't spawned yet (the arming gap) -> the READY panel is hidden; tell the
- // player what's coming instead of a stale base line (goalFull is replicated; RunPhase is server-only).
- if (haveRun && goalFull && !terminal && !siege && !finalSiege)
- {
- _locationText.text = "GOAL REACHED - FINAL DEFENSE INCOMING: hold the Engine!";
- _locationText.style.color = new Color(1f, 0.35f, 0.28f);
- }
-// ---- END-2: terminal run banner (Victory / Loss), observed from the replicated RunOutcome ----
- if (SystemAPI.TryGetSingleton(out var runOutcome) && runOutcome.Value != RunOutcomeId.InProgress)
- {
- bool win = runOutcome.Value == RunOutcomeId.Victory;
- if (_outcomeFlashedFor != runOutcome.Value)
- {
- // One-shot landing flourish: full-screen color flash + camera kick — the beat gets a payoff.
- _outcomeFlashedFor = runOutcome.Value;
- _outcomeFlashLeft = win ? 0.9f : 0.7f;
- PrototypeCameraRig.PunchFov(win ? 5f : 3f, win ? 420f : 260f);
- PrototypeCameraRig.AddShake(win ? 0.25f : 0.5f);
- }
- _runBanner.style.display = DisplayStyle.Flex;
- _runBannerText.text = win ? "THE ENGINE HOLDS" : "OVERRUN";
- _runBannerText.style.color = win ? new Color(0.45f, 0.95f, 1f) : new Color(1f, 0.35f, 0.3f);
- _runBannerSub.text = win ? "VICTORY - the final siege is broken" : "THE FINAL STAND FELL";
- _runBannerSub.style.color = win ? new Color(0.7f, 0.95f, 1f) : new Color(1f, 0.6f, 0.5f);
- }
- else
- {
- _runBanner.style.display = DisplayStyle.None;
- _outcomeFlashedFor = 0;
- }
-
- // Outcome flash decay (lazy element; the banner dim sits above it, the world below).
- if (_outcomeFlashLeft > 0f)
- {
- if (_outcomeFlash == null && _doc != null && _doc.rootVisualElement != null)
- {
- _outcomeFlash = new VisualElement { pickingMode = PickingMode.Ignore };
- _outcomeFlash.style.position = Position.Absolute;
- _outcomeFlash.style.left = 0; _outcomeFlash.style.right = 0;
- _outcomeFlash.style.top = 0; _outcomeFlash.style.bottom = 0;
- _doc.rootVisualElement.Add(_outcomeFlash);
- }
- _outcomeFlashLeft -= dt;
- if (_outcomeFlash != null)
- {
- bool winFlash = _outcomeFlashedFor == RunOutcomeId.Victory;
- var fc = winFlash ? new Color(1f, 0.85f, 0.35f) : new Color(1f, 0.20f, 0.15f);
- _outcomeFlash.style.backgroundColor = new Color(fc.r, fc.g, fc.b, Mathf.Clamp01(_outcomeFlashLeft) * 0.35f);
- _outcomeFlash.style.display = DisplayStyle.Flex;
- }
- }
- else if (_outcomeFlash != null)
- {
- _outcomeFlash.style.display = DisplayStyle.None;
- }
- // ---- Threat readout (top-right) — hidden entirely at base with zero husks; its reappearance is the cue ----
- bool showThreat = siege || huskCount > 0;
+ // ---- Threat readout (top-right) — hidden entirely with zero husks; its reappearance is the cue ----
+ bool showThreat = huskCount > 0;
_threatPanel.style.display = showThreat ? DisplayStyle.Flex : DisplayStyle.None;
if (showThreat)
{
float intensity = Mathf.Clamp01(huskCount / 30f);
- Color tc = siege ? Color.Lerp(ThreatWarm, BlightRed, intensity) : ThreatWarm;
+ Color tc = Color.Lerp(ThreatWarm, BlightRed, intensity);
_threatNum.text = huskCount.ToString();
_threatNum.style.color = tc;
_threatIcon.style.unityBackgroundImageTintColor = tc;
- RetintPanel(_threatPanel, siege ? PanelWarm : PanelDark);
+ RetintPanel(_threatPanel, PanelDark);
}
// ---- Build palette + control hints (bottom-center) ----
@@ -546,7 +353,7 @@ namespace ProjectM.Client
break;
}
- _doc.rootVisualElement.style.display = (found || haveCycle) ? DisplayStyle.Flex : DisplayStyle.None;
+ _doc.rootVisualElement.style.display = (found || haveRun) ? DisplayStyle.Flex : DisplayStyle.None;
// ---- Low-health vignette + hurt flash (full-screen) ----
_flash = HudVisualMath.DecayFlash(_flash, dt);
@@ -645,22 +452,7 @@ namespace ProjectM.Client
else p.style.backgroundColor = c;
}
- void SetPip(VisualElement pip, bool active)
- {
- var theme = HudTheme.Get();
- var spr = active ? theme?.PipActive : theme?.PipInactive;
- if (spr != null)
- {
- pip.style.backgroundImage = new StyleBackground(Background.FromSprite(spr));
- pip.style.unityBackgroundImageTintColor = active ? AetherCyan : PipDim;
- pip.style.backgroundSize = new StyleBackgroundSize(new BackgroundSize(BackgroundSizeType.Contain));
- }
- else
- {
- pip.style.backgroundColor = active ? AetherCyan : PipDim;
- MenuUi.Round(pip, 3);
- }
- }
+
// LANTERN purge: the automation buildables are deleted; Pylon stays hidden from the build palette (cosmetic-only).
static bool IsPaletteType(byte type) => type != StructureType.Pylon;
@@ -804,7 +596,6 @@ namespace ProjectM.Client
BuildDiscoveryChip(root);
BuildDowned(root);
BuildInventory(root);
- BuildRunBanner(root);
}
void BuildVignette(VisualElement root)
@@ -932,69 +723,13 @@ namespace ProjectM.Client
_banner.Add(bIcon);
_phaseText = HudUi.Display("", 30, AetherCyan, TextAnchor.MiddleCenter);
_banner.Add(_phaseText);
- _cycleText = HudUi.Text("", 14, MenuUi.SubCol, TextAnchor.MiddleCenter);
- _cycleText.style.marginLeft = 14;
- _banner.Add(_cycleText);
macro.Add(_banner);
_locationText = HudUi.Text("", 15, new Color(0.6f, 0.85f, 1f), TextAnchor.MiddleCenter);
_locationText.style.marginTop = 5;
macro.Add(_locationText);
- // goal: hex-pip meter (or fallback bar) + numeral
- _goalContainer = HudUi.Group(Align.Center);
- _goalContainer.style.marginTop = 8;
- var goalLine = new VisualElement();
- goalLine.style.flexDirection = FlexDirection.Row;
- goalLine.style.alignItems = Align.Center;
- goalLine.pickingMode = PickingMode.Ignore;
-
- _goalPipsRow = new VisualElement();
- _goalPipsRow.style.flexDirection = FlexDirection.Row;
- _goalPipsRow.style.alignItems = Align.Center;
- _goalPipsRow.pickingMode = PickingMode.Ignore;
- for (int i = 0; i < MaxPips; i++)
- {
- var pip = new VisualElement();
- pip.style.width = 22; pip.style.height = 22;
- pip.style.marginLeft = 2; pip.style.marginRight = 2;
- pip.style.flexShrink = 0;
- pip.pickingMode = PickingMode.Ignore;
- pip.style.display = DisplayStyle.None;
- _pips.Add(pip);
- _goalPipsRow.Add(pip);
- }
- goalLine.Add(_goalPipsRow);
-
- _goalText = HudUi.Display("GOAL 0 / 10", 16, AetherCyan, TextAnchor.MiddleCenter);
- _goalText.style.marginLeft = 10;
- goalLine.Add(_goalText);
- _goalContainer.Add(goalLine);
-
- // fallback continuous bar (large targets)
- _goalBar = HudUi.Bar(360, 16, new Color(0.8f, 0.6f, 1f), out _goalFill);
- _goalBar.style.marginTop = 4;
- _goalBar.style.display = DisplayStyle.None;
- _goalContainer.Add(_goalBar);
-
- macro.Add(_goalContainer);
-
- // END-1: Engine Core integrity bar (red) — the losable base-heart meter.
- _coreContainer = HudUi.Group(Align.Center);
- _coreContainer.style.marginTop = 6;
- var coreLine = new VisualElement();
- coreLine.style.flexDirection = FlexDirection.Row;
- coreLine.style.alignItems = Align.Center;
- coreLine.pickingMode = PickingMode.Ignore;
- _coreBar = HudUi.Bar(360, 14, CoreRed, out _coreFill);
- coreLine.Add(_coreBar);
- _coreText = HudUi.Text("CORE 100 / 100", 13, CoreRed, TextAnchor.MiddleLeft);
- _coreText.style.marginLeft = 10;
- coreLine.Add(_coreText);
- _coreContainer.Add(coreLine);
- _coreContainer.style.display = DisplayStyle.None;
- macro.Add(_coreContainer);
root.Add(macro);
}
@@ -1108,53 +843,7 @@ namespace ProjectM.Client
_downed.style.display = DisplayStyle.None;
root.Add(_downed);
}
- void BuildRunBanner(VisualElement root)
- {
- _runBanner = new VisualElement();
- _runBanner.style.position = Position.Absolute;
- _runBanner.style.left = 0; _runBanner.style.right = 0; _runBanner.style.top = 0; _runBanner.style.bottom = 0;
- _runBanner.style.alignItems = Align.Center;
- _runBanner.style.justifyContent = Justify.Center;
- _runBanner.pickingMode = PickingMode.Ignore;
- _runBanner.style.backgroundColor = new Color(0.02f, 0.03f, 0.05f, 0.55f);
- var col = HudUi.Group(Align.Center);
- _runBannerText = HudUi.Display("", 72, Color.white, TextAnchor.MiddleCenter);
- col.Add(_runBannerText);
- _runBannerSub = HudUi.Text("", 22, MenuUi.SubCol, TextAnchor.MiddleCenter);
- _runBannerSub.style.marginTop = 8;
- col.Add(_runBannerSub);
- // END-2 (SL-5): the terminal banner offers a clear action so the player isn't hunting for Esc.
- // SINGLE: PLAY AGAIN Continues as a fresh campaign (base+meta kept — the terminal save rolls
- // forward on stage). CO-OP (operator-locked): the honest exit is a clean teardown for everyone —
- // the host ends the session (each joiner's ConnectionWatchdog returns them to the menu with a
- // reason), a joiner just leaves. All self-guard on WorldLauncher.Busy. The row picks (Position)
- // even though the banner root Ignores.
- var btnRow = new VisualElement();
- btnRow.style.flexDirection = FlexDirection.Row;
- btnRow.style.justifyContent = Justify.Center;
- btnRow.style.marginTop = 28;
- btnRow.pickingMode = PickingMode.Position;
- switch (WorldLauncher.LastMode)
- {
- case SessionMode.Host:
- btnRow.Add(MenuUi.Button("END SESSION — ALL TO MENU", WorldLauncher.TeardownToMenu));
- break;
- case SessionMode.Join:
- btnRow.Add(MenuUi.Button("LEAVE TO MENU", WorldLauncher.TeardownToMenu));
- break;
- default:
- var again = MenuUi.Button("PLAY AGAIN",
- () => WorldLauncher.StartSession(SessionMode.Single, null, SaveService.HasSave()));
- again.style.marginRight = 12;
- btnRow.Add(again);
- btnRow.Add(MenuUi.Button("QUIT TO MENU", WorldLauncher.TeardownToMenu));
- break;
- }
- col.Add(btnRow);
- _runBanner.Add(col);
- _runBanner.style.display = DisplayStyle.None;
- root.Add(_runBanner);
- }
+
void BuildInventory(VisualElement root)
@@ -1280,25 +969,9 @@ namespace ProjectM.Client
}
- static Color PhaseColor(byte phase)
- {
- switch (phase)
- {
- case CyclePhase.Calm: return new Color(0.45f, 0.9f, 0.7f);
- case CyclePhase.Siege: return new Color(1f, 0.45f, 0.3f);
- default: return Color.white;
- }
- }
- static string PhaseLabel(byte phase)
- {
- switch (phase)
- {
- case CyclePhase.Calm: return "AT BASE";
- case CyclePhase.Siege: return "UNDER SIEGE";
- default: return "";
- }
- }
+
+
static string StructureName(byte type)
{
@@ -1509,11 +1182,6 @@ namespace ProjectM.Client
}
- // B6 run-failed read (client-local edge state; see the tracker near the top of OnUpdate).
- byte _prevRunLifecycle;
- int _chargeAtLaunch;
- bool _wentInRun;
- float _runFailedUntil;
}
}
diff --git a/Assets/_Project/Scripts/Client/Presentation/MetaShopHudSystem.cs b/Assets/_Project/Scripts/Client/Presentation/MetaShopHudSystem.cs
index 91305f93e..57a2edab5 100644
--- a/Assets/_Project/Scripts/Client/Presentation/MetaShopHudSystem.cs
+++ b/Assets/_Project/Scripts/Client/Presentation/MetaShopHudSystem.cs
@@ -60,8 +60,6 @@ namespace ProjectM.Client
}
bool haveRun = SystemAPI.TryGetSingleton(out var runInfo);
- bool haveCycle = SystemAPI.TryGetSingleton(out var cyc);
- bool siege = haveCycle && cyc.Phase == CyclePhase.Siege;
// Aether from the ledger (the sole meta-shop currency; last entry wins, matching the core loop).
int aether = 0;
@@ -86,7 +84,7 @@ namespace ProjectM.Client
bool metaShow = false;
BlobAssetReference metaPool = default;
DynamicBuffer metaRecord = default;
- if (haveRun && runInfo.Lifecycle == RunLifecycle.Staging && haveLocalPlayer && !siege
+ if (haveRun && runInfo.Lifecycle == RunLifecycle.Staging && haveLocalPlayer
&& SystemAPI.TryGetSingleton(out var metaCat) && metaCat.Value.IsCreated
&& SystemAPI.TryGetSingletonBuffer(out metaRecord, true))
{
diff --git a/Assets/_Project/Scripts/Client/Presentation/MusicSystem.cs b/Assets/_Project/Scripts/Client/Presentation/MusicSystem.cs
index 69f7e2d9a..a363d6093 100644
--- a/Assets/_Project/Scripts/Client/Presentation/MusicSystem.cs
+++ b/Assets/_Project/Scripts/Client/Presentation/MusicSystem.cs
@@ -11,9 +11,8 @@ namespace ProjectM.Client
/// every AudioSource starts the same frame with loop=true and identical clip length, and per-bar amplitude
/// envelopes reach ~zero at each bar boundary so both the chord changes and the loop point are click-free
/// (the AmbientAudioSystem.Snap trick generalized to enveloped segments). The MIX is the state
- /// machine: layer volumes ease toward targets chosen from replicated state only —
- /// lifecycle (staging / combat / boss / reward lull), siege, and the terminal
- /// (one-shot victory/defeat sting + aftermath bed). Observe-only presentation
+ /// machine: layer volumes ease toward targets chosen from replicated state only — the
+ /// lifecycle (staging / launch / combat / boss / reward lull / return). Observe-only presentation
/// system: no sim writes, no determinism surface; asset-free per the project convention. Sits under SFX at
/// × ; the low AmbientAudioSystem drone
/// (vol 0.10) remains as texture beneath it.
@@ -43,7 +42,6 @@ namespace ProjectM.Client
GameObject _root;
AudioSource _bass, _pad, _arp, _pulse;
float _vBass, _vPad, _vArp, _vPulse; // current smoothed volumes (pre-master)
- byte _outcomePlayed; // which terminal outcome's sting has fired (0 = none)
protected override void OnStartRunning()
{
@@ -80,27 +78,7 @@ namespace ProjectM.Client
// ---- pick the mix from replicated state (defaults = quiet staging bed) ----
float tBass = 0.50f, tPad = 0.55f, tArp = 0.12f, tPulse = 0f;
- bool haveRun = SystemAPI.TryGetSingleton(out var run);
- SystemAPI.TryGetSingleton(out var cyc);
- bool siege = cyc.Phase == CyclePhase.Siege;
- bool finalSiege = siege && SystemAPI.TryGetSingleton(out var goal)
- && goal.Target > 0 && goal.Charge >= goal.Target;
-
- byte outcome = SystemAPI.TryGetSingleton(out var oc) ? oc.Value : RunOutcomeId.InProgress;
- if (outcome != RunOutcomeId.InProgress)
- {
- if (_outcomePlayed != outcome)
- {
- _outcomePlayed = outcome;
- PlayOutcomeSting(outcome == RunOutcomeId.Victory);
- }
- tBass = 0.20f; tPad = 0.45f; tArp = 0f; tPulse = 0f; // aftermath bed under the banner
- }
- else if (siege)
- {
- tBass = 0.70f; tPad = 0.40f; tArp = 0.60f; tPulse = finalSiege ? 0.90f : 0.65f;
- }
- else if (haveRun)
+ if (SystemAPI.TryGetSingleton(out var run))
{
switch (run.Lifecycle)
{
@@ -138,15 +116,7 @@ namespace ProjectM.Client
_pulse.volume = _vPulse * master;
}
- void PlayOutcomeSting(bool victory)
- {
- // Victory: rising A-minor->major-feel arpeggio; defeat: falling minor third crawl.
- float[] notes = victory
- ? new[] { 220f, 277.18f, 329.63f, 440f } // A3 C#4 E4 A4 (picardy lift)
- : new[] { 220f, 207.65f, 174.61f, 146.83f }; // A3 Ab3 F3 D3
- var clip = BuildStingClip(notes, victory ? 0.16f : 0.28f, victory ? 0.45f : 0.40f);
- if (_pad != null) _pad.PlayOneShot(clip, 0.9f * GameVolume.Music);
- }
+
// ================= clip builders (deterministic, asset-free) =================
@@ -263,23 +233,6 @@ namespace ProjectM.Client
return clip;
}
- static AudioClip BuildStingClip(float[] notes, float noteLen, float vol)
- {
- int len = (int)(notes.Length * noteLen * SampleRate) + SampleRate / 2; // + half-second tail
- var clip = AudioClip.Create("music_sting", len, 1, SampleRate, false);
- var data = new float[len];
- for (int n = 0; n < notes.Length; n++)
- {
- int start = (int)(n * noteLen * SampleRate);
- int dur = (int)(SampleRate * (noteLen + (n == notes.Length - 1 ? 0.5f : 0.05f)));
- for (int i = 0; i < dur && start + i < len; i++)
- {
- float tn = i / (float)SampleRate;
- data[start + i] += Mathf.Sin(2f * Mathf.PI * notes[n] * tn) * Mathf.Exp(-4.5f * tn) * vol;
- }
- }
- clip.SetData(data, 0);
- return clip;
- }
+
}
}
diff --git a/Assets/_Project/Scripts/Client/UI/HowToPlayPanel.cs b/Assets/_Project/Scripts/Client/UI/HowToPlayPanel.cs
index 636efbc3b..222b9f5fa 100644
--- a/Assets/_Project/Scripts/Client/UI/HowToPlayPanel.cs
+++ b/Assets/_Project/Scripts/Client/UI/HowToPlayPanel.cs
@@ -16,7 +16,7 @@ namespace ProjectM.Client
///
public static class HowToPlayPanel
{
- static readonly string[] Tabs = { "Controls", "The Loop", "Build & Economy", "Threats", "Win / Lose" };
+ static readonly string[] Tabs = { "Controls", "The Loop", "Build & Economy", "Threats" };
public static VisualElement Build(Action onClose)
{
@@ -85,35 +85,24 @@ namespace ProjectM.Client
Body(c, "Pause — Esc");
break;
case 1: // The Loop
- Head(c, "THE LOOP — expedition RUNS are how you win");
- Body(c, "1. BASE — pick your CLASS + buy PREP buffs (this run only); build Turrets + a Fabricator; spend Aether on PERMANENT class upgrades.");
+ Head(c, "THE LOOP — descend, fight, bank");
+ Body(c, "1. BASE — pick your suit-frame, buy PREP buffs (this run only), spend Aether on PERMANENT upgrades.");
Body(c, "2. READY UP [T] — when everyone is ready, the party launches into a multi-room run together.");
- Body(c, "3. RUN — clear each room, pick 1 of 3 BOONS (this run only), choose your path on the map, mine the crystals.");
- Body(c, "4. BOSS — fell it and the party returns with the haul: +1 on the Engine meter. A wipe banks nothing.");
- Body(c, "5. SIEGE — a completed run provokes retaliation at base. Defend the Core!");
- Body(c, "6. WIN — fill the Engine meter, then hold the final siege.");
+ Body(c, "3. RUN — clear each room, pick 1 of 3 BOONS (this run only), choose your path, mine the crystals.");
+ Body(c, "4. BOSS — fell it and the party returns with the haul. A wipe banks nothing but the depth record.");
break;
case 2: // Build & Economy
Head(c, "RESOURCES & BUILDING");
Body(c, "Ore — main currency. Attack the glowing crystals INSIDE runs and haul them home (they're scarce — spend well).");
- Body(c, "Turret (40 Ore) — auto-fires at enemies. Needs Charge as ammo.");
- Body(c, "Fabricator (30 Ore) — converts Ore → Charge so turrets keep firing.");
Body(c, "Wall (Biomass) — a cheap barrier that blocks enemies.");
- Body(c, "Aether — rare; fuels PERMANENT class upgrades at the base between runs.");
+ Body(c, "Aether — rare; fuels PERMANENT upgrades at the base between runs.");
Body(c, "Open Build with Tab (Y), pick a piece, click a green tile to place it.");
break;
- case 3: // Threats
+ default: // Threats
Head(c, "THREATS");
- Body(c, "Husks assault the base during a Siege — keep them off the Engine Core.");
- Body(c, "A Husk that reaches the Core drains it. Lose the Core in the final siege and the run ends.");
Body(c, "Runs escalate room by room — elites guard the deep paths, a boss guards the end.");
Body(c, "Enemy variety scales the deeper you push.");
- break;
- default: // Win / Lose
- Head(c, "WIN / LOSE");
- Body(c, "WIN — clear expeditions to fill the Engine meter, then hold the final siege.");
- Body(c, "LOSE — the Engine Core falls during the final siege.");
- Body(c, "A Core breach mid-run is only a setback: resources lost, the Core recovers in Calm.");
+ Body(c, "What the light doesn't hold, the dark takes back.");
break;
}
}
diff --git a/Assets/_Project/Scripts/Client/UI/WorldLauncher.cs b/Assets/_Project/Scripts/Client/UI/WorldLauncher.cs
index fbb130803..8703867b5 100644
--- a/Assets/_Project/Scripts/Client/UI/WorldLauncher.cs
+++ b/Assets/_Project/Scripts/Client/UI/WorldLauncher.cs
@@ -129,17 +129,11 @@ namespace ProjectM.Client
static void StagePendingSave(World server)
{
var data = SaveService.Load();
- // A terminal (won/lost) save Continues as a FRESH campaign — base+meta kept, outcome/meter/core reset
- // (else the dead outcome banner re-latches from the first snapshot).
- SaveService.RollTerminalCampaignForward(data);
if (data == null) return;
var em = server.EntityManager;
var e = em.CreateEntity();
- // v5->v6 migration (operator-approved): an old save's Charge counted boss-cleared runs (DR-042), so a
- // missing RunsCompleted floors to it — the HUD never shows "Charge 3/4" beside "Runs completed: 0".
- int runsCompleted = data.RunsCompleted > data.GoalCharge ? data.RunsCompleted : data.GoalCharge;
- em.AddComponentData(e, new PendingSave { GoalCharge = data.GoalCharge, GoalTarget = data.GoalTarget, CoreCurrent = data.CoreCurrent, RunOutcome = (byte)data.RunOutcome, RunsCompleted = runsCompleted, MaxDepthReached = data.MaxDepthReached, HasData = 1 });
+ em.AddComponentData(e, new PendingSave { RunsCompleted = data.RunsCompleted, MaxDepthReached = data.MaxDepthReached, HasData = 1 });
// v6: stage the meta tiers UNCONDITIONALLY (empty OK — the Bursted spawn system GetBuffers it in the
// HasData block; a conditional buffer would throw on any v<=5 Continue). Rows verbatim, no clamping.
var mbuf = em.AddBuffer(e);
@@ -159,10 +153,6 @@ namespace ProjectM.Client
var sbuf = em.AddBuffer(se);
foreach (var s in data.Structures)
sbuf.Add(SaveApply.ToPending(s)); // EB-1: pure mapping (unit-tested, incl. the wounded HP)
- var iobuf = em.AddBuffer(se);
- if (data.StructureIo != null)
- foreach (var io in data.StructureIo)
- iobuf.Add(new PendingStructureIo { StructureIndex = io.StructureIndex, Slot = io.Slot, ResourceId = io.ResourceId, Count = io.Count });
}
}
@@ -175,9 +165,6 @@ namespace ProjectM.Client
using var q = em.CreateEntityQuery(ComponentType.ReadOnly());
if (q.IsEmptyIgnoreFilter) return;
var dir = q.GetSingletonEntity();
- var goal = em.HasComponent(dir) ? em.GetComponentData(dir) : default;
- var core = em.HasComponent(dir) ? em.GetComponentData(dir) : default; // END-1
- var outcome = em.HasComponent(dir) ? em.GetComponentData(dir) : default; // END-2
var buffer = em.GetBuffer(dir, true);
var rows = new LedgerRow[buffer.Length];
@@ -195,21 +182,16 @@ namespace ProjectM.Client
// v6: the permanent-meta slice via the ONE shared collector — omitting it HERE (the most common
// exit path) would silently WIPE all meta progression on quit (the meta review's top blocker).
MetaSaveScan.Collect(em, dir, out var metaRows, out var runsCompleted, out var maxDepth);
- SaveStructureScan.Collect(em, nowTick, out var structures, out var structureIo);
+ SaveStructureScan.Collect(em, nowTick, out var structures);
SaveService.Save(new SaveData
{
- GoalCharge = goal.Charge,
- GoalTarget = goal.Target,
- CoreCurrent = core.Current,
RunsCompleted = runsCompleted,
MaxDepthReached = maxDepth,
MetaUpgrades = metaRows,
- RunOutcome = outcome.Value,
Ledger = rows,
Structures = structures,
- StructureIo = structureIo,
SavedAtMs = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds(),
});
}
diff --git a/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs b/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs
index d072f04c3..31dce0464 100644
--- a/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs
+++ b/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs
@@ -85,13 +85,7 @@ namespace ProjectM.Server
decoyPositions.Add(dx.ValueRO.Position);
}
- // END-1: the Engine Core is a FALLBACK target. When no living player/structure remains, undefended
- // Husks march on the base heart (PlotCenter) so the base can be overrun instead of the swarm idling.
- bool coreAlive = SystemAPI.HasSingleton()
- && SystemAPI.TryGetSingleton(out var coreInteg) && coreInteg.Current > 0;
- float3 corePos = coreAlive ? BaseGridMath.PlotCenter(SystemAPI.GetSingleton()) : float3.zero;
-
- if (playerEntities.Length == 0 && structureEntities.Length == 0 && decoyEntities.Length == 0 && !coreAlive)
+ if (playerEntities.Length == 0 && structureEntities.Length == 0 && decoyEntities.Length == 0)
{
playerEntities.Dispose();
playerPositions.Dispose();
@@ -137,7 +131,6 @@ namespace ProjectM.Server
{
float3 pos = xform.ValueRO.Position;
byte huskRegion = region.ValueRO.Region;
- bool huskCoreAlive = coreAlive && huskRegion == RegionId.Base;
// Knockback overrides seek/strike for its window — EnemyAISystem stays the SOLE writer of Position.
var kb = knockback.ValueRO;
@@ -178,12 +171,10 @@ namespace ProjectM.Server
}
else
{
- if (tgtIdx < 0 && !huskCoreAlive)
- continue; // no decoy, no player/structure, and no Core -> nothing to seek
- targetEntity = tgtIdx < 0 ? Entity.Null
- : (tgtIsStruct ? structureEntities[tgtIdx] : playerEntities[tgtIdx]);
- targetPos = tgtIdx < 0 ? corePos
- : (tgtIsStruct ? structurePositions[tgtIdx] : playerPositions[tgtIdx]);
+ if (tgtIdx < 0)
+ continue; // no decoy, no player/structure -> nothing to seek
+ targetEntity = tgtIsStruct ? structureEntities[tgtIdx] : playerEntities[tgtIdx];
+ targetPos = tgtIsStruct ? structurePositions[tgtIdx] : playerPositions[tgtIdx];
}
// Seek: stop just inside strike range so the Husk holds position to attack.
@@ -271,7 +262,6 @@ namespace ProjectM.Server
{
float3 pos = xform.ValueRO.Position;
byte cHuskRegion = region.ValueRO.Region;
- bool cHuskCoreAlive = coreAlive && cHuskRegion == RegionId.Base;
// 1. Knockback wins (and cancels any in-flight lunge so Position keeps a single writer).
var kb = knockback.ValueRO;
@@ -296,12 +286,10 @@ namespace ProjectM.Server
// EB-1 fortress aggro: same weighted target selection as the Grunt pass (shared helper).
EnemyAIMath.PickWeightedNearest(pos, playerPositions, playerRegions, structurePositions, structureRegions, cHuskRegion, structAggro, out bool cIsStruct, out int cIdx);
- if (cIdx < 0 && !cHuskCoreAlive)
+ if (cIdx < 0)
continue;
- Entity cTargetEntity = cIdx < 0 ? Entity.Null
- : (cIsStruct ? structureEntities[cIdx] : playerEntities[cIdx]);
- float3 cTargetPos = cIdx < 0 ? corePos
- : (cIsStruct ? structurePositions[cIdx] : playerPositions[cIdx]);
+ Entity cTargetEntity = cIsStruct ? structureEntities[cIdx] : playerEntities[cIdx];
+ float3 cTargetPos = cIsStruct ? structurePositions[cIdx] : playerPositions[cIdx];
// 2. Lunge active: travel the locked direction; damage on contact, or stagger on a wall-stop whiff.
var lg = lunge.ValueRO;
@@ -414,7 +402,6 @@ namespace ProjectM.Server
{
float3 pos = xform.ValueRO.Position;
byte sRegion = region.ValueRO.Region;
- bool sCoreAlive = coreAlive && sRegion == RegionId.Base;
// 1. Knockback overrides everything (sole Position writer preserved).
var kb = knockback.ValueRO;
@@ -434,14 +421,12 @@ namespace ProjectM.Server
knockback.ValueRW.UntilTick = 0;
}
- // 2. Target (region-scoped shared helper); Core fallback like the Grunt/Charger passes.
+ // 2. Target (region-scoped shared helper); no target -> idle.
EnemyAIMath.PickWeightedNearest(pos, playerPositions, playerRegions, structurePositions, structureRegions, sRegion, structAggro, out bool sIsStruct, out int sIdx);
- if (sIdx < 0 && !sCoreAlive)
+ if (sIdx < 0)
continue;
- Entity sTargetEntity = sIdx < 0 ? Entity.Null
- : (sIsStruct ? structureEntities[sIdx] : playerEntities[sIdx]);
- float3 sTargetPos = sIdx < 0 ? corePos
- : (sIsStruct ? structurePositions[sIdx] : playerPositions[sIdx]);
+ Entity sTargetEntity = sIsStruct ? structureEntities[sIdx] : playerEntities[sIdx];
+ float3 sTargetPos = sIsStruct ? structurePositions[sIdx] : playerPositions[sIdx];
// 3. Range-band movement: advance if too far, retreat if too close, hold in-band. Face the target.
var sp = spitter.ValueRO;
@@ -504,7 +489,7 @@ namespace ProjectM.Server
float sDist = math.length(sToTarget);
bool sInBand = math.abs(sDist - sp.PreferredRange) <= sp.RangeTolerance;
bool sCornered = sDist <= sp.CorneredRange;
- if (sReady && (sInBand || sCornered) && (sTargetEntity != Entity.Null || sCoreAlive))
+ if (sReady && (sInBand || sCornered))
{
uint wTicks = (uint)math.max(1, sp.WindupTicks);
windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + wTicks);
@@ -625,9 +610,8 @@ namespace ProjectM.Server
}
EnemyAIMath.PickWeightedNearest(npos, playerPositions, playerRegions, structurePositions, structureRegions, nRegion, structAggro, out bool nIsStruct, out int nIdx);
- bool nCoreAlive = coreAlive && nRegion == RegionId.Base;
- bool hasTarget = nIdx >= 0 || nCoreAlive;
- float3 nTarget = nIdx < 0 ? corePos : (nIsStruct ? structurePositions[nIdx] : playerPositions[nIdx]);
+ bool hasTarget = nIdx >= 0;
+ float3 nTarget = nIdx < 0 ? npos : (nIsStruct ? structurePositions[nIdx] : playerPositions[nIdx]);
bool wantsToClose = hasTarget && !committed
&& math.distance(npos.xz, nTarget.xz) > nstats.ValueRO.AttackRange * 1.15f;
diff --git a/Assets/_Project/Scripts/Server/Combat/WaveSystem.cs b/Assets/_Project/Scripts/Server/Combat/WaveSystem.cs
index 386c66309..ea01f7e30 100644
--- a/Assets/_Project/Scripts/Server/Combat/WaveSystem.cs
+++ b/Assets/_Project/Scripts/Server/Combat/WaveSystem.cs
@@ -39,9 +39,6 @@ namespace ProjectM.Server
if (!serverTick.IsValid)
return;
uint now = serverTick.TickIndexForValidTick;
- // Player-driven loop: the base-defense wave only spawns during a Siege.
- if (SystemAPI.TryGetSingleton(out var cycle) && cycle.Phase != CyclePhase.Siege)
- return;
var director = SystemAPI.GetSingleton();
var directorEntity = SystemAPI.GetSingletonEntity();
diff --git a/Assets/_Project/Scripts/Server/Debug/DebugCommandReceiveSystem.cs b/Assets/_Project/Scripts/Server/Debug/DebugCommandReceiveSystem.cs
index a7fcba6e9..543add7d6 100644
--- a/Assets/_Project/Scripts/Server/Debug/DebugCommandReceiveSystem.cs
+++ b/Assets/_Project/Scripts/Server/Debug/DebugCommandReceiveSystem.cs
@@ -11,12 +11,12 @@ namespace ProjectM.Server
///
/// EDITOR-ONLY server receiver for dev-tool RPCs (from the DebugOverlay or
/// execute_code). Applies authoritative effects so the dev buttons exercise the REAL server paths and work
- /// over a live connection too: force/end sieges, grant resources/upgrades, teleport, god-mode, heal/kill,
- /// advance the goal. Sender-targeted ops resolve the player via SourceConnection -> NetworkId -> GhostOwner
- /// (the RegionTransitSystem pattern). Plain server SimulationSystemGroup (NOT the predicted loop). Reuses
- /// StorageMath / StatModifier / RegionMath + the wave/cycle singletons. The whole system is #if UNITY_EDITOR
- /// (stripped from builds); the wire TYPE () is unconditional so the RPC
- /// collection hash matches across peers. Non-Burst (managed-simple, editor-only) — perf is irrelevant.
+ /// over a live connection too: force/stop waves, clear enemies, grant resources/upgrades, teleport, god-mode,
+ /// heal/kill, class swap, gym enemy spawns. Sender-targeted ops resolve the player via SourceConnection ->
+ /// NetworkId -> GhostOwner (the RegionTransitSystem pattern). Plain server SimulationSystemGroup (NOT the
+ /// predicted loop). The whole system is #if UNITY_EDITOR (stripped from builds); the wire TYPE
+ /// () is unconditional so the RPC collection hash matches across peers.
+ /// Non-Burst (managed-simple, editor-only) — perf is irrelevant.
///
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
@@ -41,7 +41,8 @@ namespace ProjectM.Server
foreach (var (owner, e) in SystemAPI.Query>().WithAll().WithEntityAccess())
playerByConn[owner.ValueRO.NetworkId] = e;
- bool haveCycle = SystemAPI.TryGetSingletonEntity(out var cycleEntity);
+ uint now = SystemAPI.TryGetSingleton(out var netTime) && netTime.ServerTick.IsValid
+ ? netTime.ServerTick.TickIndexForValidTick : 0u;
foreach (var (request, receive, reqEntity) in
SystemAPI.Query, RefRO>().WithEntityAccess())
@@ -54,43 +55,29 @@ namespace ProjectM.Server
switch (cmd.Op)
{
- case DebugOp.SpawnWave:
- if (haveCycle && SystemAPI.HasComponent(cycleEntity))
+ case DebugOp.SpawnWave: // re-meant (LANTERN): force the NEXT wave to start this tick
+ if (SystemAPI.TryGetSingletonEntity(out var forceWaveE))
{
- var ts = SystemAPI.GetComponent(cycleEntity);
- ts.PendingSiegeSize = math.max(1, cmd.ArgA);
- ts.ArmTick = 0; // fire as soon as CyclePhaseSystem sees it
- SystemAPI.SetComponent(cycleEntity, ts);
+ var fw = SystemAPI.GetComponent(forceWaveE);
+ fw.Phase = WavePhase.Lull;
+ fw.NextActionTick = 0; // due immediately -> WaveSystem starts the next (bigger) wave
+ SystemAPI.SetComponent(forceWaveE, fw);
}
break;
- case DebugOp.EndSiege:
- case DebugOp.SetCalm:
+ case DebugOp.EndSiege: // re-meant (LANTERN): "quiet the arena" — cull husks + push the next wave far out
CullHusks(ref ecb);
- if (SystemAPI.TryGetSingletonEntity(out var we))
+ if (SystemAPI.TryGetSingletonEntity(out var stopWaveE))
{
- var w = SystemAPI.GetComponent(we);
+ var w = SystemAPI.GetComponent(stopWaveE);
w.Phase = WavePhase.Lull;
w.RemainingToSpawn = 0;
- SystemAPI.SetComponent(we, w);
- }
- if (haveCycle && SystemAPI.HasComponent(cycleEntity))
- {
- var ts = SystemAPI.GetComponent(cycleEntity);
- ts.PendingSiegeSize = 0;
- ts.ArmTick = 0;
- ts.SiegeStartTick = 0;
- SystemAPI.SetComponent(cycleEntity, ts);
- }
- if (cmd.Op == DebugOp.SetCalm && haveCycle)
- {
- var cs = SystemAPI.GetComponent(cycleEntity);
- cs.Phase = CyclePhase.Calm;
- cs.PhaseEndTick = 0;
- SystemAPI.SetComponent(cycleEntity, cs);
+ w.NextActionTick = TickUtil.NonZero(now + 216000u); // ~1 h @ 60 Hz: waves stay quiet for the session
+ SystemAPI.SetComponent(stopWaveE, w);
}
break;
+
case DebugOp.ClearEnemies:
CullHusks(ref ecb);
break;
@@ -147,23 +134,6 @@ namespace ProjectM.Server
}
break;
- case DebugOp.AdvanceGoal:
- if (haveCycle && SystemAPI.HasComponent(cycleEntity))
- {
- var g = SystemAPI.GetComponent(cycleEntity);
- g.Charge += math.max(1, cmd.ArgA);
- SystemAPI.SetComponent(cycleEntity, g);
- }
- break;
-
- case DebugOp.SetHeat:
- if (haveCycle && SystemAPI.HasComponent(cycleEntity))
- {
- var ts = SystemAPI.GetComponent(cycleEntity);
- ts.Heat = cmd.ArgA;
- SystemAPI.SetComponent(cycleEntity, ts);
- }
- break;
case DebugOp.SetTuning:
if (SystemAPI.TryGetSingleton(out var tuningCfg))
{
diff --git a/Assets/_Project/Scripts/Server/Persistence/SaveWriteSystem.cs b/Assets/_Project/Scripts/Server/Persistence/SaveWriteSystem.cs
index 8794e30e6..5320c04c8 100644
--- a/Assets/_Project/Scripts/Server/Persistence/SaveWriteSystem.cs
+++ b/Assets/_Project/Scripts/Server/Persistence/SaveWriteSystem.cs
@@ -7,11 +7,9 @@ namespace ProjectM.Server
{
///
/// Host-only autosave writer. A managed (file IO => NO Burst) that reacts to the
- /// flag the Bursted CyclePhaseSystem raises on the Siege->Calm checkpoint:
- /// reads the authoritative + shared resource ledger off the CycleDirector ghost,
- /// writes the JSON save (), then clears the flag. ServerSimulation-only, so a pure
- /// (Join) client never writes. Deliberately carries NO [UpdateAfter(CyclePhaseSystem)] (that would risk
- /// a sort-cycle); a one-tick-late autosave is irrelevant.
+ /// flag RunDirectorSystem raises on the terminal bank: reads the shared
+ /// resource ledger + permanent meta off the director ghost, writes the JSON save (),
+ /// then clears the flag. ServerSimulation-only, so a pure (Join) client never writes.
///
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial class SaveWriteSystem : SystemBase
@@ -32,46 +30,26 @@ namespace ProjectM.Server
req.Pending = 0;
SystemAPI.SetComponent(dir, req);
- var goal = SystemAPI.HasComponent(dir)
- ? SystemAPI.GetComponent(dir)
- : default;
-
- // END-1: persist the Engine Core integrity (a wounded base stays wounded across save/quit).
- var core = SystemAPI.HasComponent(dir)
- ? SystemAPI.GetComponent(dir)
- : default;
- // END-2: persist the terminal run outcome so a won/lost run loads finished (no re-arm on Continue).
- var outcome = SystemAPI.HasComponent(dir)
- ? SystemAPI.GetComponent(dir)
- : default;
-
-
- // The shared ledger lives on this same CycleDirector ghost (ResourceLedger-tagged StorageEntry buffer).
+ // The shared ledger lives on this same director ghost (ResourceLedger-tagged StorageEntry buffer).
var buffer = SystemAPI.GetBuffer(dir);
var rows = new LedgerRow[buffer.Length];
for (int i = 0; i < buffer.Length; i++)
rows[i] = new LedgerRow { ItemId = buffer[i].ItemId, Count = buffer[i].Count };
- // M7: also persist player-built structures + their production tick-state / inventory (single shared scan).
+ // Persist player-built structures (single shared scan; drift-proof vs the quit-to-menu writer).
uint nowTick = SystemAPI.GetSingleton().ServerTick.TickIndexForValidTick;
- SaveStructureScan.Collect(EntityManager, nowTick, out var structures, out var structureIo);
- // v6: the permanent-meta slice via the ONE shared collector (drift-proof vs the quit-to-menu writer).
+ SaveStructureScan.Collect(EntityManager, nowTick, out var structures);
+ // v6: the permanent-meta slice via the ONE shared collector.
MetaSaveScan.Collect(EntityManager, dir, out var metaRows, out var runsCompleted, out var maxDepth);
-
SaveService.Save(new SaveData
{
- GoalCharge = goal.Charge,
- GoalTarget = goal.Target,
- CoreCurrent = core.Current,
- RunOutcome = outcome.Value,
RunsCompleted = runsCompleted,
MaxDepthReached = maxDepth,
MetaUpgrades = metaRows,
Ledger = rows,
Structures = structures,
- StructureIo = structureIo,
SavedAtMs = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds(),
});
}
diff --git a/Assets/_Project/Scripts/Server/World/CoreDamageSystem.cs b/Assets/_Project/Scripts/Server/World/CoreDamageSystem.cs
deleted file mode 100644
index fd63e751d..000000000
--- a/Assets/_Project/Scripts/Server/World/CoreDamageSystem.cs
+++ /dev/null
@@ -1,79 +0,0 @@
-using ProjectM.Simulation;
-using Unity.Burst;
-using Unity.Collections;
-using Unity.Entities;
-using Unity.Mathematics;
-using Unity.NetCode;
-using Unity.Transforms;
-
-namespace ProjectM.Server
-{
- ///
- /// END-1 — the Engine Core takes the hit a siege breaks through to. Server-only, plain
- /// [UpdateAfter(EnemyAISystem)] so it reads each Husk's POST-move
- /// position this tick (Husks are interpolated ghosts moved server-only by ; the Core
- /// integrity rides the GLOBAL CycleDirector ghost). Any living Husk within of the
- /// base BREACHES: it drains CoreDamagePerHusk integrity and is
- /// consumed (despawned via the ECB — at-most-once, each Husk visited once per tick). Pure planar XZ check
- /// (); the per-Husk damage is the live knob with
- /// the baked fallback. Once hits 0 this system idles — the SOFT-loss edge in
- /// 's CyclePhaseSystem owns resolution (the locked DR-029 soft fork).
- ///
- [BurstCompile]
- [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
- [UpdateInGroup(typeof(SimulationSystemGroup))]
- [UpdateAfter(typeof(EnemyAISystem))]
- public partial struct CoreDamageSystem : ISystem
- {
- /// How close (planar XZ) a Husk must get to the Engine Core to breach it. A STRUCTURAL reach radius
- /// (not a per-session feel knob) — generous so a Husk pushing into the base interior reads as a breach.
- const float CoreReachRadius = 3f;
-
- [BurstCompile]
- public void OnCreate(ref SystemState state)
- {
- state.RequireForUpdate();
- state.RequireForUpdate();
- state.RequireForUpdate();
- state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly()));
- }
-
- [BurstCompile]
- public void OnUpdate(ref SystemState state)
- {
- var coreEntity = SystemAPI.GetSingletonEntity();
- var core = SystemAPI.GetComponent(coreEntity);
- if (core.Current <= 0)
- return; // already breached this beat; the lose-edge (CyclePhaseSystem) owns resolution.
-
- // END-2: once the run is decided (Victory/Loss latched) the Core takes no more damage. Defensive — the
- // siege already despawned its Husks on resolution; this mirrors the CoreRestoreSystem terminal-halt guard.
- if (SystemAPI.TryGetSingleton(out var endOutcome) && endOutcome.Value != RunOutcomeId.InProgress)
- return;
-
- float3 corePos = BaseGridMath.PlotCenter(SystemAPI.GetSingleton());
- var tune = SystemAPI.TryGetSingleton(out var tcfg) ? tcfg : TuningConfig.Defaults();
- int dmgPerHusk = (int)math.max(1f, tune.CoreDamagePerHusk);
-
- var ecb = new EntityCommandBuffer(Allocator.Temp);
- int drained = 0;
- foreach (var (xform, entity) in
- SystemAPI.Query>().WithAll().WithNone().WithEntityAccess()) // corpses don't drain the Core (B3)
- {
- if (!EnemyAIMath.InAttackRange(xform.ValueRO.Position, corePos, CoreReachRadius))
- continue;
- drained += dmgPerHusk;
- ecb.DestroyEntity(entity); // a breaching Husk is consumed (each Husk visited once -> at-most-once)
- }
-
- if (drained > 0)
- {
- core.Current = math.max(0, core.Current - drained);
- SystemAPI.SetComponent(coreEntity, core);
- }
-
- ecb.Playback(state.EntityManager);
- ecb.Dispose();
- }
- }
-}
diff --git a/Assets/_Project/Scripts/Server/World/CoreDamageSystem.cs.meta b/Assets/_Project/Scripts/Server/World/CoreDamageSystem.cs.meta
deleted file mode 100644
index ad469ff99..000000000
--- a/Assets/_Project/Scripts/Server/World/CoreDamageSystem.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: 9a3eeda43e19f1946abd8e74126c3a62
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Server/World/CoreRestoreSystem.cs b/Assets/_Project/Scripts/Server/World/CoreRestoreSystem.cs
deleted file mode 100644
index cbbac0a30..000000000
--- a/Assets/_Project/Scripts/Server/World/CoreRestoreSystem.cs
+++ /dev/null
@@ -1,59 +0,0 @@
-using ProjectM.Simulation;
-using Unity.Burst;
-using Unity.Entities;
-using Unity.Mathematics;
-using Unity.NetCode;
-
-namespace ProjectM.Server
-{
- ///
- /// END-1 — a chipped-but-survived Engine Core heals between sieges, so a breach is a SETBACK you recover from,
- /// not a death spiral. Server-only, plain . Regenerates ONLY in
- /// (no regen mid-Siege): +1 integrity every CoreRegenIntervalTicks server
- /// ticks toward . Deterministic + server-only (no rollback) so the plain
- /// now % interval tick gate is safe (the server advances exactly one fixed tick per step). The interval is
- /// the live knob with the baked fallback.
- ///
- [BurstCompile]
- [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
- [UpdateInGroup(typeof(SimulationSystemGroup))]
- public partial struct CoreRestoreSystem : ISystem
- {
- [BurstCompile]
- public void OnCreate(ref SystemState state)
- {
- state.RequireForUpdate();
- state.RequireForUpdate();
- state.RequireForUpdate();
- }
-
- [BurstCompile]
- public void OnUpdate(ref SystemState state)
- {
- // END-2: once the run is decided (Victory/Loss latched), the Core freezes at its terminal value (no regen).
- if (SystemAPI.TryGetSingleton(out var endOutcome) && endOutcome.Value != RunOutcomeId.InProgress)
- return;
-
- if (SystemAPI.GetSingleton().Phase != CyclePhase.Calm)
- return; // heal only between sieges
-
- var coreEntity = SystemAPI.GetSingletonEntity();
- var core = SystemAPI.GetComponent(coreEntity);
- if (core.Current >= core.Max)
- return;
-
- var serverTick = SystemAPI.GetSingleton().ServerTick;
- if (!serverTick.IsValid)
- return;
- uint now = serverTick.TickIndexForValidTick;
-
- var tune = SystemAPI.TryGetSingleton(out var tcfg) ? tcfg : TuningConfig.Defaults();
- uint interval = (uint)math.max(1f, tune.CoreRegenIntervalTicks);
- if (now % interval != 0)
- return;
-
- core.Current = math.min(core.Max, core.Current + 1);
- SystemAPI.SetComponent(coreEntity, core);
- }
- }
-}
diff --git a/Assets/_Project/Scripts/Server/World/CoreRestoreSystem.cs.meta b/Assets/_Project/Scripts/Server/World/CoreRestoreSystem.cs.meta
deleted file mode 100644
index 19f5efe20..000000000
--- a/Assets/_Project/Scripts/Server/World/CoreRestoreSystem.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: e3acd11f97b97d240b97e8c0ad096df7
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Server/World/CycleDirectorSpawnSystem.cs b/Assets/_Project/Scripts/Server/World/CycleDirectorSpawnSystem.cs
index 36dd81564..00b2e5df8 100644
--- a/Assets/_Project/Scripts/Server/World/CycleDirectorSpawnSystem.cs
+++ b/Assets/_Project/Scripts/Server/World/CycleDirectorSpawnSystem.cs
@@ -8,13 +8,13 @@ using Unity.Transforms;
namespace ProjectM.Server
{
///
- /// Server-only, one-shot spawner for the GLOBAL cycle-director ghost (mirrors SharedStorageSpawnSystem,
- /// but MINUS the RegionTag — the director must stay global so GhostRelevancy keeps it relevant to every
- /// region). On its first update it reads the baked + NetworkTime,
- /// instantiates the ghost, initializes (Expedition, cycle 1, PhaseEndTick =
- /// now + the initial phase delay), adds the server-only , and
- /// places it at the base center (preserving the prefab's baked LocalTransform scale — FromPosition would
- /// reset the replicated Scale GhostField), then destroys the spawner so it idles.
+ /// Server-only, one-shot spawner for the GLOBAL director ghost (mirrors SharedStorageSpawnSystem, but MINUS
+ /// the RegionTag — the director must stay global so GhostRelevancy keeps it relevant to every region). On its
+ /// first update it reads the baked + NetworkTime, instantiates the ghost
+ /// — the shared-ledger / RunInfo / meta host (its old cycle/siege/goal/core state is retired, LANTERN purge) —
+ /// applies a menu-staged save born-correct, and places it at the base center (preserving the prefab's baked
+ /// LocalTransform scale — FromPosition would reset the replicated Scale GhostField), then destroys the
+ /// spawner so it idles.
///
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
@@ -49,24 +49,11 @@ namespace ProjectM.Server
xform.Position = BaseGridMath.PlotCenter(anchor);
ecb.SetComponent(director, xform);
- // Boot the run-state in Calm (the persistent default) — no timer; ThreatDirector arms sieges.
- ecb.SetComponent(director, new CycleState
- {
- Phase = CyclePhase.Calm,
- CycleNumber = 1,
- PhaseEndTick = 0u,
- });
- ecb.AddComponent(director, new CycleRuntime { DefendStartWave = 0 });
- ecb.AddComponent(director, new ThreatState());
- // END-2: server-only run-phase marker (Normal until the goal cap arms the final siege). Added at
- // spawn like CycleRuntime/ThreatState (never on the ghost serializer). RunOutcome is baked on the prefab.
- ecb.AddComponent(director, new RunPhase { Value = RunPhaseId.Normal });
-
// Expedition redesign: run-FSM working state + the co-op route first-commit latch + the persisted
- // meta counters — ALL added UNCONDITIONALLY at spawn (the CycleRuntime/ThreatState/RunPhase idiom;
- // D-F2: a New-Game boot must have the components the bank block reads; Continue restores VALUES only,
- // inside the HasData block — Step 12b). HostSalt starts a fixed non-tick seed lineage (bumped per
- // launch); SaveData v6 folds persisted RunsCompleted in at restore so cross-session runs diverge.
+ // meta counters — ALL added UNCONDITIONALLY at spawn (D-F2: a New-Game boot must have the components
+ // the bank block reads; Continue restores VALUES only, inside the HasData block — Step 12b).
+ // HostSalt starts a fixed non-tick seed lineage (bumped per launch); the save folds persisted
+ // RunsCompleted in at restore so cross-session runs diverge.
ecb.AddComponent(director, new RunRuntime { HostSalt = 0x5EED0001u });
ecb.AddComponent(director, default(RouteCommand));
ecb.AddComponent(director, default(PortalCommand)); // DR-046 room-exit portal interact latch
@@ -74,47 +61,25 @@ namespace ProjectM.Server
ecb.AddComponent(director, default(MetaCounters));
// Born-correct load: if the menu staged a save (Continue), apply it AT SPAWN so the director
+ // ghost never serializes an empty ledger to clients (no replication flicker).
// DR-042 C6c: a NEW game seeds starting Ore below; a restored save (Continue) keeps its ledger.
bool restoredLedger = false;
- // ghost never serializes a default GoalProgress / empty ledger to clients (no replication flicker).
if (SystemAPI.TryGetSingletonEntity(out var pendingEntity))
{
var pending = SystemAPI.GetComponent(pendingEntity);
if (pending.HasData != 0)
{
- // END-2: clamp the restored Target to the baked run-length so a pre-v5 save carrying the old
- // Target=10 still honours the slice's baked Target=4 (the final siege stays reachable).
- int bakedTarget = SystemAPI.HasComponent(spawner.Prefab)
- ? SystemAPI.GetComponent(spawner.Prefab).Target : pending.GoalTarget;
- int restoredTarget = pending.GoalTarget > 0 && pending.GoalTarget < bakedTarget
- ? pending.GoalTarget : bakedTarget;
- ecb.SetComponent(director, new GoalProgress { Charge = pending.GoalCharge, Target = restoredTarget });
var srcLedger = SystemAPI.GetBuffer(pendingEntity);
var destLedger = ecb.SetBuffer(director);
SaveApply.WriteLedger(srcLedger, destLedger);
restoredLedger = true; // a save restored the ledger -> do NOT seed starting Ore (C6c)
- // END-1: born-correct the Engine Core. Max comes from the BAKED prefab (never the save); a
- // persisted wounded Current (>0) restores clamped to Max, else (0 = pre-v4 save) born full.
- if (SystemAPI.HasComponent(spawner.Prefab))
- {
- var bakedCore = SystemAPI.GetComponent(spawner.Prefab);
- int restoredCore = pending.CoreCurrent > 0
- ? (pending.CoreCurrent < bakedCore.Max ? pending.CoreCurrent : bakedCore.Max)
- : bakedCore.Max;
- ecb.SetComponent(director, new CoreIntegrity { Current = restoredCore, Max = bakedCore.Max, OverrunTick = 0u });
- }
-
- // END-2: born-correct the terminal run outcome (a won/lost run loads finished + halted; a pre-v5
- // save / New Game = 0 -> InProgress). Independent of the Core -> NOT nested in the CoreIntegrity guard.
- ecb.SetComponent(director, new RunOutcome { Value = pending.RunOutcome });
-
// v6: restore the permanent meta — counters (VALUES only; the component was added
// unconditionally above, D-F2), the tier record (SetBuffer replaces the baked-empty
// [GhostField] buffer pre-Playback — the StorageEntry idiom — rows VERBATIM incl. unknown
// ids), the born-correct RunInfo HUD mirror (the spawn-time exception to RunDirector's
- // sole-writer rule, like CycleState/RunOutcome above), and the HostSalt fold (cross-session
- // first-run maps diverge once you've banked clears — the promise at the RunRuntime add).
+ // sole-writer rule), and the HostSalt fold (cross-session first-run maps diverge once
+ // you've banked clears — the promise at the RunRuntime add).
ecb.SetComponent(director, new MetaCounters
{
RunsCompleted = pending.RunsCompleted,
@@ -140,13 +105,13 @@ namespace ProjectM.Server
ecb.DestroyEntity(pendingEntity);
}
- // DR-042 C6c: NEW game only (no restored ledger) -> seed a little Ore so the build loop isn't a cold
- // deadlock (a turret needs Charge from a Fabricator that costs Ore you haven't mined yet). Appended
- // BEFORE Playback so the ghost first-serializes WITH the seed (no empty-ledger replication flicker).
+ // DR-042 C6c: NEW game only (no restored ledger) -> seed a little Ore so the build loop isn't a
+ // cold start with nothing to place. Appended BEFORE Playback so the ghost first-serializes WITH
+ // the seed (no empty-ledger replication flicker).
if (!restoredLedger)
ecb.AppendToBuffer(director, new StorageEntry { ItemId = ResourceId.Ore, Count = Tuning.StartingOre });
- // Host-only autosave flag; SaveWriteSystem consumes it on the Siege->Calm checkpoint.
+ // Host-only autosave flag; SaveWriteSystem consumes it (RunDirectorSystem raises it on bank).
ecb.AddComponent(director, new SaveRequest { Pending = 0 });
}
diff --git a/Assets/_Project/Scripts/Server/World/CyclePhaseSystem.cs b/Assets/_Project/Scripts/Server/World/CyclePhaseSystem.cs
deleted file mode 100644
index c8b316361..000000000
--- a/Assets/_Project/Scripts/Server/World/CyclePhaseSystem.cs
+++ /dev/null
@@ -1,195 +0,0 @@
-using ProjectM.Simulation;
-using Unity.Burst;using Unity.Collections;
-
-using Unity.Entities;
-using Unity.Mathematics;
-using Unity.NetCode;
-
-namespace ProjectM.Server
-{
- ///
- /// Server-authoritative macro-loop director for the PLAYER-DRIVEN loop. The base sits in Calm
- /// (persistent, unhurried — build/prep at your pace, no countdown) until the arms a
- /// siege, then flips to Siege (the base-defense wave) and back to Calm when the wave is cleared.
- /// There is no global "Expedition" phase — being out on an expedition is per-player presence (server-only
- /// ), read client-side by the HUD, so one global byte never has to represent
- /// "player A out / player B home." Maintains the replicated singleton and gates
- /// (waves spawn only during Siege). Runs in the plain server SimulationSystemGroup
- /// before WaveSystem. All timing is wrap-safe NetworkTick math (
- /// + ), never raw uint compares. Lives on the
- /// runtime-spawned CycleDirector ghost. Supersedes the forced timed Expedition→Defend→Build cycle.
- ///
- [BurstCompile]
- [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
- [UpdateInGroup(typeof(SimulationSystemGroup))]
- [UpdateBefore(typeof(WaveSystem))]
- public partial struct CyclePhaseSystem : ISystem
- {
- [BurstCompile]
- public void OnCreate(ref SystemState state)
- {
- state.RequireForUpdate();
- state.RequireForUpdate();
- }
-
- [BurstCompile]
- public void OnUpdate(ref SystemState state)
- {
- var serverTick = SystemAPI.GetSingleton().ServerTick;
- if (!serverTick.IsValid)
- return;
- uint now = serverTick.TickIndexForValidTick;
-
- var cycleEntity = SystemAPI.GetSingletonEntity();
- var cycle = SystemAPI.GetComponent(cycleEntity);
- var runtime = SystemAPI.GetComponent(cycleEntity);
-
- if (cycle.Phase == CyclePhase.Calm)
- {
- // Default calm: no pending siege => no countdown.
- cycle.PhaseEndTick = 0;
-
- if (SystemAPI.HasComponent(cycleEntity))
- {
- var threat = SystemAPI.GetComponent(cycleEntity);
- if (threat.PendingSiegeSize > 0)
- {
- // Telegraph: mirror the arm tick into the replicated PhaseEndTick so the HUD can show an
- // "incursion in Ns" countdown (reuses the existing HUD countdown path) while it arms.
- cycle.PhaseEndTick = threat.ArmTick;
-
- bool armed = threat.ArmTick == 0
- || !new NetworkTick(threat.ArmTick).IsNewerThan(serverTick);
-
- if (armed && SystemAPI.TryGetSingletonEntity(out var waveEntity))
- {
- // ---- Calm -> Siege: seed WaveSystem's own Spawning entry atomically. Writing
- // Phase=Spawning bypasses its Lull escalation recompute (WaveSystem only recomputes
- // RemainingToSpawn while Phase==Lull), so the siege spawns EXACTLY the director-chosen
- // size and WaveSystem stays the sole WaveState writer thereafter. ----
- var w = SystemAPI.GetComponent(waveEntity);
- runtime.DefendStartWave = w.WaveNumber; // capture BEFORE the bump (DefendCleared tests > this)
- w.WaveNumber += 1;
- w.Phase = WavePhase.Spawning;
- w.RemainingToSpawn = math.max(1, threat.PendingSiegeSize);
- w.NextActionTick = TickUtil.NonZero(now); // spawn the first Husk this tick
- SystemAPI.SetComponent(waveEntity, w);
-
- cycle.Phase = CyclePhase.Siege;
- cycle.PhaseEndTick = 0; // Siege is wave-driven, not timed.
-
- threat.PendingSiegeSize = 0; // consume once
- threat.ArmTick = 0;
- SystemAPI.SetComponent(cycleEntity, threat);
- }
- }
- }
- }
- else if (cycle.Phase == CyclePhase.Siege)
- {
- // END-2: is this the FINAL siege (the goal cap armed it)? Server-only RunPhase marker; HasComponent-
- // guarded so EditMode worlds without RunPhase keep the pre-END-2 (normal) soft-loss + survival paths.
- bool isFinal = SystemAPI.HasComponent(cycleEntity)
- && SystemAPI.GetComponent(cycleEntity).Value == RunPhaseId.FinalDefense;
-
- // The Engine Core breached to 0 during the siege (checked BEFORE survival). CyclePhaseSystem stays the
- // sole Phase/WaveState writer; it is ALSO the sole RunOutcome writer (END-2 single-writer).
- bool overrun = SystemAPI.HasComponent(cycleEntity)
- && SystemAPI.GetComponent(cycleEntity).Current <= 0;
- if (overrun)
- {
- cycle.Phase = CyclePhase.Calm;
- cycle.PhaseEndTick = 0;
-
- // The siege ends: despawn the base siege Husks (the locked despawn-on-breach fork) + reset the
- // wave so the NEXT armed siege starts clean (WaveSystem idles in Calm anyway). Shared by both paths.
- var ecb = new EntityCommandBuffer(Allocator.Temp);
- // Slice 3: cull the BASE wave only — an Expedition wave runs in its own region and must
- // survive a base Core breach. A region-blind EnemyTag wipe would also spuriously trip the
- // zone director's aliveZone==0 clear/reward edge. Mirrors ThreatDirectorSystem + DefendCleared.
- foreach (var (hr, he) in SystemAPI.Query>().WithAll().WithNone().WithEntityAccess()) // skip corpses: the B3 expiry pass owns their destroy (cross-ECB double-destroy)
- if (hr.ValueRO.Region == RegionId.Base)
- ecb.DestroyEntity(he);
- ecb.Playback(state.EntityManager);
- ecb.Dispose();
- if (SystemAPI.TryGetSingletonEntity(out var waveLost))
- {
- var wl = SystemAPI.GetComponent(waveLost);
- wl.RemainingToSpawn = 0;
- wl.Phase = WavePhase.Lull;
- wl.NextActionTick = 0;
- SystemAPI.SetComponent(waveLost, wl);
- }
-
- if (isFinal)
- {
- // END-2 TERMINAL LOSS: the final stand fell. Latch Loss + halt (the director stops arming). NO
- // ledger drain and NO OverrunTick stamp -> the client shows the dedicated terminal Loss banner
- // (from the replicated RunOutcome), not the soft "the Core will recover" flash.
- SystemAPI.SetComponent(cycleEntity, new RunOutcome { Value = RunOutcomeId.Loss });
- }
- else
- {
- // END-1 SOFT LOSS (unchanged): drain a fraction of the shared ledger + stamp the transient
- // overrun pulse; the base persists wounded and the Core regenerates in Calm (the DR-029 fork).
- var tuneL = SystemAPI.TryGetSingleton(out var tcfgL) ? tcfgL : TuningConfig.Defaults();
- if (SystemAPI.HasBuffer(cycleEntity))
- {
- var ledger = SystemAPI.GetBuffer(cycleEntity);
- StorageMath.DrainFraction(ledger, tuneL.CoreOverrunDrainPct);
- }
- var coreL = SystemAPI.GetComponent(cycleEntity);
- coreL.OverrunTick = TickUtil.NonZero(now);
- SystemAPI.SetComponent(cycleEntity, coreL);
- }
-
- // Autosave the checkpoint (a breach / final loss is a meaningful save point).
- if (SystemAPI.HasComponent(cycleEntity))
- SystemAPI.SetComponent(cycleEntity, new SaveRequest { Pending = 1 });
- }
- else if (DefendCleared(ref state, runtime.DefendStartWave))
- {
- cycle.Phase = CyclePhase.Calm;
- cycle.PhaseEndTick = 0;
- if (isFinal)
- {
- // END-2 TERMINAL WIN: the final siege was survived -> the Engine holds. Latch Victory + halt;
- // do NOT increment the (already-capped) goal.
- SystemAPI.SetComponent(cycleEntity, new RunOutcome { Value = RunOutcomeId.Victory });
- if (SystemAPI.HasComponent(cycleEntity))
- SystemAPI.SetComponent(cycleEntity, new SaveRequest { Pending = 1 });
- }
- // DR-042: a SURVIVED base siege no longer advances the win meter — that was the AFK/passive win
- // path (scheduled sieges auto-armed + auto-collapsed on timeout, so standing still won). The win-
- // driver moved to EXPEDITION CLEARS: GoalProgress.Charge is now credited per cleared expedition by
- // ExpeditionGateSystem on the player's RETURN. Surviving a normal siege is still its own reward
- // (resources kept, Core intact) but is not progress toward Victory. The final-siege Victory latch
- // above is unchanged — GoalReachedSystem still arms the climactic final siege once Charge hits Target.
- }
- }
-
- // Surface the live wave number on the replicated CycleState for the HUD (single writer).
- if (SystemAPI.TryGetSingleton(out var waveSync))
- cycle.WaveNumber = waveSync.WaveNumber;
-
- SystemAPI.SetComponent(cycleEntity, cycle);
- SystemAPI.SetComponent(cycleEntity, runtime);
- }
-
- // The Siege wave has run for this phase (WaveNumber advanced past the captured start), is fully spawned,
- // and no Husks remain alive.
- bool DefendCleared(ref SystemState state, int defendStartWave)
- {
- if (!SystemAPI.TryGetSingleton(out var wave))
- return false;
- // Cleared only when no BASE husk remains: expedition zone enemies (EnemyTag + RegionTag{Expedition})
- // must not hold the base siege open (DR-040 BLOCKER 3 — same global-count soft-lock as WaveSystem).
- int baseHusks = 0;
- foreach (var hr in SystemAPI.Query>().WithAll().WithNone()) // LIVING only (B3)
- if (hr.ValueRO.Region == RegionId.Base) baseHusks++;
- return wave.WaveNumber > defendStartWave
- && wave.RemainingToSpawn == 0
- && baseHusks == 0;
- }
- }
-}
diff --git a/Assets/_Project/Scripts/Server/World/CyclePhaseSystem.cs.meta b/Assets/_Project/Scripts/Server/World/CyclePhaseSystem.cs.meta
deleted file mode 100644
index 963b88f00..000000000
--- a/Assets/_Project/Scripts/Server/World/CyclePhaseSystem.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: c325c252dce9fba4a938d5c8db903042
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Server/World/GoalReachedSystem.cs b/Assets/_Project/Scripts/Server/World/GoalReachedSystem.cs
deleted file mode 100644
index 82fdc7a53..000000000
--- a/Assets/_Project/Scripts/Server/World/GoalReachedSystem.cs
+++ /dev/null
@@ -1,90 +0,0 @@
-using ProjectM.Simulation;
-using Unity.Burst;
-using Unity.Entities;
-using Unity.Mathematics;
-using Unity.NetCode;
-
-namespace ProjectM.Server
-{
- ///
- /// END-2 — arms the FINAL siege when the long-arc goal meter fills. Server-only, plain
- /// , [UpdateAfter(CyclePhaseSystem)] so it reads
- /// AFTER the survived-siege increment that may have just reached Target.
- /// On the Charge >= Target rising edge — guarded by +
- /// so it fires EXACTLY once — it:
- ///
- /// - arms a bigger siege through the existing single entry point :
- /// the would-be-next normal siege size (SizeBase + ScheduleSizePerWave*wave) times the live
- /// (floored at 1 so the final siege is never smaller), telegraphed
- /// via (wrap-safe );
- /// - flips to .
- ///
- /// It NEVER writes .Phase / WaveState (CyclePhaseSystem stays the sole writer) nor
- /// .Charge (CyclePhaseSystem clamps it at the increment site) — it only READS the edge.
- /// CyclePhaseSystem then consumes the next tick exactly like any other
- /// armed siege; ThreatDirectorSystem stops arming once leaves Normal, so no normal
- /// siege can stomp the final one. Plain server group => one run per tick, no rollback/predicted exposure.
- /// Bytes, never enums (Burst-safe).
- ///
- [BurstCompile]
- [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
- [UpdateInGroup(typeof(SimulationSystemGroup))]
- [UpdateAfter(typeof(CyclePhaseSystem))]
- public partial struct GoalReachedSystem : ISystem
- {
- [BurstCompile]
- public void OnCreate(ref SystemState state)
- {
- state.RequireForUpdate();
- state.RequireForUpdate();
- state.RequireForUpdate();
- }
-
- [BurstCompile]
- public void OnUpdate(ref SystemState state)
- {
- var serverTick = SystemAPI.GetSingleton().ServerTick;
- if (!serverTick.IsValid)
- return;
- uint now = serverTick.TickIndexForValidTick;
-
- var cycleEntity = SystemAPI.GetSingletonEntity();
-
- // Exactly-once guards: a decided run, or one already in the final siege, arms nothing.
- if (SystemAPI.HasComponent(cycleEntity)
- && SystemAPI.GetComponent(cycleEntity).Value != RunOutcomeId.InProgress)
- return;
- var runPhase = SystemAPI.GetComponent(cycleEntity);
- if (runPhase.Value != RunPhaseId.Normal)
- return;
-
- // Goal cap reached? (Charge is clamped to Target at the CyclePhaseSystem increment site.)
- if (!SystemAPI.HasComponent(cycleEntity))
- return;
- var goal = SystemAPI.GetComponent(cycleEntity);
- if (goal.Target <= 0 || goal.Charge < goal.Target)
- return;
-
- if (!SystemAPI.HasComponent(cycleEntity) || !SystemAPI.HasComponent(cycleEntity))
- return;
- var threat = SystemAPI.GetComponent(cycleEntity);
- var config = SystemAPI.GetComponent(cycleEntity);
-
- int wave = SystemAPI.TryGetSingleton(out var ws) ? ws.WaveNumber : 0;
- float mult = math.max(1f, SystemAPI.TryGetSingleton(out var tcfg)
- ? tcfg.FinalSiegeMultiplier
- : TuningConfig.Defaults().FinalSiegeMultiplier);
- int normalSize = config.SizeBase + config.ScheduleSizePerWave * wave;
- int finalSize = math.max(1, (int)(normalSize * mult));
-
- // Arm the final siege (overwrites any pending normal siege — the final supersedes; at the goal-reach tick
- // PendingSiegeSize is 0 anyway, the just-cleared siege having consumed it). CyclePhaseSystem consumes it.
- threat.PendingSiegeSize = finalSize;
- threat.ArmTick = TickUtil.NonZero(now + config.PostExpeditionDelayTicks);
- SystemAPI.SetComponent(cycleEntity, threat);
-
- runPhase.Value = RunPhaseId.FinalDefense;
- SystemAPI.SetComponent(cycleEntity, runPhase);
- }
- }
-}
diff --git a/Assets/_Project/Scripts/Server/World/GoalReachedSystem.cs.meta b/Assets/_Project/Scripts/Server/World/GoalReachedSystem.cs.meta
deleted file mode 100644
index 4d544b6c5..000000000
--- a/Assets/_Project/Scripts/Server/World/GoalReachedSystem.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: 472c137c49b85e141b0ee00b1d1fa076
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Server/World/RunDirectorSystem.cs b/Assets/_Project/Scripts/Server/World/RunDirectorSystem.cs
index c86c96eac..2ac93f927 100644
--- a/Assets/_Project/Scripts/Server/World/RunDirectorSystem.cs
+++ b/Assets/_Project/Scripts/Server/World/RunDirectorSystem.cs
@@ -10,8 +10,7 @@ namespace ProjectM.Server
{
///
/// SOLE writer of the replicated run-lifecycle FSM () and its server-only working state
- /// () — the expedition redesign's counterpart of CyclePhaseSystem's single-writer
- /// discipline (that system stays the sole writer of the BASE Calm↔Siege posture; the two FSMs are distinct).
+ /// ().
///
/// Step-7 = the REAL LINEAR traversal: Staging (ready-check) → Launching (3-2-1 telegraph, un-ready aborts) →
/// InRoom (fight; the clear edge arrives as the replicated .State == Cleared,
@@ -24,20 +23,12 @@ namespace ProjectM.Server
///
/// The terminal bank (once per RunEpoch, equality-latched): ALWAYS records the honest depth
/// (max(MaxDepthReached, RoomsClearedThisRun) — never the planned RoomCount) and re-stages; ONLY a genuine
- /// boss-clear terminal () credits the win meter
- /// (.Charge, clamped), RunsCompleted, the retaliation inputs
- /// (.PendingReturns/ExpeditionsCompleted — carried from the retired gate, C7) and
- /// requests a save. An abort/wipe banks NOTHING but the depth high-water (D-F3).
- ///
- /// Ordering: [UpdateBefore(CyclePhaseSystem)] ONLY (GoalReachedSystem is [UpdateAfter(CyclePhaseSystem)] —
- /// transitively after this system, so the Charge credit lands before it reads the edge). Per the hard rule,
- /// NOTHING in the room chain adds another CyclePhase edge (a sort cycle is invisible to EditMode and throws only
- /// at Play world creation).
+ /// boss-clear terminal () credits RunsCompleted and requests a
+ /// save. An abort/wipe banks NOTHING but the depth high-water (D-F3).
///
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
- [UpdateBefore(typeof(CyclePhaseSystem))]
public partial struct RunDirectorSystem : ISystem
{
/// "All ready → 3-2-1 → go" telegraph (~3 s @ 60). An un-ready during the countdown aborts.
@@ -95,15 +86,7 @@ namespace ProjectM.Server
{
case RunLifecycle.Staging:
{
- // F2 cross-FSM launch guard: no new run while a final siege arms/runs or the outcome latched.
- // Guards default OPEN when the server-only markers are absent (EditMode worlds).
- bool launchAllowed =
- (!SystemAPI.HasComponent(dirEntity)
- || SystemAPI.GetComponent(dirEntity).Value == RunPhaseId.Normal)
- && (!SystemAPI.HasComponent(dirEntity)
- || SystemAPI.GetComponent(dirEntity).Value == RunOutcomeId.InProgress);
-
- if (allReady && run.WasAllReady == 0 && launchAllowed)
+ if (allReady && run.WasAllReady == 0)
{
// Rising edge → Launching. Seed the run: monotonic epoch + per-playthrough salt lineage,
// never a tick, never 0, equality-compared downstream.
@@ -364,25 +347,9 @@ case RunLifecycle.RouteSelect:
info.MaxDepthReached = meta.MaxDepthReached; // HUD mirror
}
- // Boss-clear only: the win meter, the retaliation inputs (C7), and a save checkpoint.
- if (run.LastTerminalCleared != 0)
- {
- if (SystemAPI.HasComponent(dirEntity))
- {
- var goal = SystemAPI.GetComponent(dirEntity);
- goal.Charge = math.min(goal.Charge + 1, goal.Target);
- SystemAPI.SetComponent(dirEntity, goal);
- }
- if (SystemAPI.HasComponent(dirEntity))
- {
- var threat = SystemAPI.GetComponent(dirEntity);
- threat.PendingReturns += 1;
- threat.ExpeditionsCompleted += 1;
- SystemAPI.SetComponent(dirEntity, threat);
- }
- if (SystemAPI.HasComponent(dirEntity))
- SystemAPI.SetComponent(dirEntity, new SaveRequest { Pending = 1 });
- }
+ // Boss-clear only: a save checkpoint (the win-meter/retaliation credits are retired — LANTERN purge).
+ if (run.LastTerminalCleared != 0 && SystemAPI.HasComponent(dirEntity))
+ SystemAPI.SetComponent(dirEntity, new SaveRequest { Pending = 1 });
}
// TWO-CHANNEL strip (DR-037): run boons EXPIRE at home — one range-strip clears every
diff --git a/Assets/_Project/Scripts/Server/World/ThreatDirectorSystem.cs b/Assets/_Project/Scripts/Server/World/ThreatDirectorSystem.cs
deleted file mode 100644
index 53274d378..000000000
--- a/Assets/_Project/Scripts/Server/World/ThreatDirectorSystem.cs
+++ /dev/null
@@ -1,138 +0,0 @@
-using ProjectM.Simulation;
-using Unity.Burst;
-using Unity.Collections;
-using Unity.Entities;
-using Unity.Mathematics;
-using Unity.NetCode;
-
-namespace ProjectM.Server
-{
- ///
- /// Server-only composite ThreatDirector — the data-driven base-attack SCHEDULER. It owns the decision of WHEN
- /// and HOW BIG a siege is; owns the Calm↔Siege transition. The single documented
- /// hand-off is (this system sets it; CyclePhaseSystem consumes it).
- /// This slice wires ONE source — POST-EXPEDITION retaliation: a completed RUN (banked on the boss-clear
- /// return by into — the retired
- /// walk-in ExpeditionGateSystem's carry, Step 11) arms a siege of
- /// Husks after a
- /// telegraph. The Heat/Schedule sources are reserved (config baked-but-inert) so they drop in additively with
- /// no re-bake. It also enforces a BOUNDED siege lifetime (): an
- /// unattended siege (e.g. an empty base) auto-collapses so the loop can never soft-lock. Runs in the plain
- /// server SimulationSystemGroup, ordered Gate -> ThreatDirector -> RunState(CyclePhaseSystem) -> Wave so a
- /// return is consumed the same tick. All timing is wrap-safe NetworkTick math (TickUtil.NonZero +
- /// NetworkTick.IsNewerThan / TicksSince), never raw uint.
- ///
- [BurstCompile]
- [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
- [UpdateInGroup(typeof(SimulationSystemGroup))]
- [UpdateAfter(typeof(RunDirectorSystem))]
- [UpdateBefore(typeof(CyclePhaseSystem))]
- public partial struct ThreatDirectorSystem : ISystem
- {
-
- [BurstCompile]
- public void OnCreate(ref SystemState state)
- {
- state.RequireForUpdate();
- state.RequireForUpdate();
- state.RequireForUpdate();
- state.RequireForUpdate();
- }
-
- [BurstCompile]
- public void OnUpdate(ref SystemState state)
- {
- var serverTick = SystemAPI.GetSingleton().ServerTick;
- if (!serverTick.IsValid)
- return;
- uint now = serverTick.TickIndexForValidTick;
-
- var cycleEntity = SystemAPI.GetSingletonEntity();
- var cycle = SystemAPI.GetComponent(cycleEntity);
- var threat = SystemAPI.GetComponent(cycleEntity);
- var config = SystemAPI.GetComponent(cycleEntity);
- // END-2: a decided run (Victory/Loss) or one already in the FINAL siege arms NO further sieges. The
- // SiegeTimeout cull is also disabled during the final siege (a cull -> false Victory). Guarded with
- // HasComponent so EditMode worlds without RunPhase/RunOutcome keep the pre-END-2 behaviour.
- byte runPhase = SystemAPI.HasComponent(cycleEntity)
- ? SystemAPI.GetComponent(cycleEntity).Value : RunPhaseId.Normal;
- byte runOutcome = SystemAPI.HasComponent(cycleEntity)
- ? SystemAPI.GetComponent(cycleEntity).Value : RunOutcomeId.InProgress;
- bool canArm = runPhase == RunPhaseId.Normal && runOutcome == RunOutcomeId.InProgress;
-
-
- // ---- SOURCE: post-expedition retaliation. A returning player arms ONE siege (simultaneous returns
- // collapse to a single arming — extending the de-dup the gate's one-increment-per-return starts). ----
- if (config.PostExpeditionEnabled != 0 && threat.PendingReturns > 0)
- {
- if (cycle.Phase == CyclePhase.Calm && threat.PendingSiegeSize == 0 && canArm)
- {
- int size = config.SizeBase + config.SizePerExpeditionResource * 0; // haul-scaling deferred (field baked)
- threat.PendingSiegeSize = math.max(1, size);
- threat.ArmTick = TickUtil.NonZero(now + config.PostExpeditionDelayTicks);
- }
- threat.PendingReturns = 0; // consume regardless so returns can't pile up
- }
-
- // ---- SOURCE: scheduled base sieges. A timed cadence arms a siege even with NO expedition trip, so
- // the base-defense loop has stakes on its own. The first fire is one full interval out (a mine/build
- // grace window); size escalates by the live wave number. All ticks wrap-safe (TickUtil.NonZero). ----
- if (config.ScheduleEnabled != 0 && config.ScheduleIntervalTicks > 0)
- {
- if (threat.NextScheduledTick == 0 || cycle.Phase != CyclePhase.Calm)
- {
- // Seed, and DEFER while a siege runs, so the next scheduled siege is always one full interval
- // AFTER the current one resolves -> a guaranteed calm/build window even if a siege runs long.
- threat.NextScheduledTick = TickUtil.NonZero(now + config.ScheduleIntervalTicks);
- }
- else if (cycle.Phase == CyclePhase.Calm && threat.PendingSiegeSize == 0 && canArm
- && !new NetworkTick(threat.NextScheduledTick).IsNewerThan(serverTick))
- {
- int wave = SystemAPI.TryGetSingleton(out var ws) ? ws.WaveNumber : 0;
- threat.PendingSiegeSize = math.max(1, config.SizeBase + config.ScheduleSizePerWave * wave);
- threat.ArmTick = TickUtil.NonZero(now + config.PostExpeditionDelayTicks);
- threat.NextScheduledTick = TickUtil.NonZero(now + config.ScheduleIntervalTicks);
- }
- }
-
- // ---- BOUNDED RESOLUTION: a Siege can't drag forever. Record its start; after SiegeTimeoutTicks cull
- // the remaining Husks + stop spawning so CyclePhaseSystem's DefendCleared returns the base to Calm. ----
- if (cycle.Phase == CyclePhase.Siege)
- {
- if (threat.SiegeStartTick == 0)
- {
- threat.SiegeStartTick = TickUtil.NonZero(now);
- }
- else if (config.SiegeTimeoutTicks > 0 && runPhase != RunPhaseId.FinalDefense)
- {
- var start = new NetworkTick(threat.SiegeStartTick);
- if (start.IsValid && serverTick.TicksSince(start) > (int)config.SiegeTimeoutTicks)
- {
- // Collapse the siege: cull every remaining BASE Husk only (expedition zone enemies are also
- // EnemyTag but RegionTag{Expedition}; the timeout must not destroy them — DR-040 BLOCKER 3).
- var ecb = new EntityCommandBuffer(Allocator.Temp);
- foreach (var (hr, he) in SystemAPI.Query>().WithAll().WithNone().WithEntityAccess()) // skip corpses: the B3 expiry pass owns their destroy
- if (hr.ValueRO.Region == RegionId.Base)
- ecb.DestroyEntity(he);
- ecb.Playback(state.EntityManager);
- ecb.Dispose();
-
- if (SystemAPI.TryGetSingletonEntity(out var waveEntity))
- {
- var w = SystemAPI.GetComponent(waveEntity);
- w.RemainingToSpawn = 0;
- SystemAPI.SetComponent(waveEntity, w);
- }
- threat.SiegeStartTick = 0;
- }
- }
- }
- else
- {
- threat.SiegeStartTick = 0; // not under siege
- }
-
- SystemAPI.SetComponent(cycleEntity, threat);
- }
- }
-}
diff --git a/Assets/_Project/Scripts/Server/World/ThreatDirectorSystem.cs.meta b/Assets/_Project/Scripts/Server/World/ThreatDirectorSystem.cs.meta
deleted file mode 100644
index a77f3930f..000000000
--- a/Assets/_Project/Scripts/Server/World/ThreatDirectorSystem.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: 3cd1beb28c2b1f84398722a95d1ee784
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/Debug/DebugCommandRequest.cs b/Assets/_Project/Scripts/Simulation/Debug/DebugCommandRequest.cs
index 1f122e345..636e5ac3d 100644
--- a/Assets/_Project/Scripts/Simulation/Debug/DebugCommandRequest.cs
+++ b/Assets/_Project/Scripts/Simulation/Debug/DebugCommandRequest.cs
@@ -25,17 +25,17 @@ namespace ProjectM.Simulation
/// Opcodes for (bytes — never an enum on the wire).
public static class DebugOp
{
- /// Arm + immediately fire a siege of ArgA Husks (ArgA = size).
+ /// Force the NEXT wave to start this tick (re-meant from the old arm-a-siege op; args unused).
public const byte SpawnWave = 0;
- /// Collapse the current siege (cull Husks, stop spawning, clear pending) -> back to Calm.
+ /// Quiet the arena: cull Husks + push the next wave ~1 h out (re-meant from the old end-siege op).
public const byte EndSiege = 1;
- /// Cull every living Husk now (leaves the phase alone).
+ /// Cull every living Husk now (leaves wave state alone).
public const byte ClearEnemies = 2;
- /// Hard-reset the run-state to Calm (clears any siege/pending).
- public const byte SetCalm = 3;
+ // RETIRED (LANTERN purge — keep the byte values reserved, never renumber a wire byte):
+ // 3 = SetCalm · 10 = AdvanceGoal · 11 = SetHeat
/// Deposit ArgB of resource ArgA (a ) into the shared ledger.
public const byte GrantResource = 4;
@@ -55,11 +55,6 @@ namespace ProjectM.Simulation
/// Kill the sender (Health -> 0; the normal death/respawn loop takes over).
public const byte KillPlayer = 9;
- /// Add ArgA to the long-arc goal charge.
- public const byte AdvanceGoal = 10;
-
- /// Set ThreatState.Heat to ArgA (inert until the Heat source ships).
- public const byte SetHeat = 11;
/// Set the ArgA to ArgB/1000f (live dash/Charger feel-tuning; MC-0).
public const byte SetTuning = 12;
diff --git a/Assets/_Project/Scripts/Simulation/Debug/TuningConfig.cs b/Assets/_Project/Scripts/Simulation/Debug/TuningConfig.cs
index 13beab0d9..9b6086e4b 100644
--- a/Assets/_Project/Scripts/Simulation/Debug/TuningConfig.cs
+++ b/Assets/_Project/Scripts/Simulation/Debug/TuningConfig.cs
@@ -50,16 +50,6 @@ namespace ProjectM.Simulation
// preferred targets); a closer player 'in the way' still wins. Read server-side by EnemyAISystem.
public float StructureAggroWeight;
- // END-1 Engine Core (live feel knobs; read server-side by CoreDamageSystem/CoreRestoreSystem/CyclePhaseSystem).
- // CoreDamagePerHusk + CoreOverrunDrainPct are value knobs (>=0); CoreRegenIntervalTicks is a tick knob (>=1).
- public float CoreDamagePerHusk; // integrity drained by one breaching Husk (~5 unintercepted = serious dent)
- public float CoreRegenIntervalTicks; // ticks between +1 regen in Calm (18 -> +1/0.3s -> ~full over one short Calm)
- public float CoreOverrunDrainPct; // fraction (0..1) of the shared ledger lost on a breach (soft-loss penalty)
-
- // END-2 final siege: the would-be-next normal siege size is multiplied by this for the FINAL siege so the
- // climax reads visibly larger. Floors at 1 (the default ClampKnob bucket) — a final siege is never smaller
- // than a normal one; GoalReachedSystem also math.max(1, ...) at the use-site.
- public float FinalSiegeMultiplier;
// Phase 1 B1/B2 (design review wf_fd177263): poise threshold on the EXISTING KnockbackState.Speed channel
// (light melee 6 nudges; finisher 6x1.8=10.8 and cone 8 stagger), and the separation pass's push-speed cap.
@@ -89,10 +79,6 @@ namespace ProjectM.Simulation
MeleeFinisherMult = 1.8f, // finisher (last hit) scales dmg/range/recover/knockback
MeleeComboLength = 3f, // light, light, finisher
StructureAggroWeight = 0.7f, // EB-1: <1 prefers structures (fortress aggro); live-tunable
- CoreDamagePerHusk = 10f, // END-1: 10 breaching Husks = full loss; ~5 = a serious dent
- CoreRegenIntervalTicks = 18f, // END-1: +1 integrity / 0.3s in Calm (~30s to refill 100 from 0)
- CoreOverrunDrainPct = 0.5f, // END-1: a breach costs half the shared ledger (soft-loss penalty)
- FinalSiegeMultiplier = 2.5f, // END-2: the final siege is ~2.5x the would-be-next normal siege
StaggerKnockbackSpeed = 7f, // B2 poise: kb.Speed >= this interrupts windups/lunges; below = nudge only
SeparationMaxSpeed = 3f, // B1: max separation push (units/s) so soft-collision can't fling
};
@@ -114,8 +100,6 @@ namespace ProjectM.Simulation
case TuningKnob.MeleeKnockbackSpeed:
case TuningKnob.MeleeFinisherMult:
case TuningKnob.StructureAggroWeight:
- case TuningKnob.CoreDamagePerHusk:
- case TuningKnob.CoreOverrunDrainPct:
case TuningKnob.StaggerKnockbackSpeed:
case TuningKnob.SeparationMaxSpeed:
return math.max(0f, value);
@@ -152,10 +136,6 @@ namespace ProjectM.Simulation
case TuningKnob.MeleeFinisherMult: c.MeleeFinisherMult = value; break;
case TuningKnob.MeleeComboLength: c.MeleeComboLength = value; break;
case TuningKnob.StructureAggroWeight: c.StructureAggroWeight = value; break;
- case TuningKnob.CoreDamagePerHusk: c.CoreDamagePerHusk = value; break;
- case TuningKnob.CoreRegenIntervalTicks: c.CoreRegenIntervalTicks = value; break;
- case TuningKnob.CoreOverrunDrainPct: c.CoreOverrunDrainPct = value; break;
- case TuningKnob.FinalSiegeMultiplier: c.FinalSiegeMultiplier = value; break;
case TuningKnob.StaggerKnockbackSpeed: c.StaggerKnockbackSpeed = value; break;
case TuningKnob.SeparationMaxSpeed: c.SeparationMaxSpeed = value; break;
// unknown index -> no-op (matches the no-default switch convention in DebugCommandReceiveSystem)
@@ -187,10 +167,6 @@ namespace ProjectM.Simulation
case TuningKnob.MeleeFinisherMult: return c.MeleeFinisherMult;
case TuningKnob.MeleeComboLength: return c.MeleeComboLength;
case TuningKnob.StructureAggroWeight: return c.StructureAggroWeight;
- case TuningKnob.CoreDamagePerHusk: return c.CoreDamagePerHusk;
- case TuningKnob.CoreRegenIntervalTicks: return c.CoreRegenIntervalTicks;
- case TuningKnob.CoreOverrunDrainPct: return c.CoreOverrunDrainPct;
- case TuningKnob.FinalSiegeMultiplier: return c.FinalSiegeMultiplier;
case TuningKnob.StaggerKnockbackSpeed: return c.StaggerKnockbackSpeed;
case TuningKnob.SeparationMaxSpeed: return c.SeparationMaxSpeed;
default: return 0f;
@@ -220,10 +196,6 @@ namespace ProjectM.Simulation
MeleeFinisherMult = c.MeleeFinisherMult,
MeleeComboLength = c.MeleeComboLength,
StructureAggroWeight = c.StructureAggroWeight,
- CoreDamagePerHusk = c.CoreDamagePerHusk,
- CoreRegenIntervalTicks = c.CoreRegenIntervalTicks,
- CoreOverrunDrainPct = c.CoreOverrunDrainPct,
- FinalSiegeMultiplier = c.FinalSiegeMultiplier,
StaggerKnockbackSpeed = c.StaggerKnockbackSpeed,
SeparationMaxSpeed = c.SeparationMaxSpeed,
};
@@ -251,10 +223,6 @@ namespace ProjectM.Simulation
MeleeFinisherMult = r.MeleeFinisherMult,
MeleeComboLength = r.MeleeComboLength,
StructureAggroWeight = r.StructureAggroWeight,
- CoreDamagePerHusk = r.CoreDamagePerHusk,
- CoreRegenIntervalTicks = r.CoreRegenIntervalTicks,
- CoreOverrunDrainPct = r.CoreOverrunDrainPct,
- FinalSiegeMultiplier = r.FinalSiegeMultiplier,
StaggerKnockbackSpeed = r.StaggerKnockbackSpeed,
SeparationMaxSpeed = r.SeparationMaxSpeed,
};
@@ -283,10 +251,8 @@ namespace ProjectM.Simulation
public const byte MeleeFinisherMult = 17;
public const byte MeleeComboLength = 18;
public const byte StructureAggroWeight = 19;
- public const byte CoreDamagePerHusk = 20;
- public const byte CoreRegenIntervalTicks = 21;
- public const byte CoreOverrunDrainPct = 22;
- public const byte FinalSiegeMultiplier = 23;
+ // RETIRED knob ids (LANTERN purge — keep 20-23 reserved, never renumber):
+ // 20 = CoreDamagePerHusk · 21 = CoreRegenIntervalTicks · 22 = CoreOverrunDrainPct · 23 = FinalSiegeMultiplier
public const byte StaggerKnockbackSpeed = 24;
public const byte SeparationMaxSpeed = 25;
@@ -322,10 +288,6 @@ namespace ProjectM.Simulation
public float MeleeFinisherMult;
public float MeleeComboLength;
public float StructureAggroWeight;
- public float CoreDamagePerHusk;
- public float CoreRegenIntervalTicks;
- public float CoreOverrunDrainPct;
- public float FinalSiegeMultiplier;
public float StaggerKnockbackSpeed;
public float SeparationMaxSpeed;
}
diff --git a/Assets/_Project/Scripts/Simulation/HomeBase/StorageMath.cs b/Assets/_Project/Scripts/Simulation/HomeBase/StorageMath.cs
index 2584a706d..447ee9693 100644
--- a/Assets/_Project/Scripts/Simulation/HomeBase/StorageMath.cs
+++ b/Assets/_Project/Scripts/Simulation/HomeBase/StorageMath.cs
@@ -76,24 +76,7 @@ namespace ProjectM.Simulation
/// END-1 soft-loss penalty: remove a FRACTION (0..1) of EVERY row, floored per row, dropping any
/// row that hits zero. Pure/deterministic (no RNG, no wall-clock), Burst-safe; iterates back-to-front so a
/// dropped row never skips its successor. No-op for fraction <= 0.
- public static void DrainFraction(DynamicBuffer buffer, float fraction)
- {
- fraction = math.clamp(fraction, 0f, 1f);
- if (fraction <= 0f)
- return;
- for (int i = buffer.Length - 1; i >= 0; i--)
- {
- var entry = buffer[i];
- int drop = (int)math.floor(entry.Count * fraction);
- if (drop <= 0)
- continue;
- entry.Count -= drop;
- if (entry.Count <= 0)
- buffer.RemoveAt(i);
- else
- buffer[i] = entry;
- }
- }
+
}
}
diff --git a/Assets/_Project/Scripts/Simulation/Persistence/SaveApply.cs b/Assets/_Project/Scripts/Simulation/Persistence/SaveApply.cs
index a4547be14..833ce916f 100644
--- a/Assets/_Project/Scripts/Simulation/Persistence/SaveApply.cs
+++ b/Assets/_Project/Scripts/Simulation/Persistence/SaveApply.cs
@@ -16,6 +16,9 @@ namespace ProjectM.Simulation
dest.Add(new StorageEntry { ItemId = src[i].ItemId, Count = src[i].Count });
}
+ /// EB-1: map a serialized to the staged
+ /// (the menu->ServerWorld copy in WorldLauncher). Pure so the field-for-field copy — including the
+ /// easy-to-miss HP — is unit-tested; an omitted field here silently restores every structure at full HP.
/// EB-1: map a serialized to the staged
/// (the menu->ServerWorld copy in WorldLauncher). Pure so the field-for-field copy — including the
/// easy-to-miss HP — is unit-tested; an omitted field here silently restores every structure at full HP.
@@ -24,10 +27,6 @@ namespace ProjectM.Simulation
Type = s.Type,
CellX = s.CellX,
CellZ = s.CellZ,
- Direction = s.Direction,
- RemainingTicks = s.RemainingTicks,
- ConveyorResId = s.ConveyorResId,
- ConveyorCount = s.ConveyorCount,
HP = s.HP,
};
}
diff --git a/Assets/_Project/Scripts/Simulation/Persistence/SaveComponents.cs b/Assets/_Project/Scripts/Simulation/Persistence/SaveComponents.cs
index 8ebcf9e7a..207daa2a7 100644
--- a/Assets/_Project/Scripts/Simulation/Persistence/SaveComponents.cs
+++ b/Assets/_Project/Scripts/Simulation/Persistence/SaveComponents.cs
@@ -5,23 +5,13 @@ namespace ProjectM.Simulation
///
/// Server-world, UNMANAGED bridge holding a save slice the menu staged for a "Continue" session, applied
/// AT SPAWN by the server CycleDirectorSpawnSystem so the director ghost is BORN correct — it never
- /// serializes a default / empty ledger to clients (no replication flicker). The
- /// menu creates exactly one of these (with the buffer) in the freshly
- /// created ServerWorld BEFORE the gameplay subscene streams in; the spawn system consumes + destroys it.
- /// Unmanaged so the Bursted spawn system reads it without a managed bridge.
+ /// serializes an empty ledger to clients (no replication flicker). The menu creates exactly one of these
+ /// (with the buffer) in the freshly created ServerWorld BEFORE the
+ /// gameplay subscene streams in; the spawn system consumes + destroys it. Unmanaged so the Bursted spawn
+ /// system reads it without a managed bridge.
///
public struct PendingSave : IComponentData
{
- public int GoalCharge;
- public int GoalTarget;
-
- /// END-1: Engine Core integrity to restore (0 = pre-v4 save / New Game -> born full at baked Max).
- public int CoreCurrent;
-
- /// END-2: terminal run outcome to restore (0 = InProgress / pre-v5 save / New Game; 1 = Victory,
- /// 2 = Loss -> the run loads finished + halted, no re-arm). Born-correct at director spawn.
- public byte RunOutcome;
-
/// v6: persisted run counters to restore into MetaCounters + the born-correct RunInfo HUD mirror.
public int RunsCompleted;
public int MaxDepthReached;
@@ -40,14 +30,15 @@ namespace ProjectM.Simulation
/// One staged PERMANENT meta tier for a Continue session (v6) — copied VERBATIM into the director's
/// replicated MetaTierState buffer at spawn (unknown ids preserved for round-trip; clamping happens only at
/// seed/shop/spend). The buffer is added UNCONDITIONALLY at staging (empty OK) — the Bursted spawn system
- /// GetBuffers it inside the HasData block and a missing buffer would throw on any v<=5 Continue.
+ /// GetBuffers it inside the HasData block and a missing buffer would throw on any Continue.
public struct PendingMetaRow : IBufferElementData
{
public byte ClassId;
public byte UpgradeId;
public byte Tier;
}
- /// One staged player-built structure row for a Continue session (M7); BaseRestoreSystem replays it
+
+ /// One staged player-built structure row for a Continue session; BaseRestoreSystem replays it
/// charge-free into the freshly-streamed base. Mirrors but as an unmanaged ECS
/// buffer element (staged in the ServerWorld before the subscene streams).
public struct PendingStructure : IBufferElementData
@@ -55,28 +46,13 @@ namespace ProjectM.Simulation
public byte Type;
public int CellX;
public int CellZ;
- public byte Direction;
- public uint RemainingTicks;
- public byte ConveyorResId;
- public int ConveyorCount;
public float HP; // EB-1: staged hit points (BaseRestoreSystem restores 0 -> baked Max)
}
- /// One staged machine I/O row (M7), joined to the buffer by index.
- /// Slot 0 = MachineInput, 1 = MachineOutput.
- public struct PendingStructureIo : IBufferElementData
- {
- public int StructureIndex;
- public byte Slot;
- public byte ResourceId;
- public int Count;
- }
-
-
///
- /// Host-only autosave request flag on the CycleDirector entity (added at spawn). The Bursted CyclePhaseSystem
- /// sets =1 on the Siege->Calm checkpoint; the managed SaveWriteSystem reads it, writes
- /// the JSON save, and clears it. A plain byte => Burst-safe (no managed/string/file touch in the sim loop).
+ /// Host-only autosave request flag on the director entity (added at spawn). RunDirectorSystem sets
+ /// =1 on the terminal bank; the managed SaveWriteSystem reads it, writes the JSON save,
+ /// and clears it. A plain byte => Burst-safe (no managed/string/file touch in the sim loop).
///
public struct SaveRequest : IComponentData
{
diff --git a/Assets/_Project/Scripts/Simulation/Persistence/SaveData.cs b/Assets/_Project/Scripts/Simulation/Persistence/SaveData.cs
index 12c8f28ef..51fd88bfc 100644
--- a/Assets/_Project/Scripts/Simulation/Persistence/SaveData.cs
+++ b/Assets/_Project/Scripts/Simulation/Persistence/SaveData.cs
@@ -21,67 +21,38 @@ namespace ProjectM.Simulation
public byte Tier;
}
- ///
- /// One serialized player-built structure (M7). Flat scalars (JsonUtility has no int2). The production
- /// cooldown is stored as REMAINING ticks (epoch-independent) so it survives the server-tick origin reset on a
- /// fresh session; the in-flight conveyor item (if any) rides here, while variable-length machine I/O buffers
- /// live in the flat table keyed by index.
- ///
+ /// One serialized player-built structure. Flat scalars (JsonUtility has no int2).
[Serializable]
public struct StructureSave
{
public byte Type;
public int CellX;
public int CellZ;
- public byte Direction; // conveyor facing (0 for non-conveyors)
- public uint RemainingTicks; // production/cooldown ticks left at save time
- public byte ConveyorResId; // in-flight conveyor item resource (0 = none)
- public int ConveyorCount;
- public float HP; // EB-1: hit points at save time (0 from a pre-v3 save -> restored to baked Max)
+ public float HP; // EB-1: hit points at save time (0 -> restored to baked Max)
}
///
- /// One serialized machine I/O buffer row, joined to by
- /// . A flat top-level array (JsonUtility can't nest arrays-of-arrays); Slot 0 =
- /// MachineInput, Slot 1 = MachineOutput.
- ///
- [Serializable]
- public struct StructureIoRow
- {
- public int StructureIndex;
- public byte Slot;
- public byte ResourceId;
- public int Count;
- }
-
- ///
- /// Versioned, host-authoritative save slice (the FOUNDATION): the long-arc goal charge/target + the shared
- /// resource ledger. JsonUtility-friendly — a class with flat fields and an array FIELD (never a root array).
- /// The schema is intentionally ADDITIVE: future fields (placed structures, threat, storage) append without
- /// breaking old saves, gated by migration.
+ /// Versioned, host-authoritative save slice: the shared resource ledger + player-built structures + the
+ /// permanent meta. JsonUtility-friendly — a class with flat fields and an array FIELD (never a root array).
+ /// The schema is ADDITIVE going forward, gated by migration.
///
[Serializable]
public class SaveData
{
- public const int CurrentVersion = 6; // v6: permanent META (per-class upgrade tiers + run counters); v5 added RunOutcome; v4 added CoreCurrent
+ public const int CurrentVersion = 7; // v7: LANTERN fresh epoch — goal/core/outcome + conveyor/machine-I/O fields dropped
- /// Oldest save schema the loader accepts (additive); a v2 save loads with structures at full HP.
- public const int MinLoadableVersion = 2;
+ /// Oldest save schema the loader accepts. v7 is a FRESH EPOCH (operator-approved): older saves are ignored.
+ public const int MinLoadableVersion = 7;
public int Version = CurrentVersion;
- public int GoalCharge;
- public int GoalTarget;
- public int CoreCurrent; // END-1: Engine Core integrity at save time (0 from a pre-v4 save -> restored to baked Max)
- public int RunOutcome; // END-2: 0=InProgress (also any pre-v5 save) / 1=Victory / 2=Loss -> a finished run loads finished
- // v6 — permanent meta-progression (0/empty-defaults on any v<=5 save):
+ // Permanent meta-progression:
public int RunsCompleted; // boss-cleared runs (the HUD counter + the HostSalt fold at restore)
public int MaxDepthReached; // deepest room actually CLEARED across all runs (honest depth, never planned)
public MetaUpgradeSave[] MetaUpgrades = Array.Empty(); // sparse per-class tiers
public LedgerRow[] Ledger = Array.Empty();
public StructureSave[] Structures = Array.Empty();
- public StructureIoRow[] StructureIo = Array.Empty();
public long SavedAtMs;
}
}
diff --git a/Assets/_Project/Scripts/Simulation/Persistence/SaveService.cs b/Assets/_Project/Scripts/Simulation/Persistence/SaveService.cs
index 8c6141050..9970ef25d 100644
--- a/Assets/_Project/Scripts/Simulation/Persistence/SaveService.cs
+++ b/Assets/_Project/Scripts/Simulation/Persistence/SaveService.cs
@@ -44,13 +44,7 @@ namespace ProjectM.Simulation
/// placed structures survive untouched. Without this, Continue/PLAY AGAIN after a win re-latches the dead
/// outcome banner on the first replicated snapshot. Pure + idempotent; no-op for in-progress saves.
///
- public static void RollTerminalCampaignForward(SaveData data)
- {
- if (data == null || data.RunOutcome == 0) return;
- data.RunOutcome = 0;
- data.GoalCharge = 0;
- data.CoreCurrent = 0;
- }
+
public static void Save(SaveData data)
diff --git a/Assets/_Project/Scripts/Simulation/Persistence/SaveStructureScan.cs b/Assets/_Project/Scripts/Simulation/Persistence/SaveStructureScan.cs
index 9e227c940..7dee2a64c 100644
--- a/Assets/_Project/Scripts/Simulation/Persistence/SaveStructureScan.cs
+++ b/Assets/_Project/Scripts/Simulation/Persistence/SaveStructureScan.cs
@@ -13,7 +13,7 @@ namespace ProjectM.Simulation
///
public static class SaveStructureScan
{
- public static void Collect(EntityManager em, uint nowTick, out StructureSave[] structures, out StructureIoRow[] io)
+ public static void Collect(EntityManager em, uint nowTick, out StructureSave[] structures)
{
var structs = new List();
@@ -38,7 +38,6 @@ namespace ProjectM.Simulation
}
structures = structs.ToArray();
- io = System.Array.Empty(); // machine I/O retired with the automation chain (row type dies at save v7)
}
}
}
diff --git a/Assets/_Project/Scripts/Simulation/World/CoreIntegrity.cs b/Assets/_Project/Scripts/Simulation/World/CoreIntegrity.cs
deleted file mode 100644
index 1d3b40312..000000000
--- a/Assets/_Project/Scripts/Simulation/World/CoreIntegrity.cs
+++ /dev/null
@@ -1,34 +0,0 @@
-using Unity.Entities;
-using Unity.NetCode;
-
-namespace ProjectM.Simulation
-{
- ///
- /// END-1 — the losable Engine Core. An aggregate base-integrity meter that rides the GLOBAL CycleDirector
- /// ghost (the untagged ghost already carrying //the resource
- /// ledger), so it is visible to every player regardless of region with NO new ghost and NO relevancy work — it
- /// must NEVER be region-tagged (the shared-global-state rule; SetIsIrrelevant would hide it cross-region).
- ///
- /// A Husk that breaches to the Core radius drains and despawns (server-only
- /// CoreDamageSystem); in Calm the Core regenerates toward (CoreRestoreSystem) so a
- /// chipped-but-survived base reads as "we got hurt but we're okay." When reaches 0 during a
- /// Siege the SOFT-loss edge fires once in CyclePhaseSystem (the sole Phase writer): the siege ends, the
- /// shared ledger is drained, the base persists wounded (no rollback — the locked DR-029 fork). is
- /// baked from CycleDirectorAuthoring; is born-correct at spawn (full, or the persisted
- /// wounded value from a Continue save).
- ///
- ///
- public struct CoreIntegrity : IComponentData
- {
- /// Current integrity (0 = breached/overrun). Server-authoritative; replicated for the HUD bar.
- [GhostField] public int Current;
-
- /// Integrity ceiling (baked from authoring; not persisted — a restored Core caps at the baked Max).
- [GhostField] public int Max;
-
- /// Server tick of the most recent overrun breach (0 = never). A TRANSIENT pulse the client HUD
- /// edge-detects to flash a "BASE OVERRUN" banner — a SOFT loss is non-terminal ("keep playing"), so this is
- /// the right shape, not a latching run-outcome (the terminal Victory latch is END-2's job).
- [GhostField] public uint OverrunTick;
- }
-}
diff --git a/Assets/_Project/Scripts/Simulation/World/CoreIntegrity.cs.meta b/Assets/_Project/Scripts/Simulation/World/CoreIntegrity.cs.meta
deleted file mode 100644
index 7f3411124..000000000
--- a/Assets/_Project/Scripts/Simulation/World/CoreIntegrity.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: a933c59d7c550d844b615e3672b333f6
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/World/CycleComponents.cs b/Assets/_Project/Scripts/Simulation/World/CycleComponents.cs
index 4f5813b7c..85afab368 100644
--- a/Assets/_Project/Scripts/Simulation/World/CycleComponents.cs
+++ b/Assets/_Project/Scripts/Simulation/World/CycleComponents.cs
@@ -3,75 +3,15 @@ using Unity.NetCode;
namespace ProjectM.Simulation
{
- ///
- /// Macro-loop state for "The Aether Cycle": which phase the run is in, the cycle number, and the server
- /// tick the current (timed) phase ends. Server-authoritative, maintained by CyclePhaseSystem. Currently a
- /// server-side singleton; the [GhostField]s below are inert until it is moved onto the runtime-spawned
- /// CycleDirector ghost (when the client HUD is wired), at which point the same struct replicates unchanged.
- /// The Defend phase is NOT timed — it ends when the base-defense wave is cleared — so PhaseEndTick is only
- /// meaningful in Expedition/Build (0 during Defend).
- ///
- public struct CycleState : IComponentData
- {
- /// Current phase (see ).
- [GhostField] public byte Phase;
+ // NOTE (LANTERN purge): CycleState/CyclePhase/CycleRuntime (the Calm↔Siege macro-loop) are DELETED.
+ // ExpeditionObjective below is the surviving replicated room-objective readout (live consumers:
+ // RoomEnemyDirectorSystem writes it; RunDirectorSystem/HudSystem read it).
- /// 1-based cycle counter (increments when a new Expedition begins).
- [GhostField] public int CycleNumber;
-
- /// Server tick the current timed phase ends (Expedition/Build only; 0 in Defend).
- [GhostField] public uint PhaseEndTick;
-
- /// Live Husk wave number during Defend, synced from the server-only WaveState by CyclePhaseSystem so the replicated-state-only HUD can show it (holds the last wave number outside Defend; the HUD gates the display to the Defend phase).
- [GhostField] public int WaveNumber;
- }
-
- /// Phase constants for — the GLOBAL shared posture (a byte, not an enum, for trivial Burst/serialization). Being out on an expedition is per-player presence (server-only RegionTag), NOT a global phase.
- public static class CyclePhase
- {
- // Re-meaned IN PLACE — the byte VALUES are unchanged from the old Expedition/Defend/Build, so the
- // [GhostField] serializer layout is identical (the const re-mean alone forces no re-bake). slot 0 (was
- // Expedition) -> Calm; slot 1 (was Defend) -> Siege; slot 2 (was Build) -> retired.
-
- /// The persistent, unhurried home base — the DEFAULT posture. No countdown; build/prep at your pace.
- public const byte Calm = 0;
-
- /// The base is under assault by a Husk wave (event-triggered; ends when the wave is cleared).
- public const byte Siege = 1;
-
- }
-
- ///
- /// Server-only bookkeeping for the run-state machine that must NOT replicate (kept separate from the
- /// replicated ). Records the wave number captured when the current Siege began plus
- /// the procedural-expedition-field session epoch (bumped when the expedition region goes empty->occupied so
- /// the field reseeds per sortie).
- ///
- public struct CycleRuntime : IComponentData
- {
- /// WaveState.WaveNumber captured the moment the current Siege started (DefendCleared tests > this).
- public int DefendStartWave;
-
- /// Monotonic expedition-field session counter; bumped on the expedition region's empty->occupied edge so each sortie reseeds. RNG seed (never tick math; never 0, via max(1, ...)).
- public int ExpeditionEpoch;
-
- /// The the field was last seeded for (compared by int equality).
- public int LastSpawnedEpoch;
-
- /// Previous-tick expedition occupancy (1 = at least one player out), for the empty<->occupied edge.
- public byte PrevExpeditionOccupied;
-
- /// The a zone-clear Ore reward was last banked for — gates the once-per-epoch reward so two same-tick co-op returners pay once and gate re-entry can't farm (int equality, never tick math).
- public int LastRewardedEpoch;
-
- /// 1 once the current epoch's expedition wave has FULLY spawned and been cleared to zero live zone enemies; reset to 0 on the empty->occupied epoch bump. The reward fires only on a REAL clear.
- public byte ClearedThisEpoch;
- }
///
/// DR-042 C7b — a SMALL replicated summary of the current expedition objective so the client HUD can show an
- /// "enemies remaining / cleared — return to claim" readout. Rides the GLOBAL UNTAGGED CycleDirector ghost
- /// (alongside / GoalProgress) so GhostRelevancy.SetIsIrrelevant never hides it
+ /// "enemies remaining / cleared — return to claim" readout. Rides the GLOBAL UNTAGGED director ghost so
+ /// GhostRelevancy.SetIsIrrelevant never hides it
/// cross-region — a base teammate can't see the expedition's own (region-tagged, relevancy-hidden) enemy
/// ghosts. SOLE writer: ZoneEnemyDirectorSystem (server, plain group), written ABOVE its early-returns
/// (snapshot-above-early-return) so the readout never freezes stale. byte/short, never enum (writer is [BurstCompile]).
diff --git a/Assets/_Project/Scripts/Simulation/World/GoalProgress.cs b/Assets/_Project/Scripts/Simulation/World/GoalProgress.cs
deleted file mode 100644
index b7a435723..000000000
--- a/Assets/_Project/Scripts/Simulation/World/GoalProgress.cs
+++ /dev/null
@@ -1,22 +0,0 @@
-using Unity.Entities;
-using Unity.NetCode;
-
-namespace ProjectM.Simulation
-{
- ///
- /// Long-arc progress toward the goal ("reach THEM"). Lives on the GLOBAL CycleDirector ghost (relevant in
- /// every region, alongside CycleState + the resource ledger), so it is visible to all players regardless
- /// of region. Sole PRODUCTION writer (DR-042): ExpeditionGateSystem increments by
- /// one per cleared EXPEDITION (on the player's return). GoalReachedSystem only READS the Charge==Target
- /// edge to arm the climactic final siege. (DebugCommandReceiveSystem is a manual dev-op writer.) The HUD
- /// observes it for a progress bar.
- ///
- public struct GoalProgress : IComponentData
- {
- /// Accumulated progress.
- [GhostField] public int Charge;
-
- /// Charge required to reach the goal.
- [GhostField] public int Target;
- }
-}
diff --git a/Assets/_Project/Scripts/Simulation/World/GoalProgress.cs.meta b/Assets/_Project/Scripts/Simulation/World/GoalProgress.cs.meta
deleted file mode 100644
index 26c98439b..000000000
--- a/Assets/_Project/Scripts/Simulation/World/GoalProgress.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: e1f60b3396850074ca0e44b831b5980c
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/World/RunStateComponents.cs b/Assets/_Project/Scripts/Simulation/World/RunStateComponents.cs
deleted file mode 100644
index 36995b2da..000000000
--- a/Assets/_Project/Scripts/Simulation/World/RunStateComponents.cs
+++ /dev/null
@@ -1,61 +0,0 @@
-using Unity.Entities;
-using Unity.NetCode;
-
-namespace ProjectM.Simulation
-{
- ///
- /// END-2 — server-only marker of which run-phase the macro loop is in. Lives on the GLOBAL CycleDirector
- /// entity beside //; NOT replicated
- /// (the client never needs to distinguish "the final siege is armed" — the larger wave + telegraph already read
- /// as escalation; the client shows the terminal banner from the replicated instead).
- /// SINGLE writer: GoalReachedSystem flips ->
- /// exactly once when reaches Target.
- /// Added at spawn by CycleDirectorSpawnSystem (like CycleRuntime/ThreatState), so it is server-world-only
- /// and never on the ghost serializer (no re-hash). A byte (never an enum) so a Bursted reader can't trip
- /// the cross-assembly-enum Burst ICE.
- ///
- public struct RunPhase : IComponentData
- {
- public byte Value;
- }
-
- /// Phase constants for (bytes — never an enum on a Bursted path).
- public static class RunPhaseId
- {
- /// Normal play: scheduled / post-expedition sieges arm; the goal meter climbs +1 per survived siege.
- public const byte Normal = 0;
-
- /// The goal cap was reached: the larger FINAL siege is armed/running. No further sieges arm.
- public const byte FinalDefense = 1;
- }
-
- ///
- /// END-2 — the terminal run outcome: the LATCHING win/lose state, REPLICATED so the client HUD shows the
- /// victory/loss banner by simply observing it (no fragile client-side reconstruction). Rides the GLOBAL
- /// untagged CycleDirector ghost (relevant to every connection in every region — it must NEVER be region-tagged;
- /// the shared-global-state rule), one [GhostField] byte alongside /
- /// . SINGLE writer: CyclePhaseSystem latches
- /// (final siege cleared) or (Core breached during the final siege). Once it is
- /// non- the run HALTS (GoalReachedSystem + ThreatDirectorSystem stop arming;
- /// CoreRestoreSystem stops regen). Baked onto the prefab so it is part of the ghost (adding this [GhostField]
- /// re-hashes the CycleDirector ghost -> one re-bake); born-correct at spawn (InProgress for a New Game, or the
- /// persisted value on Continue — SaveData v5).
- ///
- public struct RunOutcome : IComponentData
- {
- [GhostField] public byte Value;
- }
-
- /// Outcome constants for (bytes — never an enum on a Bursted/serialized path).
- public static class RunOutcomeId
- {
- /// The run is live (no terminal result yet).
- public const byte InProgress = 0;
-
- /// The final siege was survived — the Engine holds. Terminal; the run halts.
- public const byte Victory = 1;
-
- /// The Core was breached during the final siege — overrun. Terminal; the run halts.
- public const byte Loss = 2;
- }
-}
diff --git a/Assets/_Project/Scripts/Simulation/World/RunStateComponents.cs.meta b/Assets/_Project/Scripts/Simulation/World/RunStateComponents.cs.meta
deleted file mode 100644
index 7dab0c3b7..000000000
--- a/Assets/_Project/Scripts/Simulation/World/RunStateComponents.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: 8ce481dc9a135834fa6d59882895b0f5
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/World/ThreatComponents.cs b/Assets/_Project/Scripts/Simulation/World/ThreatComponents.cs
deleted file mode 100644
index 70dea5794..000000000
--- a/Assets/_Project/Scripts/Simulation/World/ThreatComponents.cs
+++ /dev/null
@@ -1,88 +0,0 @@
-using Unity.Entities;
-
-namespace ProjectM.Simulation
-{
- ///
- /// Baked, server-only tuning for the composite ThreatDirector (the data-driven base-attack scheduler). Lives
- /// on the global CycleDirector entity but is NOT a [GhostField] — the server alone decides when a siege
- /// fires; clients learn about it only through the replicated flip to Siege.
- /// Flat scalar fields (never an enum/array — dodges the MCP authoring-drop gotcha + stays Burst-trivial). This
- /// slice wires only the POST-EXPEDITION source; the Heat/Schedule fields are baked-but-inert so those sources
- /// drop in later additively with NO re-bake (server-only layout, not a ghost serializer change).
- ///
- public struct ThreatConfig : IComponentData
- {
- // ---- Post-expedition retaliation (the only source wired this slice) ----
-
- /// 1 = a completed expedition (a player returning to base) can draw a retaliation siege.
- public byte PostExpeditionEnabled;
-
- /// Telegraph/arming delay (server ticks) between the trigger and the siege actually spawning.
- public uint PostExpeditionDelayTicks;
-
- /// Siege size floor (Husk count) for a post-expedition retaliation.
- public int SizeBase;
-
- /// Extra Husks per unit of resources hauled back this run (0 = a flat siege).
- public int SizePerExpeditionResource;
-
- /// How a pending siege starts (see ).
- public byte StartCondition;
-
- /// Max server ticks a Siege may run before it auto-collapses (remaining Husks culled) so an unattended/empty-base siege can never soft-lock. 0 = no cap.
- public uint SiegeTimeoutTicks;
-
- // ---- Reserved, present-but-inert this slice (additive later, no re-bake) ----
-
- public byte HeatEnabled;
- public float HeatPerTickAtBase;
- public float HeatPerHarvest;
- public float HeatThreshold;
- public byte ScheduleEnabled;
- public uint ScheduleIntervalTicks;
- /// Extra Husks per surviving wave for a SCHEDULED base siege (size = SizeBase + this*WaveNumber). 0 = flat SizeBase.
- public int ScheduleSizePerWave;
-
- }
-
- /// Start-condition constants for (bytes — never an enum, never in an RPC).
- public static class ThreatStartCondition
- {
- /// DEFAULT: arm via the telegraph countdown () then fire — even at an empty base.
- public const byte Immediate = 0;
-
- /// Hold the pending siege until ≥1 player is in the base region OR the arm tick + a grace window elapses (bounded — never a soft-lock).
- public const byte RequirePlayerAtBase = 1;
- }
-
- ///
- /// Server-only runtime state of the ThreatDirector, on the global CycleDirector entity beside
- /// . NOT replicated. is the single documented entry
- /// point: any source (post-expedition, dev tools, later Heat/Schedule) sets it; CyclePhaseSystem
- /// consumes it on the Calm→Siege edge and zeroes it. All stored ticks are wrap-safe (TickUtil.NonZero +
- /// NetworkTick compares), never raw uint.
- ///
- public struct ThreatState : IComponentData
- {
- /// Husk count of the armed siege; 0 = none pending. Consumed (zeroed) by CyclePhaseSystem at Siege entry.
- public int PendingSiegeSize;
-
- /// Server tick the pending siege fires (telegraph). 0 = fire as soon as seen. Routed through TickUtil.NonZero.
- public uint ArmTick;
-
- /// Server tick the current Siege began (0 = not under siege). The bounded-resolution timeout measures from here (TickUtil.NonZero) so an unattended/empty-base siege can never soft-lock.
- public uint SiegeStartTick;
-
- /// Count of expeditions completed (a player returned to base). Drives the post-expedition source + stats.
- public int ExpeditionsCompleted;
-
- /// Return events the gate has signalled but the director has not yet consumed (the gate teleports the player out of its radius, so one increment per return — natural de-dup).
- public int PendingReturns;
-
- /// Accumulated heat (inert this slice; the Heat source reads/writes it later).
- public float Heat;
-
- /// Next scheduled-siege tick (inert this slice; the Schedule source uses it later). TickUtil.NonZero when used.
- public uint NextScheduledTick;
- }
-}
diff --git a/Assets/_Project/Scripts/Simulation/World/ThreatComponents.cs.meta b/Assets/_Project/Scripts/Simulation/World/ThreatComponents.cs.meta
deleted file mode 100644
index 019c19ce9..000000000
--- a/Assets/_Project/Scripts/Simulation/World/ThreatComponents.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: 2e66b1e7c715ceb418459c9323853271
\ No newline at end of file
diff --git a/Assets/_Project/Tests/EditMode/CoreSystemsTests.cs b/Assets/_Project/Tests/EditMode/CoreSystemsTests.cs
deleted file mode 100644
index 9fb0f4c71..000000000
--- a/Assets/_Project/Tests/EditMode/CoreSystemsTests.cs
+++ /dev/null
@@ -1,181 +0,0 @@
-using NUnit.Framework;
-using ProjectM.Server;
-using ProjectM.Simulation;
-using Unity.Core;
-using Unity.Entities;
-using Unity.Mathematics;
-using Unity.NetCode;
-using Unity.Transforms;
-
-namespace ProjectM.Tests
-{
- ///
- /// END-1 — plain-Entities EditMode tests for the Engine Core server systems. :
- /// a Husk that reaches the base drains integrity (the live
- /// default with no singleton) and is consumed; a distant Husk is untouched; at 0
- /// the system idles (the lose-edge owns resolution). : the Core regenerates
- /// exactly +1 across one regen interval ONLY in Calm, never mid-Siege, and never past Max. The lose-edge
- /// itself is covered in CyclePhaseSystemTests. BaseAnchor is configured so PlotCenter == origin.
- ///
- public class CoreSystemsTests
- {
- static (World world, SimulationSystemGroup group) MakeWorld(string name, uint serverTick)
- where T : unmanaged, ISystem
- {
- var world = new World(name);
- var group = world.GetOrCreateSystemManaged();
- group.AddSystemToUpdateList(world.GetOrCreateSystem());
- group.SortSystems();
- world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
- SetServerTick(world, serverTick);
- return (world, group);
- }
-
- static void SetServerTick(World world, uint tick)
- {
- var em = world.EntityManager;
- using var q = em.CreateEntityQuery(typeof(NetworkTime));
- Entity e = q.IsEmpty ? em.CreateEntity(typeof(NetworkTime)) : q.GetSingletonEntity();
- em.SetComponentData(e, new NetworkTime { ServerTick = new NetworkTick(tick) });
- }
-
- static Entity MakeCore(EntityManager em, int current, int max)
- {
- var e = em.CreateEntity(typeof(CoreIntegrity));
- em.SetComponentData(e, new CoreIntegrity { Current = current, Max = max });
- return e;
- }
-
- // PlotCenter = GridOrigin.xz + GridDims*CellSize*0.5; origin + zero dims => (0,0,0).
- static void MakeBaseAnchor(EntityManager em)
- {
- var e = em.CreateEntity(typeof(BaseAnchor));
- em.SetComponentData(e, new BaseAnchor
- {
- AnchorPos = float3.zero,
- GridOrigin = float3.zero,
- CellSize = 1f,
- GridDims = int2.zero,
- });
- }
-
- static void MakeHusk(EntityManager em, float3 pos)
- {
- var e = em.CreateEntity(typeof(EnemyTag), typeof(LocalTransform));
- em.SetComponentData(e, LocalTransform.FromPosition(pos));
- }
-
- static Entity MakeCycle(EntityManager em, byte phase)
- {
- var e = em.CreateEntity(typeof(CycleState));
- em.SetComponentData(e, new CycleState { Phase = phase });
- return e;
- }
-
- [Test]
- public void CoreDamage_Breaching_Husk_Drains_And_Is_Consumed()
- {
- var (world, group) = MakeWorld("CoreDamage", serverTick: 100);
- using (world)
- {
- var em = world.EntityManager;
- var core = MakeCore(em, current: 100, max: 100);
- MakeBaseAnchor(em);
- MakeHusk(em, new float3(0, 0, 0)); // at the Core -> breaches
- MakeHusk(em, new float3(20, 0, 20)); // far -> safe
-
- group.Update();
-
- Assert.AreEqual(90, em.GetComponentData(core).Current,
- "one breaching Husk drains the default 10 integrity.");
- using var hq = em.CreateEntityQuery(typeof(EnemyTag));
- Assert.AreEqual(1, hq.CalculateEntityCount(),
- "the breaching Husk is consumed; the distant one survives.");
- }
- }
-
- [Test]
- public void CoreDamage_Idles_When_Already_Breached()
- {
- var (world, group) = MakeWorld("CoreBreached", serverTick: 100);
- using (world)
- {
- var em = world.EntityManager;
- MakeCore(em, current: 0, max: 100);
- MakeBaseAnchor(em);
- MakeHusk(em, float3.zero);
-
- group.Update();
-
- using var hq = em.CreateEntityQuery(typeof(EnemyTag));
- Assert.AreEqual(1, hq.CalculateEntityCount(),
- "at 0 integrity CoreDamageSystem idles (the lose-edge owns resolution).");
- }
- }
-
- [Test]
- public void CoreRestore_Regens_Exactly_Once_Per_Interval_In_Calm()
- {
- var (world, group) = MakeWorld("CoreRegenCalm", serverTick: 100);
- using (world)
- {
- var em = world.EntityManager;
- var core = MakeCore(em, current: 50, max: 100);
- MakeCycle(em, CyclePhase.Calm);
-
- // Across one full default interval (18) of consecutive ticks, exactly ONE is on the regen boundary.
- const uint interval = 18;
- for (uint t = 100; t < 100 + interval; t++)
- {
- SetServerTick(world, t);
- group.Update();
- }
-
- Assert.AreEqual(51, em.GetComponentData(core).Current,
- "Calm regenerates exactly +1 across one regen interval.");
- }
- }
-
- [Test]
- public void CoreRestore_Does_Not_Regen_During_Siege()
- {
- var (world, group) = MakeWorld("CoreNoRegenSiege", serverTick: 100);
- using (world)
- {
- var em = world.EntityManager;
- var core = MakeCore(em, current: 50, max: 100);
- MakeCycle(em, CyclePhase.Siege);
-
- for (uint t = 100; t < 100 + 18; t++)
- {
- SetServerTick(world, t);
- group.Update();
- }
-
- Assert.AreEqual(50, em.GetComponentData(core).Current,
- "no regen mid-Siege (a chipped Core heals only between sieges).");
- }
- }
-
- [Test]
- public void CoreRestore_Never_Exceeds_Max()
- {
- var (world, group) = MakeWorld("CoreCap", serverTick: 100);
- using (world)
- {
- var em = world.EntityManager;
- var core = MakeCore(em, current: 100, max: 100);
- MakeCycle(em, CyclePhase.Calm);
-
- for (uint t = 100; t < 100 + 18; t++)
- {
- SetServerTick(world, t);
- group.Update();
- }
-
- Assert.AreEqual(100, em.GetComponentData(core).Current,
- "regen clamps at Max.");
- }
- }
- }
-}
diff --git a/Assets/_Project/Tests/EditMode/CoreSystemsTests.cs.meta b/Assets/_Project/Tests/EditMode/CoreSystemsTests.cs.meta
deleted file mode 100644
index 0c447a0d0..000000000
--- a/Assets/_Project/Tests/EditMode/CoreSystemsTests.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: 0b316df3c18e66c47b2a29316eeaba0e
\ No newline at end of file
diff --git a/Assets/_Project/Tests/EditMode/CyclePhaseSystemTests.cs b/Assets/_Project/Tests/EditMode/CyclePhaseSystemTests.cs
deleted file mode 100644
index 52d393220..000000000
--- a/Assets/_Project/Tests/EditMode/CyclePhaseSystemTests.cs
+++ /dev/null
@@ -1,252 +0,0 @@
-using NUnit.Framework;
-using ProjectM.Server;
-using ProjectM.Simulation;
-using Unity.Core;
-using Unity.Entities;
-using Unity.NetCode;
-
-namespace ProjectM.Tests
-{
- ///
- /// Plain-Entities EditMode tests for the server-only — the PLAYER-DRIVEN
- /// run-state director (Calm ↔ Siege). A bare world is seeded with a NetworkTime singleton and a cycle entity
- /// carrying CycleState + CycleRuntime (+ optionally ThreatState / WaveState / GoalProgress). The global phase
- /// is only ever Calm or Siege — being out on an expedition is per-player presence, NOT a global phase — so
- /// these pin: Calm holds with no pending siege; an armed ThreatState.PendingSiegeSize enters Siege and seeds
- /// WaveState's Spawning entry at the EXACT size; a cleared Siege returns to Calm WITHOUT charging the goal (DR-042: expedition clears drive the win);
- /// and split co-op presence never produces a non-Calm phase. All timing is wrap-safe NetworkTick math.
- ///
- public class CyclePhaseSystemTests
- {
- static (World world, SimulationSystemGroup group) MakeWorld(string name, uint serverTick)
- {
- var world = new World(name);
- var group = world.GetOrCreateSystemManaged();
- group.AddSystemToUpdateList(world.GetOrCreateSystem());
- group.SortSystems();
- world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
- var em = world.EntityManager;
- var nt = em.CreateEntity(typeof(NetworkTime));
- em.SetComponentData(nt, new NetworkTime { ServerTick = new NetworkTick(serverTick) });
- return (world, group);
- }
-
- static Entity MakeCycle(EntityManager em, byte phase, int defendStartWave)
- {
- var e = em.CreateEntity(typeof(CycleState), typeof(CycleRuntime));
- em.SetComponentData(e, new CycleState { Phase = phase, PhaseEndTick = 0u, CycleNumber = 1 });
- em.SetComponentData(e, new CycleRuntime { DefendStartWave = defendStartWave });
- return e;
- }
-
- static void AddThreat(EntityManager em, Entity cycle, int pendingSiegeSize, uint armTick)
- {
- em.AddComponentData(cycle, new ThreatState { PendingSiegeSize = pendingSiegeSize, ArmTick = armTick });
- }
-
- static Entity MakeWaveState(EntityManager em, int waveNumber, byte phase, int remainingToSpawn)
- {
- var e = em.CreateEntity(typeof(WaveState));
- em.SetComponentData(e, new WaveState { WaveNumber = waveNumber, Phase = phase, RemainingToSpawn = remainingToSpawn });
- return e;
- }
-
- [Test]
- public void Calm_Holds_When_No_PendingSiege()
- {
- var (world, group) = MakeWorld("CalmHolds", serverTick: 200);
- using (world)
- {
- var em = world.EntityManager;
- var cycle = MakeCycle(em, CyclePhase.Calm, defendStartWave: 0);
- AddThreat(em, cycle, pendingSiegeSize: 0, armTick: 0);
-
- group.Update();
-
- Assert.AreEqual(CyclePhase.Calm, em.GetComponentData(cycle).Phase,
- "With no pending siege the base stays Calm — no forced timer.");
- }
- }
-
- [Test]
- public void PendingSiege_Enters_Siege_And_Seeds_WaveState_Spawning_With_Exact_Size()
- {
- var (world, group) = MakeWorld("PendingSiege", serverTick: 200);
- using (world)
- {
- var em = world.EntityManager;
- var cycle = MakeCycle(em, CyclePhase.Calm, defendStartWave: 0);
- AddThreat(em, cycle, pendingSiegeSize: 7, armTick: 0); // armTick 0 => fire immediately
- var wave = MakeWaveState(em, waveNumber: 5, phase: WavePhase.Lull, remainingToSpawn: 0);
-
- group.Update();
-
- Assert.AreEqual(CyclePhase.Siege, em.GetComponentData(cycle).Phase,
- "An armed pending siege enters Siege.");
-
- var w = em.GetComponentData(wave);
- Assert.AreEqual(WavePhase.Spawning, w.Phase,
- "WaveState is driven into Spawning (bypassing the Lull escalation recompute).");
- Assert.AreEqual(7, w.RemainingToSpawn,
- "RemainingToSpawn is the EXACT director-chosen siege size (not the escalation curve).");
- Assert.AreEqual(6, w.WaveNumber, "WaveNumber advances by one for the siege.");
-
- Assert.AreEqual(5, em.GetComponentData(cycle).DefendStartWave,
- "DefendStartWave captures the pre-bump wave number.");
- Assert.AreEqual(0, em.GetComponentData(cycle).PendingSiegeSize,
- "The pending siege is consumed (zeroed) so it fires exactly once.");
- }
- }
-
- [Test]
- public void Siege_Exits_To_Calm_On_DefendCleared_Does_Not_Charge_Goal()
- {
- var (world, group) = MakeWorld("SiegeClears", serverTick: 200);
- using (world)
- {
- var em = world.EntityManager;
- var cycle = MakeCycle(em, CyclePhase.Siege, defendStartWave: 5);
- em.AddComponentData(cycle, new GoalProgress { Charge = 0, Target = 10 });
- // Wave advanced past the captured start, fully spawned, no Husks alive (none created).
- MakeWaveState(em, waveNumber: 6, phase: WavePhase.Spawning, remainingToSpawn: 0);
-
- group.Update();
-
- Assert.AreEqual(CyclePhase.Calm, em.GetComponentData(cycle).Phase,
- "A cleared siege returns to Calm.");
- Assert.AreEqual(0, em.GetComponentData(cycle).Charge,
- "DR-042: surviving a base siege does NOT charge the goal (the AFK win path is closed).");
- }
- }
-
- [Test]
- public void Coop_Split_Presence_Keeps_Global_Phase_Calm()
- {
- var (world, group) = MakeWorld("CoopSplit", serverTick: 200);
- using (world)
- {
- var em = world.EntityManager;
- var cycle = MakeCycle(em, CyclePhase.Calm, defendStartWave: 0);
- AddThreat(em, cycle, pendingSiegeSize: 0, armTick: 0);
-
- // One player out on expedition, one home — the GLOBAL phase machine must ignore presence.
- var pOut = em.CreateEntity(typeof(RegionTag), typeof(PlayerTag));
- em.SetComponentData(pOut, new RegionTag { Region = RegionId.Expedition });
- var pHome = em.CreateEntity(typeof(RegionTag), typeof(PlayerTag));
- em.SetComponentData(pHome, new RegionTag { Region = RegionId.Base });
-
- group.Update();
-
- Assert.AreEqual(CyclePhase.Calm, em.GetComponentData(cycle).Phase,
- "Split presence (one out, one home) never drives the single global phase — Expedition is per-player.");
- }
- }
-
- [Test]
- public void WaveNumber_Is_Synced_From_WaveState_For_The_Hud()
- {
- var (world, group) = MakeWorld("WaveSync", serverTick: 200);
- using (world)
- {
- var em = world.EntityManager;
- var cycle = MakeCycle(em, CyclePhase.Siege, defendStartWave: 5);
- MakeWaveState(em, waveNumber: 4, phase: WavePhase.Spawning, remainingToSpawn: 2);
-
- group.Update();
-
- Assert.AreEqual(4, em.GetComponentData(cycle).WaveNumber,
- "CycleState.WaveNumber mirrors the server-only WaveState.WaveNumber for the replicated-state-only HUD.");
- }
- }
-
- [Test]
- public void Siege_Overrun_Ends_Siege_Drains_Ledger_Despawns_Husks_No_Goal_Charge()
- {
- var (world, group) = MakeWorld("SiegeOverrun", serverTick: 200);
- using (world)
- {
- var em = world.EntityManager;
- var cycle = MakeCycle(em, CyclePhase.Siege, defendStartWave: 5);
- em.AddComponentData(cycle, new GoalProgress { Charge = 3, Target = 10 });
- em.AddComponentData(cycle, new CoreIntegrity { Current = 0, Max = 100, OverrunTick = 0 }); // breached
- var ledger = em.AddBuffer(cycle);
- ledger.Add(new StorageEntry { ItemId = 2, Count = 100 });
- ledger.Add(new StorageEntry { ItemId = 4, Count = 40 });
- MakeWaveState(em, waveNumber: 6, phase: WavePhase.Spawning, remainingToSpawn: 3);
- // two live BASE husks the team failed to clear (RegionTag defaults to Region 0 = Base)
- em.CreateEntity(typeof(EnemyTag), typeof(RegionTag));
- em.CreateEntity(typeof(EnemyTag), typeof(RegionTag));
-
- group.Update();
-
- Assert.AreEqual(CyclePhase.Calm, em.GetComponentData(cycle).Phase,
- "an overrun ends the siege -> Calm (soft loss).");
- Assert.AreEqual(3, em.GetComponentData(cycle).Charge,
- "NO goal charge on a loss (you were overrun, not survived).");
- var l = em.GetBuffer(cycle);
- Assert.AreEqual(50, l[0].Count, "ledger row 1 drained 50% (100 -> 50).");
- Assert.AreEqual(20, l[1].Count, "ledger row 2 drained 50% (40 -> 20).");
- Assert.AreNotEqual(0u, em.GetComponentData(cycle).OverrunTick,
- "the overrun pulse is stamped for the HUD flash.");
- using var huskQ = em.CreateEntityQuery(typeof(EnemyTag));
- Assert.AreEqual(0, huskQ.CalculateEntityCount(),
- "remaining husks are despawned (the siege disperses).");
- }
- }
-
- [Test]
- public void Base_Overrun_Disperses_Base_Husks_But_Spares_Expedition_Husks()
- {
- // Slice 3 regression: a BASE Core breach must NOT wipe an in-progress EXPEDITION wave (both share
- // EnemyTag but live in different regions). A region-blind cull would also spuriously trip the zone
- // director's aliveZone==0 clear/reward edge on the player's return.
- var (world, group) = MakeWorld("BaseOverrunSparesExpedition", serverTick: 200);
- using (world)
- {
- var em = world.EntityManager;
- var cycle = MakeCycle(em, CyclePhase.Siege, defendStartWave: 5);
- em.AddComponentData(cycle, new GoalProgress { Charge = 3, Target = 10 });
- em.AddComponentData(cycle, new CoreIntegrity { Current = 0, Max = 100, OverrunTick = 0 }); // breached
- var ledger = em.AddBuffer(cycle);
- ledger.Add(new StorageEntry { ItemId = 2, Count = 100 });
- ledger.Add(new StorageEntry { ItemId = 4, Count = 40 });
- MakeWaveState(em, waveNumber: 6, phase: WavePhase.Spawning, remainingToSpawn: 3);
- em.CreateEntity(typeof(EnemyTag), typeof(RegionTag)); // BASE husk (RegionTag defaults to Region 0 = Base)
- var exp = em.CreateEntity(typeof(EnemyTag), typeof(RegionTag));
- em.SetComponentData(exp, new RegionTag { Region = RegionId.Expedition }); // a husk out on the expedition
-
- group.Update();
-
- Assert.IsTrue(em.Exists(exp), "the expedition husk survives a base Core breach.");
- using var huskQ = em.CreateEntityQuery(typeof(EnemyTag));
- Assert.AreEqual(1, huskQ.CalculateEntityCount(),
- "only the BASE husk is dispersed by the breach; the in-progress expedition wave is untouched.");
- Assert.AreEqual(RegionId.Expedition, em.GetComponentData(exp).Region,
- "the survivor is the expedition-region husk.");
- }
- }
-
- [Test]
- public void Overrun_Resolves_Once_Then_Stays_Calm_Without_Recharging()
- {
- var (world, group) = MakeWorld("OverrunOnce", serverTick: 200);
- using (world)
- {
- var em = world.EntityManager;
- var cycle = MakeCycle(em, CyclePhase.Siege, defendStartWave: 5);
- em.AddComponentData(cycle, new GoalProgress { Charge = 0, Target = 10 });
- em.AddComponentData(cycle, new CoreIntegrity { Current = 0, Max = 100 });
- em.AddBuffer(cycle);
- MakeWaveState(em, waveNumber: 6, phase: WavePhase.Spawning, remainingToSpawn: 0);
-
- group.Update();
- group.Update(); // second tick: Calm branch -> must not re-resolve or charge
-
- Assert.AreEqual(CyclePhase.Calm, em.GetComponentData(cycle).Phase);
- Assert.AreEqual(0, em.GetComponentData(cycle).Charge,
- "the loss never charges the goal across ticks.");
- }
- }
-
- }
-}
diff --git a/Assets/_Project/Tests/EditMode/CyclePhaseSystemTests.cs.meta b/Assets/_Project/Tests/EditMode/CyclePhaseSystemTests.cs.meta
deleted file mode 100644
index 9020c32fb..000000000
--- a/Assets/_Project/Tests/EditMode/CyclePhaseSystemTests.cs.meta
+++ /dev/null
@@ -1,2 +0,0 @@
-fileFormatVersion: 2
-guid: def6f8080b5a28d4eb9ee4781b283752
\ No newline at end of file
diff --git a/Assets/_Project/Tests/EditMode/DebugCommandReceiveSystemTests.cs b/Assets/_Project/Tests/EditMode/DebugCommandReceiveSystemTests.cs
index 352000ef5..2c549182f 100644
--- a/Assets/_Project/Tests/EditMode/DebugCommandReceiveSystemTests.cs
+++ b/Assets/_Project/Tests/EditMode/DebugCommandReceiveSystemTests.cs
@@ -57,33 +57,31 @@ namespace ProjectM.Tests
}
[Test]
- public void SpawnWave_Arms_PendingSiege()
+ public void SpawnWave_Forces_Next_Wave_Now()
{
var (world, group) = MakeWorld("DebugSpawnWave");
using (world)
{
var em = world.EntityManager;
- var dir = em.CreateEntity(typeof(CycleState), typeof(ThreatState));
- em.SetComponentData(dir, new CycleState { Phase = CyclePhase.Calm });
- MakeRequest(em, DebugOp.SpawnWave, 8, 0, Entity.Null);
+ var wave = em.CreateEntity(typeof(WaveState));
+ em.SetComponentData(wave, new WaveState { Phase = WavePhase.Spawning, NextActionTick = 999999, RemainingToSpawn = 0 });
+ MakeRequest(em, DebugOp.SpawnWave, 0, 0, Entity.Null);
group.Update();
- Assert.AreEqual(8, em.GetComponentData(dir).PendingSiegeSize,
- "SpawnWave arms a pending siege of the requested size.");
+ var w = em.GetComponentData(wave);
+ Assert.AreEqual(WavePhase.Lull, w.Phase, "SpawnWave resets to a due Lull so WaveSystem starts the next wave.");
+ Assert.AreEqual(0u, w.NextActionTick, "SpawnWave makes the next wave due immediately.");
}
}
[Test]
- public void EndSiege_Forces_WaveState_Lull_And_Clears_Pending()
+ public void EndSiege_Quiets_The_Arena()
{
var (world, group) = MakeWorld("DebugEndSiege");
using (world)
{
var em = world.EntityManager;
- var dir = em.CreateEntity(typeof(CycleState), typeof(ThreatState));
- em.SetComponentData(dir, new CycleState { Phase = CyclePhase.Siege });
- em.SetComponentData(dir, new ThreatState { PendingSiegeSize = 5, SiegeStartTick = 100 });
var wave = em.CreateEntity(typeof(WaveState));
em.SetComponentData(wave, new WaveState { Phase = WavePhase.Spawning, RemainingToSpawn = 3 });
for (int i = 0; i < 2; i++)
@@ -96,9 +94,9 @@ namespace ProjectM.Tests
var w = em.GetComponentData(wave);
Assert.AreEqual(WavePhase.Lull, w.Phase, "EndSiege drives the wave to Lull.");
Assert.AreEqual(0, w.RemainingToSpawn, "EndSiege stops further spawning.");
- Assert.AreEqual(0, em.GetComponentData(dir).PendingSiegeSize, "EndSiege clears any pending siege.");
- using var husks = em.CreateEntityQuery(typeof(EnemyTag));
- Assert.AreEqual(0, husks.CalculateEntityCount(), "EndSiege culls the remaining Husks.");
+ Assert.AreNotEqual(0u, w.NextActionTick, "EndSiege pushes the next wave far out (quiet arena).");
+ using (var husks = em.CreateEntityQuery(typeof(EnemyTag)))
+ Assert.AreEqual(0, husks.CalculateEntityCount(), "EndSiege culls the remaining Husks.");
}
}
diff --git a/Assets/_Project/Tests/EditMode/EndgameWinLoseTests.cs b/Assets/_Project/Tests/EditMode/EndgameWinLoseTests.cs
deleted file mode 100644
index a5c7bb669..000000000
--- a/Assets/_Project/Tests/EditMode/EndgameWinLoseTests.cs
+++ /dev/null
@@ -1,399 +0,0 @@
-using NUnit.Framework;
-using ProjectM.Server;
-using ProjectM.Simulation;
-using Unity.Core;
-using Unity.Entities;
-using Unity.NetCode;
-
-namespace ProjectM.Tests
-{
- ///
- /// END-2 (SL-3) — plain-Entities EditMode tests for the final-siege win/lose spine:
- /// arming + 's FinalDefense-gated Victory/Loss latches + the
- /// SiegeTimeout guard. A bare world is seeded with a NetworkTime singleton and a
- /// CycleDirector entity carrying the full run-state set (CycleState/CycleRuntime/ThreatState/ThreatConfig/
- /// GoalProgress/CoreIntegrity/RunPhase/RunOutcome/SaveRequest + a ledger). These pin: the goal cap arms a bigger
- /// final siege EXACTLY once and CyclePhaseSystem enters it once; a survived NORMAL siege no longer charges the goal (DR-042); a survived final siege
- /// latches Victory (no extra charge); a Core breach during the final siege latches Loss with NONE of the END-1
- /// soft-loss side effects (no ledger drain, no OverrunTick); a NORMAL-phase overrun STILL takes the END-1 soft
- /// path (the key regression); a restored Victory does not re-arm; and the SiegeTimeout cull is disabled during the
- /// final siege so a timeout can't fake a Victory. All timing is wrap-safe NetworkTick math.
- ///
- public class EndgameWinLoseTests
- {
- // ---- harness ----
-
- static (World world, SimulationSystemGroup group) MakeWorld(string name, uint serverTick)
- {
- var world = new World(name);
- var group = world.GetOrCreateSystemManaged();
- // CyclePhaseSystem then GoalReachedSystem ([UpdateAfter(CyclePhaseSystem)] is honored by SortSystems).
- group.AddSystemToUpdateList(world.GetOrCreateSystem());
- group.AddSystemToUpdateList(world.GetOrCreateSystem());
- group.SortSystems();
- world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
- var em = world.EntityManager;
- var nt = em.CreateEntity(typeof(NetworkTime));
- em.SetComponentData(nt, new NetworkTime { ServerTick = new NetworkTick(serverTick) });
- return (world, group);
- }
-
- static (World world, SimulationSystemGroup group) MakeThreatWorld(string name, uint serverTick)
- {
- var world = new World(name);
- var group = world.GetOrCreateSystemManaged();
- group.AddSystemToUpdateList(world.GetOrCreateSystem());
- group.SortSystems();
- world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
- var em = world.EntityManager;
- var nt = em.CreateEntity(typeof(NetworkTime));
- em.SetComponentData(nt, new NetworkTime { ServerTick = new NetworkTick(serverTick) });
- return (world, group);
- }
-
- // SizeBase 5 / ScheduleSizePerWave 1 / immediate (delay 0) arm / no timeout — the END-2 arming math is
- // (5 + 1*wave) * FinalSiegeMultiplier.
- static ThreatConfig Cfg() => new ThreatConfig
- {
- PostExpeditionEnabled = 0,
- ScheduleEnabled = 0,
- PostExpeditionDelayTicks = 0,
- SizeBase = 5,
- ScheduleSizePerWave = 1,
- StartCondition = ThreatStartCondition.Immediate,
- SiegeTimeoutTicks = 0,
- };
-
- static Entity MakeDirector(EntityManager em, byte phase, int defendStartWave, int charge, int target,
- int core, byte runPhase, byte runOutcome)
- {
- var e = em.CreateEntity();
- em.AddComponentData(e, new CycleState { Phase = phase, PhaseEndTick = 0u, CycleNumber = 1 });
- em.AddComponentData(e, new CycleRuntime { DefendStartWave = defendStartWave });
- em.AddComponentData(e, new ThreatState());
- em.AddComponentData(e, Cfg());
- em.AddComponentData(e, new GoalProgress { Charge = charge, Target = target });
- em.AddComponentData(e, new CoreIntegrity { Current = core, Max = 100, OverrunTick = 0u });
- em.AddComponentData(e, new RunPhase { Value = runPhase });
- em.AddComponentData(e, new RunOutcome { Value = runOutcome });
- em.AddComponentData(e, new SaveRequest { Pending = 0 });
- em.AddBuffer(e);
- return e;
- }
-
- static Entity MakeWave(EntityManager em, int waveNumber, byte phase, int remaining)
- {
- var e = em.CreateEntity(typeof(WaveState));
- em.SetComponentData(e, new WaveState { WaveNumber = waveNumber, Phase = phase, RemainingToSpawn = remaining });
- return e;
- }
-
- static int ExpectedFinalSize(int sizeBase, int perWave, int wave)
- => (int)((sizeBase + perWave * wave) * TuningConfig.Defaults().FinalSiegeMultiplier);
-
- // ---- tests ----
-
- [Test]
- public void GoalReached_Arms_Final_Siege_Then_CyclePhase_Enters_It_Once()
- {
- var (world, group) = MakeWorld("End2Arm", serverTick: 200);
- using (world)
- {
- var em = world.EntityManager;
- var dir = MakeDirector(em, CyclePhase.Calm, defendStartWave: 0, charge: 4, target: 4,
- core: 100, RunPhaseId.Normal, RunOutcomeId.InProgress);
- var wave = MakeWave(em, waveNumber: 4, phase: WavePhase.Lull, remaining: 0);
- int expected = ExpectedFinalSize(5, 1, 4); // (5 + 4) * 2.5 = 22
-
- // Tick 1: CyclePhase Calm (nothing pending) -> GoalReached arms the FINAL siege + flips FinalDefense.
- group.Update();
- Assert.AreEqual(expected, em.GetComponentData(dir).PendingSiegeSize,
- "final siege armed at (SizeBase + perWave*wave) * FinalSiegeMultiplier (visibly bigger than a normal siege).");
- Assert.Greater(expected, 5 + 1 * 4, "the final siege is strictly larger than the would-be normal siege.");
- Assert.AreEqual(RunPhaseId.FinalDefense, em.GetComponentData(dir).Value,
- "RunPhase flips to FinalDefense exactly when the goal cap is reached.");
- Assert.AreEqual(CyclePhase.Calm, em.GetComponentData(dir).Phase,
- "still Calm on the arm tick (CyclePhase consumes the pending siege the next tick).");
-
- // Tick 2: CyclePhase Calm consumes the armed siege -> Siege; GoalReached no-ops (RunPhase != Normal).
- group.Update();
- Assert.AreEqual(CyclePhase.Siege, em.GetComponentData(dir).Phase,
- "the final siege starts.");
- Assert.AreEqual(expected, em.GetComponentData(wave).RemainingToSpawn,
- "WaveState is seeded with the EXACT multiplied final-siege size.");
- Assert.AreEqual(0, em.GetComponentData