LANTERN purge B3+B5: delete the cycle/core/win-lose spine + onboarding; save epoch v7
Deletes CyclePhaseSystem, GoalReachedSystem, CoreDamage/CoreRestore, ThreatDirector, CoreIntegrity/GoalProgress/RunPhase/RunOutcome/ThreatState components, CoreVisualFeedbackSystem, and the whole Client/Onboarding slice (+6 test files). Keepers reworked: RunDirectorSystem (UpdateBefore attr + launch guard + goal/threat bank removed; sole SaveRequest raiser now), CycleDirectorSpawnSystem (ledger/meta host only), WaveSystem UNGATED (waves run wherever a WaveDirector is baked), EnemyAISystem core-fallback stripped, AmbientAudioSystem reworked (bed + run cues; no CycleState gate), MusicSystem RunInfo-only, HudSystem big trim (goal meter, core bar, siege banner, terminal banner, outcome flash, onboarding hook all gone), MetaShop/ClassPrep/AimReticle siege gates dropped, DebugOverlay/ops re-meant (SpawnWave=force next wave, EndSiege=quiet arena; SetCalm/AdvanceGoal/SetHeat retired, bytes reserved), TuningConfig Core knobs retired (ids 20-23 reserved), StorageMath.DrainFraction deleted, HowToPlay copy rewritten. Save epoch v7 (fresh epoch, operator-approved): SaveData drops goal/core/outcome + conveyor/machine-IO fields; MinLoadableVersion=7; PendingSave/PendingStructure trimmed; RollTerminalCampaignForward deleted; SaveStructureScan signature slimmed. 390 tests green; Play world-creation clean (player + waves live, no exceptions). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -16,6 +16,9 @@ namespace ProjectM.Simulation
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dest.Add(new StorageEntry { ItemId = src[i].ItemId, Count = src[i].Count });
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}
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/// <summary>EB-1: map a serialized <see cref="StructureSave"/> to the staged <see cref="PendingStructure"/>
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/// (the menu->ServerWorld copy in WorldLauncher). Pure so the field-for-field copy — including the
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/// easy-to-miss HP — is unit-tested; an omitted field here silently restores every structure at full HP.</summary>
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/// <summary>EB-1: map a serialized <see cref="StructureSave"/> to the staged <see cref="PendingStructure"/>
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/// (the menu->ServerWorld copy in WorldLauncher). Pure so the field-for-field copy — including the
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/// easy-to-miss HP — is unit-tested; an omitted field here silently restores every structure at full HP.</summary>
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@@ -24,10 +27,6 @@ namespace ProjectM.Simulation
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Type = s.Type,
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CellX = s.CellX,
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CellZ = s.CellZ,
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Direction = s.Direction,
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RemainingTicks = s.RemainingTicks,
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ConveyorResId = s.ConveyorResId,
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ConveyorCount = s.ConveyorCount,
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HP = s.HP,
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};
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}
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@@ -5,23 +5,13 @@ namespace ProjectM.Simulation
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/// <summary>
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/// Server-world, UNMANAGED bridge holding a save slice the menu staged for a "Continue" session, applied
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/// AT SPAWN by the server CycleDirectorSpawnSystem so the director ghost is BORN correct — it never
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/// serializes a default <see cref="GoalProgress"/> / empty ledger to clients (no replication flicker). The
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/// menu creates exactly one of these (with the <see cref="PendingSaveLedgerRow"/> buffer) in the freshly
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/// created ServerWorld BEFORE the gameplay subscene streams in; the spawn system consumes + destroys it.
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/// Unmanaged so the Bursted spawn system reads it without a managed bridge.
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/// serializes an empty ledger to clients (no replication flicker). The menu creates exactly one of these
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/// (with the <see cref="PendingSaveLedgerRow"/> buffer) in the freshly created ServerWorld BEFORE the
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/// gameplay subscene streams in; the spawn system consumes + destroys it. Unmanaged so the Bursted spawn
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/// system reads it without a managed bridge.
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/// </summary>
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public struct PendingSave : IComponentData
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{
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public int GoalCharge;
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public int GoalTarget;
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/// <summary>END-1: Engine Core integrity to restore (0 = pre-v4 save / New Game -> born full at baked Max).</summary>
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public int CoreCurrent;
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/// <summary>END-2: terminal run outcome to restore (0 = InProgress / pre-v5 save / New Game; 1 = Victory,
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/// 2 = Loss -> the run loads finished + halted, no re-arm). Born-correct at director spawn.</summary>
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public byte RunOutcome;
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/// <summary>v6: persisted run counters to restore into MetaCounters + the born-correct RunInfo HUD mirror.</summary>
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public int RunsCompleted;
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public int MaxDepthReached;
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@@ -40,14 +30,15 @@ namespace ProjectM.Simulation
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/// <summary>One staged PERMANENT meta tier for a Continue session (v6) — copied VERBATIM into the director's
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/// replicated MetaTierState buffer at spawn (unknown ids preserved for round-trip; clamping happens only at
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/// seed/shop/spend). The buffer is added UNCONDITIONALLY at staging (empty OK) — the Bursted spawn system
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/// GetBuffers it inside the HasData block and a missing buffer would throw on any v<=5 Continue.</summary>
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/// GetBuffers it inside the HasData block and a missing buffer would throw on any Continue.</summary>
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public struct PendingMetaRow : IBufferElementData
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{
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public byte ClassId;
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public byte UpgradeId;
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public byte Tier;
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}
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/// <summary>One staged player-built structure row for a Continue session (M7); BaseRestoreSystem replays it
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/// <summary>One staged player-built structure row for a Continue session; BaseRestoreSystem replays it
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/// charge-free into the freshly-streamed base. Mirrors <see cref="StructureSave"/> but as an unmanaged ECS
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/// buffer element (staged in the ServerWorld before the subscene streams).</summary>
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public struct PendingStructure : IBufferElementData
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@@ -55,28 +46,13 @@ namespace ProjectM.Simulation
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public byte Type;
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public int CellX;
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public int CellZ;
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public byte Direction;
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public uint RemainingTicks;
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public byte ConveyorResId;
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public int ConveyorCount;
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public float HP; // EB-1: staged hit points (BaseRestoreSystem restores 0 -> baked Max)
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}
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/// <summary>One staged machine I/O row (M7), joined to the <see cref="PendingStructure"/> buffer by index.
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/// Slot 0 = MachineInput, 1 = MachineOutput.</summary>
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public struct PendingStructureIo : IBufferElementData
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{
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public int StructureIndex;
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public byte Slot;
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public byte ResourceId;
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public int Count;
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}
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/// <summary>
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/// Host-only autosave request flag on the CycleDirector entity (added at spawn). The Bursted CyclePhaseSystem
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/// sets <see cref="Pending"/>=1 on the Siege->Calm checkpoint; the managed SaveWriteSystem reads it, writes
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/// the JSON save, and clears it. A plain byte => Burst-safe (no managed/string/file touch in the sim loop).
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/// Host-only autosave request flag on the director entity (added at spawn). RunDirectorSystem sets
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/// <see cref="Pending"/>=1 on the terminal bank; the managed SaveWriteSystem reads it, writes the JSON save,
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/// and clears it. A plain byte => Burst-safe (no managed/string/file touch in the sim loop).
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/// </summary>
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public struct SaveRequest : IComponentData
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{
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@@ -21,67 +21,38 @@ namespace ProjectM.Simulation
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public byte Tier;
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}
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/// <summary>
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/// One serialized player-built structure (M7). Flat scalars (JsonUtility has no int2). The production
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/// cooldown is stored as REMAINING ticks (epoch-independent) so it survives the server-tick origin reset on a
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/// fresh session; the in-flight conveyor item (if any) rides here, while variable-length machine I/O buffers
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/// live in the flat <see cref="SaveData.StructureIo"/> table keyed by index.
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/// </summary>
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/// <summary>One serialized player-built structure. Flat scalars (JsonUtility has no int2).</summary>
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[Serializable]
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public struct StructureSave
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{
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public byte Type;
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public int CellX;
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public int CellZ;
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public byte Direction; // conveyor facing (0 for non-conveyors)
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public uint RemainingTicks; // production/cooldown ticks left at save time
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public byte ConveyorResId; // in-flight conveyor item resource (0 = none)
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public int ConveyorCount;
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public float HP; // EB-1: hit points at save time (0 from a pre-v3 save -> restored to baked Max)
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public float HP; // EB-1: hit points at save time (0 -> restored to baked Max)
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}
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/// <summary>
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/// One serialized machine I/O buffer row, joined to <see cref="SaveData.Structures"/> by
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/// <see cref="StructureIndex"/>. A flat top-level array (JsonUtility can't nest arrays-of-arrays); Slot 0 =
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/// MachineInput, Slot 1 = MachineOutput.
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/// </summary>
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[Serializable]
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public struct StructureIoRow
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{
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public int StructureIndex;
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public byte Slot;
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public byte ResourceId;
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public int Count;
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}
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/// <summary>
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/// Versioned, host-authoritative save slice (the FOUNDATION): the long-arc goal charge/target + the shared
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/// resource ledger. JsonUtility-friendly — a class with flat fields and an array FIELD (never a root array).
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/// The schema is intentionally ADDITIVE: future fields (placed structures, threat, storage) append without
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/// breaking old saves, gated by <see cref="Version"/> migration.
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/// Versioned, host-authoritative save slice: the shared resource ledger + player-built structures + the
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/// permanent meta. JsonUtility-friendly — a class with flat fields and an array FIELD (never a root array).
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/// The schema is ADDITIVE going forward, gated by <see cref="Version"/> migration.
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/// </summary>
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[Serializable]
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public class SaveData
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{
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public const int CurrentVersion = 6; // v6: permanent META (per-class upgrade tiers + run counters); v5 added RunOutcome; v4 added CoreCurrent
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public const int CurrentVersion = 7; // v7: LANTERN fresh epoch — goal/core/outcome + conveyor/machine-I/O fields dropped
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/// <summary>Oldest save schema the loader accepts (additive); a v2 save loads with structures at full HP.</summary>
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public const int MinLoadableVersion = 2;
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/// <summary>Oldest save schema the loader accepts. v7 is a FRESH EPOCH (operator-approved): older saves are ignored.</summary>
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public const int MinLoadableVersion = 7;
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public int Version = CurrentVersion;
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public int GoalCharge;
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public int GoalTarget;
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public int CoreCurrent; // END-1: Engine Core integrity at save time (0 from a pre-v4 save -> restored to baked Max)
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public int RunOutcome; // END-2: 0=InProgress (also any pre-v5 save) / 1=Victory / 2=Loss -> a finished run loads finished
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// v6 — permanent meta-progression (0/empty-defaults on any v<=5 save):
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// Permanent meta-progression:
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public int RunsCompleted; // boss-cleared runs (the HUD counter + the HostSalt fold at restore)
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public int MaxDepthReached; // deepest room actually CLEARED across all runs (honest depth, never planned)
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public MetaUpgradeSave[] MetaUpgrades = Array.Empty<MetaUpgradeSave>(); // sparse per-class tiers
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public LedgerRow[] Ledger = Array.Empty<LedgerRow>();
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public StructureSave[] Structures = Array.Empty<StructureSave>();
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public StructureIoRow[] StructureIo = Array.Empty<StructureIoRow>();
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public long SavedAtMs;
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}
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}
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@@ -44,13 +44,7 @@ namespace ProjectM.Simulation
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/// placed structures survive untouched. Without this, Continue/PLAY AGAIN after a win re-latches the dead
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/// outcome banner on the first replicated snapshot. Pure + idempotent; no-op for in-progress saves.
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/// </summary>
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public static void RollTerminalCampaignForward(SaveData data)
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{
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if (data == null || data.RunOutcome == 0) return;
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data.RunOutcome = 0;
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data.GoalCharge = 0;
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data.CoreCurrent = 0;
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}
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public static void Save(SaveData data)
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@@ -13,7 +13,7 @@ namespace ProjectM.Simulation
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/// </summary>
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public static class SaveStructureScan
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{
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public static void Collect(EntityManager em, uint nowTick, out StructureSave[] structures, out StructureIoRow[] io)
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public static void Collect(EntityManager em, uint nowTick, out StructureSave[] structures)
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{
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var structs = new List<StructureSave>();
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@@ -38,7 +38,6 @@ namespace ProjectM.Simulation
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}
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structures = structs.ToArray();
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io = System.Array.Empty<StructureIoRow>(); // machine I/O retired with the automation chain (row type dies at save v7)
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}
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}
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}
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