Polishes
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@@ -9,6 +9,12 @@ namespace ProjectM.Client
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/// observable client state each step reads, the deterministic per-step completion test, prompt copy, the
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/// spatial-cue kind, and the persisted-mask helpers.
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///
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/// RE-AUTHORED for the expedition redesign (demo polish): base nodes are gone (mining happens IN the run),
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/// so the old at-base Mine step is dead — the first lap is now Build (grubstake Ore) → Fabricator →
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/// READY UP → fight rooms (mine in-run) → boon → boss/return → defend. Step BITS are re-meant, never
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/// renamed-in-place semantics: a veteran's full mask stays dormant; a partial first-run mask at worst
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/// replays one beat.
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///
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/// Pacing (operator-locked = soft-gated): a step shows until its action is performed (no per-step timeout),
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/// EXCEPT two info beats — <see cref="Fabricator"/> and <see cref="Defend"/> — which also auto-advance, plus
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/// the timed <see cref="Welcome"/> strip. Veteran / co-op auto-suppress falls out for free: the count-based
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@@ -20,12 +26,12 @@ namespace ProjectM.Client
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// ---- ordered steps (byte ids; bit i of GameSettings.OnboardingMask = step i complete) ----
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public const byte Welcome = 0; // tiny win-condition framing strip (timed)
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public const byte Move = 1;
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public const byte Mine = 2; // attack an Ore node — mining IS combat at the base (Calm = no enemies yet)
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public const byte Build = 3; // open palette + place a Turret
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public const byte Fabricator = 4; // Ore -> Charge (soft info beat)
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public const byte Gate = 5; // reach the Expedition Gate
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public const byte Clear = 6; // clear the expedition wave (the first real enemies)
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public const byte Return = 7; // walk back to base to bank +1 charge
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public const byte Build = 2; // open palette + place a Turret (the 50-Ore grubstake covers it)
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public const byte Fabricator = 3; // Ore -> Charge (soft info beat)
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public const byte ReadyUp = 4; // press T / click READY — the party launches together
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public const byte Rooms = 5; // fight the rooms; attack crystal nodes to haul resources
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public const byte Boon = 6; // clear a room -> pick 1 of 3 boons + choose the path
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public const byte Return = 7; // fell the boss — the haul + the Engine charge come home
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public const byte Defend = 8; // survive the retaliation siege (soft info beat)
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public const byte Done = 9; // closing beat
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public const byte StepCount = 10;
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@@ -40,18 +46,18 @@ namespace ProjectM.Client
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// ---- spatial-cue kinds the System resolves to a live world target ----
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public const byte PointerNone = 0;
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public const byte PointerOreNode = 1;
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public const byte PointerBaseGate = 2; // the base-region gate (go to the expedition)
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public const byte PointerExpeditionGate = 3; // the expedition-region gate (return home)
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public const byte PointerBaseGate = 2; // RETIRED target (walk-in gate died with the redesign); byte kept
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public const byte PointerExpeditionGate = 3; // RETIRED target; byte kept for mask/step stability
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/// <summary>Observable client state for one evaluation. Built by the System from ECS + input each frame.</summary>
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public struct Snapshot
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{
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public float StepElapsed; // seconds the current step has been shown
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public float MoveDistance; // accumulated player movement since the Move step began
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public int OreNow; // shared-ledger Ore right now
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public int OreBaseline; // ledger Ore captured when the Mine step began
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public int TurretCount; // live Turret structures (absolute)
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public int FabricatorCount; // live Fabricator structures (absolute)
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public bool LocalReady; // the LOCAL player's replicated PlayerReady flag
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public byte Lifecycle; // replicated RunInfo.Lifecycle (RunLifecycle.*)
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public bool OnExpedition; // local player is in the expedition region
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public byte ObjectiveState; // ExpeditionObjective.State (Idle/Active/Cleared)
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public bool SawSiege; // a Siege phase was observed while the Defend step was showing
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@@ -65,12 +71,14 @@ namespace ProjectM.Client
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{
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case Welcome: return s.StepElapsed >= WelcomeSeconds;
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case Move: return s.MoveDistance >= MoveThreshold;
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case Mine: return s.OreNow > s.OreBaseline;
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case Build: return s.TurretCount >= 1;
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case Fabricator: return s.FabricatorCount >= 1 || s.StepElapsed >= FabricatorSoftSeconds;
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case Gate: return s.OnExpedition || s.ObjectiveState == ExpeditionObjectiveState.Active;
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case Clear: return s.ObjectiveState == ExpeditionObjectiveState.Cleared;
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case Return: return !s.OnExpedition; // entered while on expedition; satisfied on crossing home
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case ReadyUp: return s.LocalReady || s.Lifecycle != RunLifecycle.Staging;
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case Rooms: return s.OnExpedition || s.ObjectiveState == ExpeditionObjectiveState.Active;
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case Boon: return s.ObjectiveState == ExpeditionObjectiveState.Cleared
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|| s.Lifecycle == RunLifecycle.RoomReward
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|| s.Lifecycle == RunLifecycle.RouteSelect;
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case Return: return !s.OnExpedition; // entered mid-run; satisfied on coming home
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case Defend: return s.SawSiege ? s.Phase == CyclePhase.Calm : s.StepElapsed >= DefendNoSiegeSeconds;
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case Done: return s.StepElapsed >= DoneSeconds;
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default: return true;
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@@ -82,10 +90,8 @@ namespace ProjectM.Client
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{
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switch (step)
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{
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case Mine: return PointerOreNode;
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case Gate: return PointerBaseGate;
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case Return: return PointerExpeditionGate;
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default: return PointerNone;
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case Rooms: return PointerOreNode; // in-run crystal nodes (base nodes no longer exist)
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default: return PointerNone;
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}
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}
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@@ -93,19 +99,18 @@ namespace ProjectM.Client
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public static string Prompt(byte step, bool gamepad)
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{
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string move = gamepad ? "Left Stick" : "WASD";
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string attack = gamepad ? "RT" : "LMB";
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string build = gamepad ? "Y" : "Tab"; // matches the existing HUD build-discovery chip glyph
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switch (step)
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{
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case Welcome: return "CLEAR EXPEDITIONS to charge the Engine — defend the Core while you do. (Esc → Pause → How to Play)";
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case Move: return move + " — Move";
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case Mine: return attack + " — Attack the glowing Ore to mine it";
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case Build: return build + " — open Build, then place a Turret by your Core";
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case Build: return build + " — open Build, place a Turret by your Core (your 50 starting Ore covers it)";
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case Fabricator: return "Build a Fabricator — turrets need Charge (Ore → ammo)";
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case Gate: return "Press T to READY UP — when everyone is ready, the run launches";
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case Clear: return "Clear each room — pick a boon, choose your path, reach the boss";
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case Return: return "Fell the boss — you return home and the Engine charges (+1)";;
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case Defend: return "Defend the Core! — hold the line through the siege";
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case ReadyUp: return "Press T (or click READY UP) — when everyone is ready, the party launches";
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case Rooms: return "Fight through the rooms — attack the glowing crystals to haul resources home";
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case Boon: return "Clear the room — pick 1 of 3 BOONS, then choose your path on the map";
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case Return: return "Reach the boss and fell it — the haul comes home and the Engine charges (+1)";
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case Defend: return "Defend the Core! — a completed run provokes a retaliation siege";
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case Done: return "You've got it. Clear expeditions to fill the Engine and win.";
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default: return "";
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}
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