Economy: base-local mining loop (mine at base, any attack harvests, scheduled sieges)

Consolidate the divorced combat + economy halves into one base-local loop. BaseFieldSpawnSystem tops up RegionTag{Base} Ore nodes around the plot; harvest routes Base->shared ledger and Expedition/untagged->personal inventory for BOTH the projectile (ResourceHarvestSystem) and melee (MeleeComboSystem server-only block, writes Remaining back for VFX). Activate the reserved Schedule source in ThreatDirectorSystem so base sieges arm WITHOUT an expedition trip (the loop-closer: previously zero waves ever attacked a base-only player). Region-filter the ExpeditionFieldSystem teardown so it no longer wipes the permanent base field. HudSystem shows phase-aware loop copy. See DR-031.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-11 14:59:51 -07:00
parent 0d259fb68b
commit e1ed08a803
13 changed files with 386 additions and 6 deletions
@@ -152,9 +152,12 @@ namespace ProjectM.Client
var cam = Camera.main;
bool onExpedition = cam != null && cam.transform.position.x > ExpeditionRegionXMin;
_locationText.text = onExpedition
? "ON EXPEDITION - return through the gate"
: "AT BASE - deploy through the gate when you're ready";
_locationText.style.color = onExpedition ? new Color(1f, 0.8f, 0.4f) : new Color(0.6f, 0.85f, 1f);
? "ON EXPEDITION - carve the frontier, then return"
: siege
? "DEFEND THE BASE - hold the line"
: "MINE THE CRYSTALS - any attack harvests Ore, then BUILD";
_locationText.style.color = onExpedition ? new Color(1f, 0.8f, 0.4f)
: siege ? new Color(1f, 0.55f, 0.4f) : new Color(0.6f, 0.95f, 0.7f);
// ---- Goal (hex-pip meter, or a continuous bar for large targets) ----
if (SystemAPI.TryGetSingleton<GoalProgress>(out var goal))