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
@@ -115,8 +115,11 @@ namespace ProjectM.Server
// DESTROY: the last player left the expedition — clear the whole field (nodes + clutter).
if (wasOccupied && !occupied)
{
foreach (var (rn, e) in SystemAPI.Query<RefRO<ResourceNode>>().WithEntityAccess())
ecb.DestroyEntity(e);
// Only EXPEDITION nodes — the base field is permanent RegionTag{Base} and must NOT be torn down here.
foreach (var (rn, region, e) in
SystemAPI.Query<RefRO<ResourceNode>, RefRO<RegionTag>>().WithEntityAccess())
if (region.ValueRO.Region == RegionId.Expedition)
ecb.DestroyEntity(e);
foreach (var (bc, e) in SystemAPI.Query<RefRO<BlightClutter>>().WithEntityAccess())
ecb.DestroyEntity(e);
}