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>
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@@ -40,6 +40,9 @@ namespace ProjectM.Simulation
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public float HeatThreshold;
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public byte ScheduleEnabled;
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public uint ScheduleIntervalTicks;
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/// <summary>Extra Husks per surviving wave for a SCHEDULED base siege (size = SizeBase + this*WaveNumber). 0 = flat SizeBase.</summary>
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public int ScheduleSizePerWave;
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}
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/// <summary>Start-condition constants for <see cref="ThreatConfig.StartCondition"/> (bytes — never an enum, never in an RPC).</summary>
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