DR-042 Phase A: expedition-driven win — move win-driver off base-siege survival, kill the AFK path
Design-review-gated (wf_ebef4e81-dba, GREEN-WITH-CHANGES). The win-driver moves from "survive N base sieges" to "clear N expeditions". The review overturned the literal plan: credit on RETURN, not at the clear edge (clear-edge crediting arms the undefended final base siege -> uncontestable terminal Loss). - ExpeditionGateSystem: now the sole production writer of GoalProgress.Charge — a clamped +1 per cleared expedition folded into the existing once-per-epoch reward block, reusing the LastRewardedEpoch latch (Ore + Charge share fate) + a SaveRequest checkpoint. No new latch, no new GhostField, no ordering change. - CyclePhaseSystem: deleted the survived-siege +1 (the AFK win path). Victory latch unchanged; GoalReached still arms the final base siege at cap. - CycleDirectorAuthoring + CycleDirector.prefab: ScheduleEnabled baked OFF (retaliation-only). A serialized prefab bool ignores the C# field initializer, so the value is flipped in the prefab, not just the code default. - Tests: re-pointed CyclePhaseSystemTests + EndgameWinLoseTests survived-siege assertions; extended ExpeditionGateRewardTests (+1, no-double-credit, clamp). 389/389 EditMode green; clean netcode Play smoke (no sort-cycle, Schedule=0). SaveData stays v5. Docs: DR-042 build record + forks resolved, CLAUDE.md base-loop line, Backlog (A done). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -6,8 +6,10 @@ namespace ProjectM.Simulation
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/// <summary>
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/// Long-arc progress toward the goal ("reach THEM"). Lives on the GLOBAL CycleDirector ghost (relevant in
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/// every region, alongside CycleState + the resource ledger), so it is visible to all players regardless
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/// of region. SINGLE writer: <c>CyclePhaseSystem</c> increments <see cref="Charge"/> on each completed
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/// cycle (Build -> Expedition). The HUD observes it for a progress bar.
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/// of region. Sole PRODUCTION writer (DR-042): <c>ExpeditionGateSystem</c> increments <see cref="Charge"/> by
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/// one per cleared EXPEDITION (on the player's return). <c>GoalReachedSystem</c> only READS the Charge==Target
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/// edge to arm the climactic final siege. (<c>DebugCommandReceiveSystem</c> is a manual dev-op writer.) The HUD
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/// observes it for a progress bar.
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/// </summary>
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public struct GoalProgress : IComponentData
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{
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