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>
This commit is contained in:
2026-06-25 20:49:27 -07:00
parent 03f778085b
commit ed65770cc9
11 changed files with 111 additions and 54 deletions
@@ -13,7 +13,7 @@ namespace ProjectM.Tests
/// carrying CycleState + CycleRuntime (+ optionally ThreatState / WaveState / GoalProgress). The global phase
/// is only ever Calm or Siege — being out on an expedition is per-player presence, NOT a global phase — so
/// these pin: Calm holds with no pending siege; an armed ThreatState.PendingSiegeSize enters Siege and seeds
/// WaveState's Spawning entry at the EXACT size; a cleared Siege returns to Calm and charges the goal once;
/// WaveState's Spawning entry at the EXACT size; a cleared Siege returns to Calm WITHOUT charging the goal (DR-042: expedition clears drive the win);
/// and split co-op presence never produces a non-Calm phase. All timing is wrap-safe NetworkTick math.
/// </summary>
public class CyclePhaseSystemTests
@@ -99,7 +99,7 @@ namespace ProjectM.Tests
}
[Test]
public void Siege_Exits_To_Calm_On_DefendCleared_And_Charges_Goal_Once()
public void Siege_Exits_To_Calm_On_DefendCleared_Does_Not_Charge_Goal()
{
var (world, group) = MakeWorld("SiegeClears", serverTick: 200);
using (world)
@@ -114,8 +114,8 @@ namespace ProjectM.Tests
Assert.AreEqual(CyclePhase.Calm, em.GetComponentData<CycleState>(cycle).Phase,
"A cleared siege returns to Calm.");
Assert.AreEqual(1, em.GetComponentData<GoalProgress>(cycle).Charge,
"One goal charge accrues per siege survived (single writer).");
Assert.AreEqual(0, em.GetComponentData<GoalProgress>(cycle).Charge,
"DR-042: surviving a base siege does NOT charge the goal (the AFK win path is closed).");
}
}