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diff --git a/Assets/_Project/Prefabs/Harvester.prefab.meta b/Assets/_Project/Prefabs/Harvester.prefab.meta
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diff --git a/Assets/_Project/Scripts/Authoring/Automation.meta b/Assets/_Project/Scripts/Authoring/Automation.meta
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diff --git a/Assets/_Project/Scripts/Authoring/Automation/ConveyorAuthoring.cs b/Assets/_Project/Scripts/Authoring/Automation/ConveyorAuthoring.cs
new file mode 100644
index 000000000..eb640d074
--- /dev/null
+++ b/Assets/_Project/Scripts/Authoring/Automation/ConveyorAuthoring.cs
@@ -0,0 +1,41 @@
+using ProjectM.Simulation;
+using Unity.Entities;
+using UnityEngine;
+
+namespace ProjectM.Authoring
+{
+ ///
+ /// Authoring for a Conveyor belt ghost prefab. Bakes {Type=Conveyor} +
+ /// (default facing; BuildPlaceSystem overrides Direction per placement from the RPC) +
+ /// a DISABLED (an empty belt). BuildPlaceSystem stamps the Cell; the transport
+ /// system initializes the period gate on first encounter.
+ ///
+ public class ConveyorAuthoring : MonoBehaviour
+ {
+ [Tooltip("Default belt facing (0=+X, 1=-X, 2=+Z, 3=-Z); the build RPC overrides this per placement.")]
+ public byte Direction = 0;
+ [Min(1)] public int PeriodTicks = 20;
+
+ private class ConveyorBaker : Baker
+ {
+ public override void Bake(ConveyorAuthoring authoring)
+ {
+ var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
+ AddComponent(entity, new PlacedStructure
+ {
+ Type = StructureType.Conveyor,
+ Cell = default,
+ NextTick = 0u,
+ LastProcessedTick = 0u,
+ });
+ AddComponent(entity, new Conveyor
+ {
+ Direction = authoring.Direction,
+ PeriodTicks = authoring.PeriodTicks,
+ });
+ AddComponent(entity, new ConveyorItem { ResourceId = 0, Count = 0 });
+ SetComponentEnabled(entity, false); // baked empty (disabled)
+ }
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Authoring/Automation/ConveyorAuthoring.cs.meta b/Assets/_Project/Scripts/Authoring/Automation/ConveyorAuthoring.cs.meta
new file mode 100644
index 000000000..eda769d31
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diff --git a/Assets/_Project/Scripts/Authoring/Automation/FabricatorAuthoring.cs b/Assets/_Project/Scripts/Authoring/Automation/FabricatorAuthoring.cs
new file mode 100644
index 000000000..f80e9faa3
--- /dev/null
+++ b/Assets/_Project/Scripts/Authoring/Automation/FabricatorAuthoring.cs
@@ -0,0 +1,47 @@
+using ProjectM.Simulation;
+using Unity.Entities;
+using UnityEngine;
+
+namespace ProjectM.Authoring
+{
+ ///
+ /// Authoring for a Fabricator machine ghost prefab. Bakes {Type=Fabricator} +
+ /// recipe + an empty buffer (a conveyor fills it; the
+ /// fabricator deposits its output directly into the GLOBAL ledger, so it needs no output buffer). Default
+ /// recipe: 2 Ore -> 1 Aether (both existing resources — the "auto-gather existing resources" terminal).
+ ///
+ public class FabricatorAuthoring : MonoBehaviour
+ {
+ [Tooltip("Input resource id consumed per run (1=Aether, 2=Ore, 3=Biomass).")]
+ public byte InResourceId = 2; // Ore
+ [Min(1)] public int InAmount = 2;
+ [Tooltip("Output resource id deposited to the global ledger.")]
+ public byte OutResourceId = 1; // Aether
+ [Min(1)] public int OutAmount = 1;
+ [Min(1)] public int PeriodTicks = 90;
+
+ private class FabricatorBaker : Baker
+ {
+ public override void Bake(FabricatorAuthoring authoring)
+ {
+ var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
+ AddComponent(entity, new PlacedStructure
+ {
+ Type = StructureType.Fabricator,
+ Cell = default,
+ NextTick = 0u,
+ LastProcessedTick = 0u,
+ });
+ AddComponent(entity, new Fabricator
+ {
+ InResourceId = authoring.InResourceId,
+ InAmount = authoring.InAmount,
+ OutResourceId = authoring.OutResourceId,
+ OutAmount = authoring.OutAmount,
+ PeriodTicks = authoring.PeriodTicks,
+ });
+ AddBuffer(entity);
+ }
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Authoring/Automation/FabricatorAuthoring.cs.meta b/Assets/_Project/Scripts/Authoring/Automation/FabricatorAuthoring.cs.meta
new file mode 100644
index 000000000..0391c7660
--- /dev/null
+++ b/Assets/_Project/Scripts/Authoring/Automation/FabricatorAuthoring.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 014833c467fb1d6499f437b7bf76db80
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Authoring/Automation/HarvesterAuthoring.cs b/Assets/_Project/Scripts/Authoring/Automation/HarvesterAuthoring.cs
new file mode 100644
index 000000000..df21fd65e
--- /dev/null
+++ b/Assets/_Project/Scripts/Authoring/Automation/HarvesterAuthoring.cs
@@ -0,0 +1,42 @@
+using ProjectM.Simulation;
+using Unity.Entities;
+using UnityEngine;
+
+namespace ProjectM.Authoring
+{
+ ///
+ /// Authoring for a Harvester machine ghost prefab (duplicate a structure ghost so the ownerless interpolated
+ /// GhostAuthoringComponent comes free). Bakes {Type=Harvester} +
+ /// stats + an empty buffer. BuildPlaceSystem stamps the Cell at placement; the
+ /// production system initializes the tick baseline on first encounter (NextTick/LastProcessedTick baked 0).
+ ///
+ public class HarvesterAuthoring : MonoBehaviour
+ {
+ [Tooltip("Resource id this generator produces (1=Aether, 2=Ore, 3=Biomass).")]
+ public byte OutputResourceId = 2; // Ore
+ [Min(1)] public int Yield = 1;
+ [Min(1)] public int PeriodTicks = 60;
+
+ private class HarvesterBaker : Baker
+ {
+ public override void Bake(HarvesterAuthoring authoring)
+ {
+ var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
+ AddComponent(entity, new PlacedStructure
+ {
+ Type = StructureType.Harvester,
+ Cell = default,
+ NextTick = 0u,
+ LastProcessedTick = 0u,
+ });
+ AddComponent(entity, new Harvester
+ {
+ ResourceId = authoring.OutputResourceId,
+ Yield = authoring.Yield,
+ PeriodTicks = authoring.PeriodTicks,
+ });
+ AddBuffer(entity);
+ }
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Authoring/Automation/HarvesterAuthoring.cs.meta b/Assets/_Project/Scripts/Authoring/Automation/HarvesterAuthoring.cs.meta
new file mode 100644
index 000000000..d01c64a0e
--- /dev/null
+++ b/Assets/_Project/Scripts/Authoring/Automation/HarvesterAuthoring.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: d69d7296747332b4fbe7901ec5210149
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Authoring/Building/StructureCatalogAuthoring.cs b/Assets/_Project/Scripts/Authoring/Building/StructureCatalogAuthoring.cs
index 61eb006bb..af4f90197 100644
--- a/Assets/_Project/Scripts/Authoring/Building/StructureCatalogAuthoring.cs
+++ b/Assets/_Project/Scripts/Authoring/Building/StructureCatalogAuthoring.cs
@@ -32,6 +32,18 @@ namespace ProjectM.Authoring
[Tooltip("Ore cost to build a pylon.")]
[Min(0)] public int PylonCostOre = 2;
+ [Tooltip("Harvester machine ghost prefab (HarvesterAuthoring + GhostAuthoring).")]
+ public GameObject HarvesterPrefab;
+ [Min(0)] public int HarvesterCostOre = 20;
+
+ [Tooltip("Fabricator machine ghost prefab (FabricatorAuthoring + GhostAuthoring).")]
+ public GameObject FabricatorPrefab;
+ [Min(0)] public int FabricatorCostOre = 30;
+
+ [Tooltip("Conveyor belt ghost prefab (ConveyorAuthoring + GhostAuthoring).")]
+ public GameObject ConveyorPrefab;
+ [Min(0)] public int ConveyorCostOre = 2;
+
private class StructureCatalogBaker : Baker
{
public override void Bake(StructureCatalogAuthoring authoring)
@@ -71,6 +83,39 @@ namespace ProjectM.Authoring
CostAmount = authoring.PylonCostOre,
});
}
+ if (authoring.HarvesterPrefab != null)
+ {
+ buf.Add(new StructureCatalogEntry
+ {
+ Type = StructureType.Harvester,
+ Prefab = GetEntity(authoring.HarvesterPrefab, TransformUsageFlags.Dynamic),
+ CostResourceId = ResourceId.Ore,
+ CostAmount = authoring.HarvesterCostOre,
+ });
+ }
+
+ if (authoring.FabricatorPrefab != null)
+ {
+ buf.Add(new StructureCatalogEntry
+ {
+ Type = StructureType.Fabricator,
+ Prefab = GetEntity(authoring.FabricatorPrefab, TransformUsageFlags.Dynamic),
+ CostResourceId = ResourceId.Ore,
+ CostAmount = authoring.FabricatorCostOre,
+ });
+ }
+
+ if (authoring.ConveyorPrefab != null)
+ {
+ buf.Add(new StructureCatalogEntry
+ {
+ Type = StructureType.Conveyor,
+ Prefab = GetEntity(authoring.ConveyorPrefab, TransformUsageFlags.Dynamic),
+ CostResourceId = ResourceId.Ore,
+ CostAmount = authoring.ConveyorCostOre,
+ });
+ }
+
}
}
diff --git a/Assets/_Project/Scripts/Server/Automation.meta b/Assets/_Project/Scripts/Server/Automation.meta
new file mode 100644
index 000000000..ad9257478
--- /dev/null
+++ b/Assets/_Project/Scripts/Server/Automation.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d8478382df1bb34498b308c63531da1d
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Project/Scripts/Server/Automation/BaseRestoreSystem.cs b/Assets/_Project/Scripts/Server/Automation/BaseRestoreSystem.cs
new file mode 100644
index 000000000..4c911d0a6
--- /dev/null
+++ b/Assets/_Project/Scripts/Server/Automation/BaseRestoreSystem.cs
@@ -0,0 +1,123 @@
+using ProjectM.Simulation;
+using Unity.Burst;
+using Unity.Collections;
+using Unity.Entities;
+using Unity.Mathematics;
+using Unity.NetCode;
+using Unity.Transforms;
+
+namespace ProjectM.Server
+{
+ ///
+ /// One-shot server restore of player-built structures for a "Continue" session. The menu (WorldLauncher) stages a
+ /// / carrier in the fresh ServerWorld BEFORE the
+ /// gameplay subscene streams; this system waits (RequireForUpdate) for the streamed
+ /// + + a valid NetworkTime, then replays each saved structure CHARGE-FREE: Instantiate the
+ /// catalog prefab at the saved cell (preserving the baked Scale), re-stamp the rebased tick fields
+ /// (; LastProcessed = now so within-session catch-up resumes from now,
+ /// never a wall-clock mint), re-tag RegionTag{Base} + RuntimePlacedTag, refill the in-flight conveyor item + the
+ /// machine I/O buffers, then DESTROY the carrier so it never runs again. The ledger/goal restore separately +
+ /// absolutely via CycleDirectorSpawnSystem's born-correct load (no double-spend, no Withdraw here).
+ ///
+ [BurstCompile]
+ [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
+ public partial struct BaseRestoreSystem : ISystem
+ {
+ ComponentLookup m_TransformLookup;
+ ComponentLookup m_ConveyorLookup;
+
+ [BurstCompile]
+ public void OnCreate(ref SystemState state)
+ {
+ m_TransformLookup = state.GetComponentLookup(isReadOnly: true);
+ m_ConveyorLookup = state.GetComponentLookup(isReadOnly: true);
+ state.RequireForUpdate();
+ state.RequireForUpdate();
+ state.RequireForUpdate();
+ state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly()));
+ }
+
+ [BurstCompile]
+ public void OnUpdate(ref SystemState state)
+ {
+ var serverTick = SystemAPI.GetSingleton().ServerTick;
+ if (!serverTick.IsValid)
+ return;
+ uint now = serverTick.TickIndexForValidTick;
+
+ m_TransformLookup.Update(ref state);
+ m_ConveyorLookup.Update(ref state);
+
+ var anchor = SystemAPI.GetSingleton();
+ var catalog = SystemAPI.GetBuffer(SystemAPI.GetSingletonEntity());
+
+ var ecb = new EntityCommandBuffer(Allocator.Temp);
+
+ foreach (var (pending, ioBuf, carrier) in
+ SystemAPI.Query, DynamicBuffer>().WithEntityAccess())
+ {
+ for (int s = 0; s < pending.Length; s++)
+ {
+ var p = pending[s];
+
+ int entryIdx = -1;
+ for (int i = 0; i < catalog.Length; i++)
+ if (catalog[i].Type == p.Type) { entryIdx = i; break; }
+ if (entryIdx < 0 || catalog[entryIdx].Prefab == Entity.Null)
+ continue; // type not in the catalog (e.g. a save from a newer build) -> skip, don't crash
+
+ var prefab = catalog[entryIdx].Prefab;
+ var structure = ecb.Instantiate(prefab);
+
+ int2 cell = new int2(p.CellX, p.CellZ);
+ var xform = m_TransformLookup[prefab];
+ xform.Position = BaseGridMath.CellToWorld(anchor, cell); // preserve baked Scale (FromPosition would reset it)
+ ecb.SetComponent(structure, xform);
+
+ ecb.SetComponent(structure, new PlacedStructure
+ {
+ Type = p.Type,
+ Cell = cell,
+ NextTick = ProductionMath.RestoreNextTick(now, p.RemainingTicks),
+ LastProcessedTick = TickUtil.NonZero(now),
+ });
+ ecb.AddComponent(structure, new RegionTag { Region = RegionId.Base });
+ ecb.AddComponent(structure);
+
+ if (p.Type == StructureType.Conveyor && m_ConveyorLookup.HasComponent(prefab))
+ {
+ var conv = m_ConveyorLookup[prefab];
+ conv.Direction = p.Direction;
+ ecb.SetComponent(structure, conv);
+ ecb.SetComponent(structure, new ConveyorItem { ResourceId = p.ConveyorResId, Count = p.ConveyorCount });
+ ecb.SetComponentEnabled(structure, p.ConveyorCount > 0);
+ }
+
+ // Refill machine I/O buffers from the flat io table (only slots with saved rows -> the prefab has them).
+ bool inInit = false, outInit = false;
+ DynamicBuffer inBuf = default;
+ DynamicBuffer outBuf = default;
+ for (int r = 0; r < ioBuf.Length; r++)
+ {
+ if (ioBuf[r].StructureIndex != s)
+ continue;
+ if (ioBuf[r].Slot == 0)
+ {
+ if (!inInit) { inBuf = ecb.SetBuffer(structure); inInit = true; }
+ inBuf.Add(new MachineInput { ResourceId = ioBuf[r].ResourceId, Count = ioBuf[r].Count });
+ }
+ else
+ {
+ if (!outInit) { outBuf = ecb.SetBuffer(structure); outInit = true; }
+ outBuf.Add(new MachineOutput { ResourceId = ioBuf[r].ResourceId, Count = ioBuf[r].Count });
+ }
+ }
+ }
+
+ ecb.DestroyEntity(carrier);
+ }
+
+ ecb.Playback(state.EntityManager);
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Server/Automation/BaseRestoreSystem.cs.meta b/Assets/_Project/Scripts/Server/Automation/BaseRestoreSystem.cs.meta
new file mode 100644
index 000000000..cfc8e2198
--- /dev/null
+++ b/Assets/_Project/Scripts/Server/Automation/BaseRestoreSystem.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 4003027ade5ccd5418e300d87e5c5e14
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Server/Automation/ConveyorTransportSystem.cs b/Assets/_Project/Scripts/Server/Automation/ConveyorTransportSystem.cs
new file mode 100644
index 000000000..090caa33c
--- /dev/null
+++ b/Assets/_Project/Scripts/Server/Automation/ConveyorTransportSystem.cs
@@ -0,0 +1,276 @@
+using ProjectM.Simulation;
+using Unity.Burst;
+using Unity.Collections;
+using Unity.Entities;
+using Unity.Mathematics;
+using Unity.NetCode;
+
+namespace ProjectM.Server
+{
+ ///
+ /// Server-only, deterministic conveyor transport — the MIDDLE of the M7 auto-gather chain
+ /// (Harvester → Conveyor → Fabricator). Unlike the per-machine catch-up production systems, a conveyor is a
+ /// single TRANSPORT STEP: each period-due, empty first PULLS one item off an adjacent
+ /// upstream (the cell at myCell − DirOffset(dir) — i.e. the machine feeding
+ /// INTO this belt) onto its own ; then every loaded conveyor advances its item
+ /// EXACTLY one cell toward myCell + DirOffset(dir). The move resolution is delegated to the pure,
+ /// unit-tested so determinism is provable WITHOUT a world: sources are
+ /// processed sorted by (NOT hashmap order), occupancy is read from a
+ /// pre-move double-buffer snapshot, a destination conveyor cell accepts at most one item (only if it was empty
+ /// in the snapshot; ties → lowest CellKey wins, losers stall with no silent loss), and machine-input sink
+ /// cells always accept (deposit). Sinks are a separate set so an item leaving the belt into a fabricator's
+ /// never collides with belt occupancy.
+ ///
+ /// Mirrors TurretFireSystem's now-extraction (NetworkTime.ServerTick.TickIndexForValidTick) +
+ /// cooldown idiom (each conveyor is period-gated the same way), and
+ /// ResourceHarvestSystem's Temp-collection foreach idiom. Runs in the plain server
+ /// SimulationSystemGroup [UpdateAfter(HarvesterProductionSystem)] (after harvesters deposit, so
+ /// fresh output is pull-eligible this tick; before the fabricator consumes). All buffer/enableable mutation is
+ /// in place (toggling an enableable bit is NOT a structural change) → no ECB.
+ ///
+ ///
+ [BurstCompile]
+ [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
+ [UpdateInGroup(typeof(SimulationSystemGroup))]
+ [UpdateAfter(typeof(HarvesterProductionSystem))]
+ public partial struct ConveyorTransportSystem : ISystem
+ {
+ [BurstCompile]
+ public void OnCreate(ref SystemState state)
+ {
+ state.RequireForUpdate();
+ state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly()));
+ }
+
+ [BurstCompile]
+ public void OnUpdate(ref SystemState state)
+ {
+ var serverTick = SystemAPI.GetSingleton().ServerTick;
+ if (!serverTick.IsValid)
+ return;
+ uint now = serverTick.TickIndexForValidTick;
+
+ // ---- Snapshot every conveyor once (entity, cell, direction, item, period-due) ----
+ var convEntity = new NativeList(Allocator.Temp);
+ var convCell = new NativeList(Allocator.Temp);
+ var convDir = new NativeList(Allocator.Temp);
+ var convItemRes = new NativeList(Allocator.Temp); // 0 = empty
+ var convItemCnt = new NativeList(Allocator.Temp); // 0 = empty
+ var convDue = new NativeList(Allocator.Temp); // period-gate satisfied this tick
+
+ foreach (var (ps, conveyor, e) in
+ SystemAPI.Query, RefRO>().WithEntityAccess())
+ {
+ int period = math.max(1, conveyor.ValueRO.PeriodTicks);
+
+ // Period-gate each conveyor through NextTick exactly like the production systems. A never-processed
+ // belt initialises its baseline this tick and is NOT due (mirrors NeedsInit on the machines).
+ bool due;
+ if (ProductionMath.NeedsInit(ps.ValueRO.LastProcessedTick))
+ {
+ ps.ValueRW.LastProcessedTick = TickUtil.NonZero(now);
+ ps.ValueRW.NextTick = TickUtil.NonZero(now + (uint)period);
+ due = false;
+ }
+ else
+ {
+ int cycles = ProductionMath.CyclesDue(
+ serverTick, ps.ValueRO.NextTick, ps.ValueRO.LastProcessedTick, period, Tuning.MaxProductionCatchup);
+ due = cycles > 0;
+ if (due)
+ {
+ // A belt moves at most one cell per period; collapse any catch-up to a single step but keep
+ // the baseline advancing so it re-evaluates next period.
+ ps.ValueRW.LastProcessedTick = TickUtil.NonZero(now);
+ ps.ValueRW.NextTick = TickUtil.NonZero(now + (uint)period);
+ }
+ }
+
+ int res = 0, cnt = 0;
+ if (SystemAPI.IsComponentEnabled(e))
+ {
+ var item = SystemAPI.GetComponent(e);
+ if (item.Count > 0)
+ {
+ res = item.ResourceId;
+ cnt = item.Count;
+ }
+ }
+
+ convEntity.Add(e);
+ convCell.Add(ps.ValueRO.Cell);
+ convDir.Add(conveyor.ValueRO.Direction);
+ convItemRes.Add(res);
+ convItemCnt.Add(cnt);
+ convDue.Add(due);
+ }
+
+ int n = convEntity.Length;
+
+ // Cell → conveyor snapshot index (belt occupancy map for ResolveMoves + the pull lookup).
+ var cellToIndex = new NativeHashMap(n, Allocator.Temp);
+ for (int i = 0; i < n; i++)
+ cellToIndex.TryAdd(convCell[i], i); // duplicate cells can't occur (one structure per cell)
+
+ // Sink cells = cells hosting a machine-input buffer (fabricators); these always accept a deposit. Map
+ // each sink cell to its owning entity so an arriving item can be deposited into its MachineInput.
+ var sinkCells = new NativeHashSet(8, Allocator.Temp);
+ var sinkCellToEntity = new NativeHashMap(8, Allocator.Temp);
+ foreach (var (ps, _, e) in
+ SystemAPI.Query, DynamicBuffer>().WithEntityAccess())
+ {
+ sinkCells.Add(ps.ValueRO.Cell);
+ sinkCellToEntity.TryAdd(ps.ValueRO.Cell, e);
+ }
+
+ // Source cells = cells hosting a machine-OUTPUT buffer (harvesters/fabricators) a belt can pull from.
+ // Built once so the pull phase is a single hash lookup per belt (no nested per-belt query).
+ var outputCellToEntity = new NativeHashMap(8, Allocator.Temp);
+ foreach (var (ps, _, e) in
+ SystemAPI.Query, DynamicBuffer>().WithEntityAccess())
+ {
+ outputCellToEntity.TryAdd(ps.ValueRO.Cell, e);
+ }
+
+ // ---- PULL: each empty, due belt draws one item off an adjacent UPSTREAM MachineOutput ----
+ // Upstream cell = myCell − DirOffset(dir): the machine feeding INTO this belt sits there. We pull a
+ // single unit so a harvester's buffered output flows onto the belt one item per period.
+ for (int i = 0; i < n; i++)
+ {
+ if (!convDue[i] || convItemCnt[i] > 0)
+ continue;
+
+ int2 srcCell = convCell[i] - ConveyorMath.DirOffset(convDir[i]);
+
+ // The feeder must be a machine with a MachineOutput buffer (harvester or fabricator), NOT another
+ // conveyor (belts hand off in the move phase, not via pull). Single hash lookup on the prebuilt map.
+ if (!outputCellToEntity.TryGetValue(srcCell, out var feeder))
+ continue;
+
+ var output = SystemAPI.GetBuffer(feeder);
+ // Pull the first available resource row off the feeder (deterministic: first non-empty row order).
+ byte pulledId = 0;
+ for (int r = 0; r < output.Length; r++)
+ {
+ if (output[r].ResourceId != 0 && output[r].Count > 0)
+ {
+ pulledId = output[r].ResourceId;
+ break;
+ }
+ }
+ if (pulledId == 0)
+ continue;
+
+ int taken = MachineSlotMath.Withdraw(output, pulledId, 1);
+ if (taken <= 0)
+ continue;
+
+ // Load the belt in the snapshot so it participates in THIS tick's move resolution.
+ convItemRes[i] = pulledId;
+ convItemCnt[i] = taken;
+ }
+
+ // ---- MOVE: resolve all belt advances from the pre-move (post-pull) snapshot, then apply ----
+ var srcCells = new NativeArray(n, Allocator.Temp);
+ var dirs = new NativeArray(n, Allocator.Temp);
+ var itemRes = new NativeArray(n, Allocator.Temp);
+ var itemCnt = new NativeArray(n, Allocator.Temp);
+ for (int i = 0; i < n; i++)
+ {
+ srcCells[i] = convCell[i];
+ dirs[i] = convDir[i];
+ // Pass the FULL post-pull occupancy (due AND non-due) so the resolver blocks a due belt from moving
+ // INTO an occupied non-due cell. Non-due belts must still not ADVANCE themselves — that is enforced
+ // after resolution by skipping any returned move whose source belt is not due this tick.
+ itemRes[i] = convItemRes[i];
+ itemCnt[i] = convItemCnt[i];
+ }
+
+ var outMoveDst = new NativeArray(n, Allocator.Temp);
+ var outMoveSrcIdx = new NativeArray(n, Allocator.Temp);
+ ConveyorMath.ResolveMoves(
+ srcCells, dirs, itemRes, itemCnt,
+ cellToIndex, sinkCells,
+ outMoveDst, outMoveSrcIdx, out int moveCount);
+
+ // Track which belts END this tick holding an item so we can settle enableable bits exactly once.
+ var endRes = new NativeArray(n, Allocator.Temp);
+ var endCnt = new NativeArray(n, Allocator.Temp);
+ for (int i = 0; i < n; i++)
+ {
+ // Default: every snapshot item stays put (stalls / non-due / no valid move). Moves below override.
+ endRes[i] = convItemRes[i];
+ endCnt[i] = convItemCnt[i];
+ }
+
+ for (int m = 0; m < moveCount; m++)
+ {
+ int srcIdx = outMoveSrcIdx[m];
+
+ // A non-due belt contributes its occupancy to the snapshot (so due belts can't overrun it) but must
+ // NOT advance its own item — skip its move and leave its item parked (the endRes/endCnt defaults).
+ if (!convDue[srcIdx])
+ continue;
+
+ int2 dst = outMoveDst[m];
+ int movRes = convItemRes[srcIdx];
+ int movCnt = convItemCnt[srcIdx];
+
+ // The source belt empties (its item left this cell).
+ endRes[srcIdx] = 0;
+ endCnt[srcIdx] = 0;
+
+ if (sinkCells.Contains(dst))
+ {
+ // Item leaves the belt network into a machine input slot.
+ if (sinkCellToEntity.TryGetValue(dst, out var sinkEntity))
+ {
+ var input = SystemAPI.GetBuffer(sinkEntity);
+ MachineSlotMath.Deposit(input, (byte)movRes, movCnt);
+ }
+ }
+ else if (cellToIndex.TryGetValue(dst, out int dstIdx))
+ {
+ // Item advances onto the next belt cell (resolver guaranteed it was empty in the snapshot).
+ endRes[dstIdx] = movRes;
+ endCnt[dstIdx] = movCnt;
+ }
+ }
+
+ // ---- Settle each conveyor's ConveyorItem to its end-of-tick state (single write per belt) ----
+ for (int i = 0; i < n; i++)
+ {
+ var e = convEntity[i];
+ if (endCnt[i] > 0)
+ {
+ SystemAPI.SetComponent(e, new ConveyorItem { ResourceId = (byte)endRes[i], Count = endCnt[i] });
+ SystemAPI.SetComponentEnabled(e, true);
+ }
+ else
+ {
+ SystemAPI.SetComponent(e, new ConveyorItem { ResourceId = 0, Count = 0 });
+ SystemAPI.SetComponentEnabled(e, false);
+ }
+ }
+
+ convEntity.Dispose();
+ convCell.Dispose();
+ convDir.Dispose();
+ convItemRes.Dispose();
+ convItemCnt.Dispose();
+ convDue.Dispose();
+ cellToIndex.Dispose();
+ sinkCells.Dispose();
+ sinkCellToEntity.Dispose();
+ outputCellToEntity.Dispose();
+ srcCells.Dispose();
+ dirs.Dispose();
+ itemRes.Dispose();
+ itemCnt.Dispose();
+ outMoveDst.Dispose();
+ outMoveSrcIdx.Dispose();
+ endRes.Dispose();
+ endCnt.Dispose();
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Server/Automation/ConveyorTransportSystem.cs.meta b/Assets/_Project/Scripts/Server/Automation/ConveyorTransportSystem.cs.meta
new file mode 100644
index 000000000..9e22417cb
--- /dev/null
+++ b/Assets/_Project/Scripts/Server/Automation/ConveyorTransportSystem.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 002c28988137cb945b9ffaccbb6d645f
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Server/Automation/FabricatorProductionSystem.cs b/Assets/_Project/Scripts/Server/Automation/FabricatorProductionSystem.cs
new file mode 100644
index 000000000..8cb103f61
--- /dev/null
+++ b/Assets/_Project/Scripts/Server/Automation/FabricatorProductionSystem.cs
@@ -0,0 +1,99 @@
+using ProjectM.Simulation;
+using Unity.Burst;
+using Unity.Entities;
+using Unity.Mathematics;
+using Unity.NetCode;
+
+namespace ProjectM.Server
+{
+ ///
+ /// Server-only, deterministic fabricator production — the BACK of the M7 auto-gather chain
+ /// (Harvester → Conveyor → Fabricator). Each consumes
+ /// of its (byte) input resource from its OWN server-only
+ /// buffer (filled by an upstream conveyor) and, on a
+ /// cadence, deposits of its output
+ /// resource into the GLOBAL ledger — so a self-running base compounds its stockpile. Resolves the ledger via
+ /// GetSingletonEntity<ResourceLedger>() → GetBuffer<StorageEntry>() (NEVER
+ /// GetSingleton<StorageEntry> — a second StorageEntry buffer exists on the base container).
+ /// Mirrors TurretFireSystem's now-extraction + cooldown idiom and ResourceHarvestSystem's ledger
+ /// resolve; runs in the plain server SimulationSystemGroup
+ /// [UpdateAfter(ConveyorTransportSystem)] (which itself is after the harvester + the predicted group),
+ /// so a single tick can harvest → transport → fabricate in chain order. In-place buffer/ledger mutation
+ /// (not structural) → no ECB.
+ ///
+ /// SINGLE GATED CATCH-UP PATH, INPUT-LIMITED (no mint-from-nothing): when due, the awarded
+ /// cycles are further clamped to what the buffered input can afford
+ /// (floor(TotalOf(input,InResourceId)/InAmount)). The tick fields are re-stamped EVERY due period
+ /// regardless of runs (even a starved fabricator advances its baseline so it re-evaluates next period,
+ /// not on the next tick — preventing a busy retry storm). Offline catch-up is within-session tick math; never
+ /// wall-clock.
+ ///
+ ///
+ [BurstCompile]
+ [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
+ [UpdateInGroup(typeof(SimulationSystemGroup))]
+ [UpdateAfter(typeof(ConveyorTransportSystem))]
+ public partial struct FabricatorProductionSystem : ISystem
+ {
+ [BurstCompile]
+ public void OnCreate(ref SystemState state)
+ {
+ state.RequireForUpdate();
+ state.RequireForUpdate();
+ state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly()));
+ }
+
+ [BurstCompile]
+ public void OnUpdate(ref SystemState state)
+ {
+ var serverTick = SystemAPI.GetSingleton().ServerTick;
+ if (!serverTick.IsValid)
+ return;
+ uint now = serverTick.TickIndexForValidTick;
+
+ var ledgerEntity = SystemAPI.GetSingletonEntity();
+ var ledger = SystemAPI.GetBuffer(ledgerEntity);
+
+ foreach (var (ps, fab, input) in
+ SystemAPI.Query, RefRO, DynamicBuffer>())
+ {
+ int period = fab.ValueRO.PeriodTicks; // CyclesDue clamps to max(1, period)
+
+ // Never-processed (baked/just-placed) machine: initialise the catch-up baseline, produce nothing.
+ if (ProductionMath.NeedsInit(ps.ValueRO.LastProcessedTick))
+ {
+ ps.ValueRW.LastProcessedTick = TickUtil.NonZero(now);
+ ps.ValueRW.NextTick = TickUtil.NonZero(now + (uint)System.Math.Max(1, period));
+ continue;
+ }
+
+ int cycles = ProductionMath.CyclesDue(
+ serverTick, ps.ValueRO.NextTick, ps.ValueRO.LastProcessedTick, period, Tuning.MaxProductionCatchup);
+ if (cycles <= 0)
+ continue; // still cooling down / nothing due
+
+ byte inId = fab.ValueRO.InResourceId;
+ int inAmount = fab.ValueRO.InAmount;
+
+ // Input-limited: never produce more than the buffered input affords (no mint-from-nothing). A
+ // zero/negative recipe input amount is treated as unsatisfiable rather than dividing by zero.
+ int affordable = inAmount > 0
+ ? MachineSlotMath.TotalOf(input, inId) / inAmount
+ : 0;
+ int runs = math.min(cycles, affordable);
+
+ if (runs > 0)
+ {
+ MachineSlotMath.Withdraw(input, inId, inAmount * runs);
+ StorageMath.Deposit(ledger, (ushort)fab.ValueRO.OutResourceId, fab.ValueRO.OutAmount * runs);
+ }
+
+ // Re-stamp every due period regardless of runs (starved fabricators re-evaluate next period, not
+ // every tick) so the catch-up baseline never silently rewinds.
+ uint p = (uint)System.Math.Max(1, period);
+ ps.ValueRW.LastProcessedTick = TickUtil.NonZero(now);
+ ps.ValueRW.NextTick = TickUtil.NonZero(now + p);
+ }
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Server/Automation/FabricatorProductionSystem.cs.meta b/Assets/_Project/Scripts/Server/Automation/FabricatorProductionSystem.cs.meta
new file mode 100644
index 000000000..da75b3c33
--- /dev/null
+++ b/Assets/_Project/Scripts/Server/Automation/FabricatorProductionSystem.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 1d8dbf02b41c9a94ea57fd7ca00f266d
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Server/Automation/HarvesterProductionSystem.cs b/Assets/_Project/Scripts/Server/Automation/HarvesterProductionSystem.cs
new file mode 100644
index 000000000..b83fc1194
--- /dev/null
+++ b/Assets/_Project/Scripts/Server/Automation/HarvesterProductionSystem.cs
@@ -0,0 +1,76 @@
+using ProjectM.Simulation;
+using Unity.Burst;
+using Unity.Entities;
+using Unity.NetCode;
+
+namespace ProjectM.Server
+{
+ ///
+ /// Server-only, deterministic harvester production — the FRONT of the M7 auto-gather chain
+ /// (Harvester → Conveyor → Fabricator). Each machine is a fixed-yield generator:
+ /// every server ticks it deposits of its
+ /// configured (byte) resource into its OWN server-only buffer (NOT the global
+ /// ledger — a conveyor pulls it onward, or it sits buffered). Mirrors TurretFireSystem's exact
+ /// now-extraction (NetworkTime.ServerTick.TickIndexForValidTick) +
+ /// cooldown idiom, and runs in the plain server SimulationSystemGroup
+ /// [UpdateAfter(PredictedSimulationSystemGroup)] (the predicted group is OrderFirst → UpdateBefore is
+ /// ignored). Production mutates a DynamicBuffer in place (not a structural change) → no ECB needed.
+ ///
+ /// SINGLE GATED CATCH-UP PATH (offline-quit safe, NO wall-clock minting): a never-processed machine
+ /// (LastProcessedTick==0) is initialised this tick and produces nothing; otherwise
+ /// awards floor((now-LastProcessedTick)/period) cycles, clamped
+ /// to , and the tick fields are re-stamped. All catch-up is
+ /// WITHIN-SESSION tick math; the stockpile is preserved across quit by the persistence layer, never re-minted
+ /// from a saved wall-clock.
+ ///
+ ///
+ [BurstCompile]
+ [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
+ [UpdateInGroup(typeof(SimulationSystemGroup))]
+ [UpdateAfter(typeof(PredictedSimulationSystemGroup))]
+ public partial struct HarvesterProductionSystem : ISystem
+ {
+ [BurstCompile]
+ public void OnCreate(ref SystemState state)
+ {
+ state.RequireForUpdate();
+ state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly()));
+ }
+
+ [BurstCompile]
+ public void OnUpdate(ref SystemState state)
+ {
+ var serverTick = SystemAPI.GetSingleton().ServerTick;
+ if (!serverTick.IsValid)
+ return;
+ uint now = serverTick.TickIndexForValidTick;
+
+ foreach (var (ps, harvester, output) in
+ SystemAPI.Query, RefRO, DynamicBuffer>())
+ {
+ int period = harvester.ValueRO.PeriodTicks; // CyclesDue clamps to max(1, period)
+
+ // Never-processed (baked/just-placed) machine: initialise the catch-up baseline, produce nothing.
+ if (ProductionMath.NeedsInit(ps.ValueRO.LastProcessedTick))
+ {
+ ps.ValueRW.LastProcessedTick = TickUtil.NonZero(now);
+ ps.ValueRW.NextTick = TickUtil.NonZero(now + (uint)System.Math.Max(1, period));
+ continue;
+ }
+
+ int cycles = ProductionMath.CyclesDue(
+ serverTick, ps.ValueRO.NextTick, ps.ValueRO.LastProcessedTick, period, Tuning.MaxProductionCatchup);
+ if (cycles <= 0)
+ continue; // still cooling down / nothing due
+
+ // Fixed-yield generation into the machine's own output slot (byte id; ledger conversion happens
+ // only at the global-ledger boundary, which this machine never crosses directly).
+ MachineSlotMath.Deposit(output, harvester.ValueRO.ResourceId, harvester.ValueRO.Yield * cycles);
+
+ uint p = (uint)System.Math.Max(1, period);
+ ps.ValueRW.LastProcessedTick = TickUtil.NonZero(now);
+ ps.ValueRW.NextTick = TickUtil.NonZero(now + p);
+ }
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Server/Automation/HarvesterProductionSystem.cs.meta b/Assets/_Project/Scripts/Server/Automation/HarvesterProductionSystem.cs.meta
new file mode 100644
index 000000000..31bd916ef
--- /dev/null
+++ b/Assets/_Project/Scripts/Server/Automation/HarvesterProductionSystem.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: c484cb2331137134888f10eed7689140
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Server/Building/BuildPlaceSystem.cs b/Assets/_Project/Scripts/Server/Building/BuildPlaceSystem.cs
index e59264bd7..cccea02ff 100644
--- a/Assets/_Project/Scripts/Server/Building/BuildPlaceSystem.cs
+++ b/Assets/_Project/Scripts/Server/Building/BuildPlaceSystem.cs
@@ -23,11 +23,13 @@ namespace ProjectM.Server
public partial struct BuildPlaceSystem : ISystem
{
ComponentLookup m_TransformLookup;
+ ComponentLookup m_ConveyorLookup;
[BurstCompile]
public void OnCreate(ref SystemState state)
{
m_TransformLookup = state.GetComponentLookup(isReadOnly: true);
+ m_ConveyorLookup = state.GetComponentLookup(isReadOnly: true);
state.RequireForUpdate();
state.RequireForUpdate();
state.RequireForUpdate();
@@ -41,6 +43,7 @@ namespace ProjectM.Server
public void OnUpdate(ref SystemState state)
{
m_TransformLookup.Update(ref state);
+ m_ConveyorLookup.Update(ref state);
uint now = SystemAPI.GetSingleton().ServerTick.TickIndexForValidTick;
var anchor = SystemAPI.GetSingleton();
@@ -88,9 +91,16 @@ namespace ProjectM.Server
Type = req.StructureType,
Cell = cell,
NextTick = 0u,
- LastProcessedTick = TickUtil.NonZero(now),
+ LastProcessedTick = 0u, // 0 = uninitialized; the production systems set the baseline on first encounter (turret ignores it)
});
ecb.AddComponent(structure, new RegionTag { Region = RegionId.Base });
+ ecb.AddComponent(structure); // player-built -> persisted by SaveStructureScan
+ if (req.StructureType == StructureType.Conveyor && m_ConveyorLookup.HasComponent(entry.Prefab))
+ {
+ var conv = m_ConveyorLookup[entry.Prefab];
+ conv.Direction = req.Direction;
+ ecb.SetComponent(structure, conv);
+ }
}
}
diff --git a/Assets/_Project/Scripts/Simulation/Automation.meta b/Assets/_Project/Scripts/Simulation/Automation.meta
new file mode 100644
index 000000000..ef17aa019
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/Automation.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 4eba886d11c07eb4d97ca0d821a1560f
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/_Project/Scripts/Simulation/Automation/AutomationComponents.cs b/Assets/_Project/Scripts/Simulation/Automation/AutomationComponents.cs
new file mode 100644
index 000000000..f8f54f48c
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/Automation/AutomationComponents.cs
@@ -0,0 +1,87 @@
+using Unity.Entities;
+
+namespace ProjectM.Simulation
+{
+ ///
+ /// A fixed-yield resource generator — the FRONT of the M7 auto-gather chain (Harvester -> Conveyor ->
+ /// Fabricator). Each period it deposits of into its OWN
+ /// server-only buffer (a conveyor pulls it onward). Server-only data (NO
+ /// [GhostField]); the client only ever sees PlacedStructure.Type. Reuses
+ /// PlacedStructure.NextTick/LastProcessedTick for the deterministic, within-session catch-up
+ /// cadence (see HarvesterProductionSystem).
+ ///
+ public struct Harvester : IComponentData
+ {
+ /// Resource id produced (a byte; see ).
+ public byte ResourceId;
+ /// Units produced per elapsed period.
+ public int Yield;
+ /// Server ticks between productions.
+ public int PeriodTicks;
+ }
+
+ ///
+ /// A recipe machine — the BACK of the M7 chain. Consumes of
+ /// per run from its own buffer (fed by a conveyor) and deposits
+ /// of into the GLOBAL ledger. Strictly input-limited (never mints from an empty
+ /// slot). Server-only data.
+ ///
+ public struct Fabricator : IComponentData
+ {
+ public byte InResourceId;
+ public int InAmount;
+ public byte OutResourceId;
+ public int OutAmount;
+ public int PeriodTicks;
+ }
+
+ ///
+ /// A directional transport belt — the MIDDLE of the M7 chain. Each period it pulls one item off an adjacent
+ /// upstream (when empty) and advances a held exactly one
+ /// cell toward . is a byte (0=+X,1=-X,2=+Z,3=-Z) — never an enum
+ /// (the cross-assembly enum-in-Burst hazard). Server-only data.
+ ///
+ public struct Conveyor : IComponentData
+ {
+ /// Belt facing: 0=+X, 1=-X, 2=+Z, 3=-Z (see ConveyorMath.DirOffset).
+ public byte Direction;
+ public int PeriodTicks;
+ }
+
+ ///
+ /// A machine's INPUT staging buffer (server-only, NO [GhostField] -> never replicated). A DISTINCT element type
+ /// from the global ledger's (so GetSingleton<StorageEntry> stays
+ /// unambiguous) and from (so a machine can carry both without a buffer-type clash).
+ ///
+ public struct MachineInput : IBufferElementData
+ {
+ public byte ResourceId;
+ public int Count;
+ }
+
+ /// A machine's OUTPUT staging buffer (server-only, NO [GhostField]). See .
+ public struct MachineOutput : IBufferElementData
+ {
+ public byte ResourceId;
+ public int Count;
+ }
+
+ ///
+ /// The single in-flight item a conveyor carries. An ENABLEABLE component (enabled = the belt is occupied) so a
+ /// transport step is a bit-flip + field copy, never a structural change. Baked DISABLED (an empty belt).
+ /// Server-only.
+ ///
+ public struct ConveyorItem : IComponentData, IEnableableComponent
+ {
+ public byte ResourceId;
+ public int Count;
+ }
+
+ ///
+ /// Marks a structure PLACED by a player at runtime (BuildPlaceSystem) or restored from a save — i.e. the
+ /// persistable set, as opposed to anything baked into the subscene. SaveWriteSystem scans only these and
+ /// BaseRestoreSystem re-adds the tag, so save/restore is the single source of truth for player builds.
+ /// Server-only (not replicated).
+ ///
+ public struct RuntimePlacedTag : IComponentData { }
+}
diff --git a/Assets/_Project/Scripts/Simulation/Automation/AutomationComponents.cs.meta b/Assets/_Project/Scripts/Simulation/Automation/AutomationComponents.cs.meta
new file mode 100644
index 000000000..2d881c927
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/Automation/AutomationComponents.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 6eeef378186b39d41a2db7adcc620dd9
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/Automation/ConveyorMath.cs b/Assets/_Project/Scripts/Simulation/Automation/ConveyorMath.cs
new file mode 100644
index 000000000..0617cc1fe
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/Automation/ConveyorMath.cs
@@ -0,0 +1,97 @@
+using Unity.Collections;
+using Unity.Mathematics;
+
+namespace ProjectM.Simulation
+{
+ ///
+ /// Pure, deterministic, ORDER-INDEPENDENT conveyor move resolver (the server ConveyorTransportSystem
+ /// applies the result). Determinism: sources are processed sorted by (NEVER hashmap
+ /// order); a destination belt cell accepts AT MOST ONE item and only if it was EMPTY in the pre-move snapshot
+ /// (double-buffering -> exactly one cell/tick); ties break to the lowest-CellKey source and losers STALL with no
+ /// loss; machine-input SINK cells always accept (a merge). World-free so it is exhaustively unit-tested.
+ ///
+ public static class ConveyorMath
+ {
+ /// Cardinal grid step for a belt direction byte (0=+X,1=-X,2=+Z,3=-Z).
+ public static int2 DirOffset(byte dir)
+ {
+ switch (dir)
+ {
+ case 1: return new int2(-1, 0);
+ case 2: return new int2(0, 1);
+ case 3: return new int2(0, -1);
+ default: return new int2(1, 0); // 0 = +X
+ }
+ }
+
+ /// A stable, collision-free total order over grid cells (the deterministic tie-break key).
+ public static long CellKey(int2 cell) => ((long)cell.x << 32) | (uint)cell.y;
+
+ ///
+ /// Resolve, for each belt holding an item, whether it advances one cell toward its direction this tick.
+ /// Inputs are read-only snapshots; outputs are the accepted moves ( ->
+ /// ), length . A move is accepted when the
+ /// destination is a SINK cell (always, a merge) or an EMPTY, unclaimed belt cell. Sources are iterated in
+ /// CellKey order so the result is identical regardless of input array order. Scratch is Temp + disposed.
+ ///
+ public static void ResolveMoves(
+ NativeArray srcCells, NativeArray dirs,
+ NativeArray itemRes, NativeArray itemCnt,
+ NativeHashMap cellToIndex, NativeHashSet sinkCells,
+ NativeArray outMoveDst, NativeArray outMoveSrcIdx, out int moveCount)
+ {
+ int n = srcCells.Length;
+ moveCount = 0;
+
+ // Stable iteration order = sources sorted by CellKey (insertion sort; n is small).
+ var order = new NativeArray(n, Allocator.Temp);
+ for (int i = 0; i < n; i++) order[i] = i;
+ for (int i = 1; i < n; i++)
+ {
+ int cur = order[i];
+ long curKey = CellKey(srcCells[cur]);
+ int j = i - 1;
+ while (j >= 0 && CellKey(srcCells[order[j]]) > curKey)
+ {
+ order[j + 1] = order[j];
+ j--;
+ }
+ order[j + 1] = cur;
+ }
+
+ var claimed = new NativeHashSet(n, Allocator.Temp);
+ for (int oi = 0; oi < n; oi++)
+ {
+ int i = order[oi];
+ if (itemCnt[i] <= 0) continue; // nothing to move
+
+ int2 dst = srcCells[i] + DirOffset(dirs[i]);
+
+ bool accept = false;
+ bool isSink = sinkCells.Contains(dst);
+ if (isSink)
+ {
+ accept = true; // sinks merge -> unlimited acceptors, never claimed
+ }
+ else if (cellToIndex.TryGetValue(dst, out int dstIdx))
+ {
+ // dst is a belt cell: accept only if EMPTY in the snapshot AND not already claimed this tick.
+ if (itemCnt[dstIdx] == 0 && !claimed.Contains(dst))
+ accept = true;
+ }
+ // else: dst is neither a belt nor a sink -> dead end -> stall.
+
+ if (accept)
+ {
+ if (!isSink) claimed.Add(dst);
+ outMoveDst[moveCount] = dst;
+ outMoveSrcIdx[moveCount] = i;
+ moveCount++;
+ }
+ }
+
+ order.Dispose();
+ claimed.Dispose();
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Simulation/Automation/ConveyorMath.cs.meta b/Assets/_Project/Scripts/Simulation/Automation/ConveyorMath.cs.meta
new file mode 100644
index 000000000..8612aad89
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/Automation/ConveyorMath.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 251361cf456e888459d473b5fedf7c4a
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/Automation/MachineSlotMath.cs b/Assets/_Project/Scripts/Simulation/Automation/MachineSlotMath.cs
new file mode 100644
index 000000000..332a5cfbd
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/Automation/MachineSlotMath.cs
@@ -0,0 +1,85 @@
+using Unity.Entities;
+
+namespace ProjectM.Simulation
+{
+ ///
+ /// Pure, deterministic deposit/withdraw/total helpers for a machine's server-only /
+ /// staging buffers — the byte-id, non-replicated twin of
+ /// (which serves the [GhostField] global ledger). No RNG/wall-clock. DynamicBuffer is
+ /// a handle, so mutations apply to the underlying entity buffer. Overloaded per buffer type because the two
+ /// element types are deliberately distinct (a machine can carry both without a singleton-buffer clash). Deposit
+ /// is a no-op for count <= 0 or resource id 0; Withdraw clamps to available and drops a row at zero.
+ ///
+ public static class MachineSlotMath
+ {
+ // ---- MachineOutput ----
+ public static void Deposit(DynamicBuffer buffer, byte resourceId, int count)
+ {
+ if (count <= 0 || resourceId == 0) return;
+ for (int i = 0; i < buffer.Length; i++)
+ if (buffer[i].ResourceId == resourceId)
+ {
+ var e = buffer[i]; e.Count += count; buffer[i] = e; return;
+ }
+ buffer.Add(new MachineOutput { ResourceId = resourceId, Count = count });
+ }
+
+ public static int Withdraw(DynamicBuffer buffer, byte resourceId, int count)
+ {
+ if (count <= 0 || resourceId == 0) return 0;
+ for (int i = 0; i < buffer.Length; i++)
+ if (buffer[i].ResourceId == resourceId)
+ {
+ var e = buffer[i];
+ int taken = e.Count < count ? e.Count : count;
+ e.Count -= taken;
+ if (e.Count <= 0) buffer.RemoveAt(i); else buffer[i] = e;
+ return taken;
+ }
+ return 0;
+ }
+
+ public static int TotalOf(DynamicBuffer buffer, byte resourceId)
+ {
+ int total = 0;
+ for (int i = 0; i < buffer.Length; i++)
+ if (buffer[i].ResourceId == resourceId) total += buffer[i].Count;
+ return total;
+ }
+
+ // ---- MachineInput ----
+ public static void Deposit(DynamicBuffer buffer, byte resourceId, int count)
+ {
+ if (count <= 0 || resourceId == 0) return;
+ for (int i = 0; i < buffer.Length; i++)
+ if (buffer[i].ResourceId == resourceId)
+ {
+ var e = buffer[i]; e.Count += count; buffer[i] = e; return;
+ }
+ buffer.Add(new MachineInput { ResourceId = resourceId, Count = count });
+ }
+
+ public static int Withdraw(DynamicBuffer buffer, byte resourceId, int count)
+ {
+ if (count <= 0 || resourceId == 0) return 0;
+ for (int i = 0; i < buffer.Length; i++)
+ if (buffer[i].ResourceId == resourceId)
+ {
+ var e = buffer[i];
+ int taken = e.Count < count ? e.Count : count;
+ e.Count -= taken;
+ if (e.Count <= 0) buffer.RemoveAt(i); else buffer[i] = e;
+ return taken;
+ }
+ return 0;
+ }
+
+ public static int TotalOf(DynamicBuffer buffer, byte resourceId)
+ {
+ int total = 0;
+ for (int i = 0; i < buffer.Length; i++)
+ if (buffer[i].ResourceId == resourceId) total += buffer[i].Count;
+ return total;
+ }
+ }
+}
diff --git a/Assets/_Project/Scripts/Simulation/Automation/MachineSlotMath.cs.meta b/Assets/_Project/Scripts/Simulation/Automation/MachineSlotMath.cs.meta
new file mode 100644
index 000000000..d1926ae5a
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/Automation/MachineSlotMath.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 16b6aef96031f54469f05044a2c18e66
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/Automation/ProductionMath.cs b/Assets/_Project/Scripts/Simulation/Automation/ProductionMath.cs
new file mode 100644
index 000000000..d956055be
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/Automation/ProductionMath.cs
@@ -0,0 +1,51 @@
+using Unity.Mathematics;
+using Unity.NetCode;
+
+namespace ProjectM.Simulation
+{
+ ///
+ /// Pure, deterministic catch-up + cooldown math shared by the M7 production systems (Harvester/Conveyor/
+ /// Fabricator). No RNG/wall-clock -> server-authoritative. The single GATED catch-up path: a never-processed
+ /// machine () initializes first; a cooling machine yields 0; a due machine yields
+ /// floor(elapsed/period) clamped to [0, maxCatchup]; period is guarded by max(1,...). Cooldown is persisted as
+ /// REMAINING ticks (epoch-independent) so a save survives the server-tick origin reset on a fresh session.
+ ///
+ public static class ProductionMath
+ {
+ /// True for a never-processed machine (baked/just-placed) — initialize the baseline before producing.
+ public static bool NeedsInit(uint lastProcessedTick) => lastProcessedTick == 0u;
+
+ ///
+ /// Cycles to award THIS process. 0 if cooling ( newer than )
+ /// or nothing elapsed; otherwise floor(elapsed/period) clamped to [0, ].
+ /// ==0 is the inactive sentinel (never read as a future cooling tick). The lower
+ /// bound is 0 (not 1): when genuinely due the NextTick gate guarantees elapsed>=period, so a sub-period
+ /// edge (e.g. a freshly restored remaining==0 machine) floors to 0 rather than minting prematurely.
+ /// is guarded by max(1,...) so a 0 never divides.
+ ///
+ public static int CyclesDue(NetworkTick now, uint nextTick, uint lastProcessedTick, int period, int maxCatchup)
+ {
+ int p = math.max(1, period);
+
+ if (nextTick != 0u)
+ {
+ var next = new NetworkTick(nextTick);
+ if (next.IsValid && next.IsNewerThan(now))
+ return 0; // still cooling down
+ }
+
+ int since = now.TicksSince(new NetworkTick(TickUtil.NonZero(lastProcessedTick)));
+ if (since <= 0)
+ return 0;
+
+ return math.clamp(since / p, 0, maxCatchup);
+ }
+
+ /// Remaining cooldown ticks to PERSIST (epoch-independent): 0 if inactive or already due, else nextTick-now.
+ public static uint RemainingTicks(uint nextTick, uint nowTick) =>
+ nextTick == 0u ? 0u : (nextTick > nowTick ? nextTick - nowTick : 0u);
+
+ /// Re-anchor a persisted remaining cooldown to the current tick origin on restore (NonZero-guarded).
+ public static uint RestoreNextTick(uint nowTick, uint remaining) => TickUtil.NonZero(nowTick + remaining);
+ }
+}
diff --git a/Assets/_Project/Scripts/Simulation/Automation/ProductionMath.cs.meta b/Assets/_Project/Scripts/Simulation/Automation/ProductionMath.cs.meta
new file mode 100644
index 000000000..b90f0117e
--- /dev/null
+++ b/Assets/_Project/Scripts/Simulation/Automation/ProductionMath.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 6d461ab50604ea642b26586bffeed41e
\ No newline at end of file
diff --git a/Assets/_Project/Scripts/Simulation/Building/BuildPlaceRequest.cs b/Assets/_Project/Scripts/Simulation/Building/BuildPlaceRequest.cs
index f327d4e2f..86749a5e4 100644
--- a/Assets/_Project/Scripts/Simulation/Building/BuildPlaceRequest.cs
+++ b/Assets/_Project/Scripts/Simulation/Building/BuildPlaceRequest.cs
@@ -14,5 +14,6 @@ namespace ProjectM.Simulation
public byte StructureType;
public int CellX;
public int CellZ;
+ public byte Direction;
}
}
diff --git a/Assets/_Project/Scripts/Simulation/Tuning.cs b/Assets/_Project/Scripts/Simulation/Tuning.cs
index 340f5161b..a62be4e5d 100644
--- a/Assets/_Project/Scripts/Simulation/Tuning.cs
+++ b/Assets/_Project/Scripts/Simulation/Tuning.cs
@@ -50,5 +50,11 @@ namespace ProjectM.Simulation
/// Wind-up ticks before a Husk strike lands (~0.3s @ 60 ticks/sec). 0/1 = near-instant (legacy behaviour).
public const int AttackWindupTicks = 18;
+
+ // ---- Production / automation (M7: Harvester/Conveyor/Fabricator) ----
+
+ /// Max production cycles a single machine awards in one process (bounds within-session
+ /// catch-up after any skipped ticks; restore re-seats the baseline so this never reflects wall-clock).
+ public const int MaxProductionCatchup = 600;
}
}
diff --git a/Assets/_Project/Subscenes/Gameplay.unity b/Assets/_Project/Subscenes/Gameplay.unity
index 3603998ae..045020ed1 100644
--- a/Assets/_Project/Subscenes/Gameplay.unity
+++ b/Assets/_Project/Subscenes/Gameplay.unity
@@ -324,6 +324,12 @@ MonoBehaviour:
WallCostOre: 4
PylonPrefab: {fileID: 3885353946372160549, guid: 7d0637ef90f120a4c9e2ba637dfc00af, type: 3}
PylonCostOre: 2
+ HarvesterPrefab: {fileID: 3885353946372160549, guid: 9e227d9b387139340933dcf55d1c3a87, type: 3}
+ HarvesterCostOre: 20
+ FabricatorPrefab: {fileID: 3885353946372160549, guid: 8dd9baab4cbf6c04f9320ed5ed764c65, type: 3}
+ FabricatorCostOre: 30
+ ConveyorPrefab: {fileID: 3885353946372160549, guid: 91f9551ef855b3b4f98bcfcb7bf747e2, type: 3}
+ ConveyorCostOre: 2
--- !u!4 &380046995
Transform:
m_ObjectHideFlags: 0
diff --git a/Assets/_Project/Tests/EditMode/AutomationSaveRoundTripTests.cs b/Assets/_Project/Tests/EditMode/AutomationSaveRoundTripTests.cs
new file mode 100644
index 000000000..d8c929522
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/AutomationSaveRoundTripTests.cs
@@ -0,0 +1,71 @@
+using NUnit.Framework;
+using ProjectM.Simulation;
+using UnityEngine;
+
+namespace ProjectM.Tests
+{
+ ///
+ /// Tests the SaveData v2 structure-persistence schema (M7): a player-built structure set + the flat machine-I/O
+ /// table round-trip through JsonUtility with fields intact; the REMAINING-ticks cooldown survives an epoch reset
+ /// (RemainingTicks/RestoreNextTick); and a save JSON lacking the v2 arrays deserializes without throwing (degrades
+ /// to no structures). The deeper instantiate-from-catalog restore is covered by the Play-mode validation pass.
+ ///
+ public class AutomationSaveRoundTripTests
+ {
+ [Test]
+ public void StructuresAndIo_RoundTrip_PreservesFields()
+ {
+ var data = new SaveData
+ {
+ GoalCharge = 3,
+ GoalTarget = 10,
+ Structures = new[]
+ {
+ new StructureSave { Type = StructureType.Harvester, CellX = 4, CellZ = -2, RemainingTicks = 12 },
+ new StructureSave { Type = StructureType.Conveyor, CellX = 5, CellZ = -2, Direction = 2, RemainingTicks = 3, ConveyorResId = ResourceId.Ore, ConveyorCount = 1 },
+ new StructureSave { Type = StructureType.Fabricator, CellX = 6, CellZ = -2, RemainingTicks = 40 },
+ },
+ StructureIo = new[]
+ {
+ new StructureIoRow { StructureIndex = 0, Slot = 1, ResourceId = ResourceId.Ore, Count = 7 },
+ new StructureIoRow { StructureIndex = 2, Slot = 0, ResourceId = ResourceId.Ore, Count = 5 },
+ },
+ };
+
+ var back = JsonUtility.FromJson(JsonUtility.ToJson(data));
+
+ Assert.AreEqual(SaveData.CurrentVersion, back.Version);
+ Assert.AreEqual(3, back.Structures.Length);
+ Assert.AreEqual(StructureType.Conveyor, back.Structures[1].Type);
+ Assert.AreEqual(2, back.Structures[1].Direction);
+ Assert.AreEqual(ResourceId.Ore, back.Structures[1].ConveyorResId);
+ Assert.AreEqual(1, back.Structures[1].ConveyorCount);
+ Assert.AreEqual(12u, back.Structures[0].RemainingTicks);
+ Assert.AreEqual(2, back.StructureIo.Length);
+ Assert.AreEqual(2, back.StructureIo[1].StructureIndex);
+ Assert.AreEqual(0, back.StructureIo[1].Slot);
+ Assert.AreEqual(5, back.StructureIo[1].Count);
+ }
+
+ [Test]
+ public void RemainingTicks_RestoreNextTick_PreservesCooldownGap_AcrossEpochs()
+ {
+ uint saveNow = 5000u, savedNext = 5037u;
+ uint remaining = ProductionMath.RemainingTicks(savedNext, saveNow);
+ Assert.AreEqual(37u, remaining);
+
+ uint restoreNow = 11u;
+ uint restoredNext = ProductionMath.RestoreNextTick(restoreNow, remaining);
+ Assert.AreEqual(48u, restoredNext);
+ }
+
+ [Test]
+ public void Save_Lacking_V2_Arrays_DeserializesWithoutThrowing()
+ {
+ SaveData back = null;
+ Assert.DoesNotThrow(() => back = JsonUtility.FromJson("{\"Version\":2,\"GoalCharge\":1,\"GoalTarget\":10}"));
+ Assert.IsNotNull(back);
+ Assert.IsTrue(back.Structures == null || back.Structures.Length == 0);
+ }
+ }
+}
diff --git a/Assets/_Project/Tests/EditMode/AutomationSaveRoundTripTests.cs.meta b/Assets/_Project/Tests/EditMode/AutomationSaveRoundTripTests.cs.meta
new file mode 100644
index 000000000..264b506c9
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/AutomationSaveRoundTripTests.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: ad495310b2721f147925ae48deb41bb4
\ No newline at end of file
diff --git a/Assets/_Project/Tests/EditMode/ConveyorMathTests.cs b/Assets/_Project/Tests/EditMode/ConveyorMathTests.cs
new file mode 100644
index 000000000..dbc61781a
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/ConveyorMathTests.cs
@@ -0,0 +1,256 @@
+using System.Collections.Generic;
+using NUnit.Framework;
+using ProjectM.Simulation;
+using Unity.Collections;
+using Unity.Mathematics;
+
+namespace ProjectM.Tests
+{
+ ///
+ /// Pure, world-free tests for — the DETERMINISTIC, ORDER-INDEPENDENT belt resolver
+ /// that the server ConveyorTransportSystem applies. Drives the array-based ResolveMoves directly
+ /// (no ECS world) so determinism is provable: a 4-cell line advances exactly one cell/tick, a Y-junction lets a
+ /// single deterministic winner (lowest CellKey source) into a shared destination while the loser STALLS with no
+ /// loss, a blocked (already-occupied) destination stalls its source, and the END-STATE is IDENTICAL under two
+ /// shuffled input orders. Sink (machine-input) cells always accept. DirOffset/CellKey are pinned too.
+ ///
+ public class ConveyorMathTests
+ {
+ const byte DirPosX = 0;
+ const byte DirNegX = 1;
+ const byte DirPosZ = 2;
+ const byte DirNegZ = 3;
+
+ [Test]
+ public void DirOffset_Maps_All_Four_Directions()
+ {
+ Assert.AreEqual(new int2(1, 0), ConveyorMath.DirOffset(DirPosX), "0 = +X");
+ Assert.AreEqual(new int2(-1, 0), ConveyorMath.DirOffset(DirNegX), "1 = -X");
+ Assert.AreEqual(new int2(0, 1), ConveyorMath.DirOffset(DirPosZ), "2 = +Z");
+ Assert.AreEqual(new int2(0, -1), ConveyorMath.DirOffset(DirNegZ), "3 = -Z");
+ }
+
+ [Test]
+ public void CellKey_Is_Stable_And_Order_Defining()
+ {
+ // The key must be a stable total order used to break move ties deterministically.
+ long a = ConveyorMath.CellKey(new int2(0, 0));
+ long b = ConveyorMath.CellKey(new int2(1, 0));
+ long c = ConveyorMath.CellKey(new int2(0, 1));
+ Assert.AreEqual(a, ConveyorMath.CellKey(new int2(0, 0)), "CellKey is deterministic for a given cell.");
+ Assert.AreNotEqual(a, b);
+ Assert.AreNotEqual(a, c);
+ Assert.AreNotEqual(b, c, "Distinct cells map to distinct keys (no collision in-range).");
+ }
+
+ // ---- ResolveMoves harness ------------------------------------------------------------------------------
+
+ /// One conveyor cell in a scenario: its grid cell, belt direction, and the item it currently holds.
+ struct Belt
+ {
+ public int2 Cell;
+ public byte Dir;
+ public int Res; // 0 = empty
+ public int Cnt; // 0 = empty
+ }
+
+ ///
+ /// Drives over a set of belts (+ optional sink cells), returning the
+ /// resolved (srcIndex -> destCell) move list as a dictionary keyed by source index for easy assertion.
+ /// All native containers are Temp + disposed before returning.
+ ///
+ static Dictionary Resolve(Belt[] belts, int2[] sinks)
+ {
+ int n = belts.Length;
+ var srcCells = new NativeArray(n, Allocator.Temp);
+ var dirs = new NativeArray(n, Allocator.Temp);
+ var itemRes = new NativeArray(n, Allocator.Temp);
+ var itemCnt = new NativeArray(n, Allocator.Temp);
+ var cellToIndex = new NativeHashMap(n, Allocator.Temp);
+ var sinkCells = new NativeHashSet(math.max(1, sinks?.Length ?? 0), Allocator.Temp);
+ var outMoveDst = new NativeArray(n, Allocator.Temp);
+ var outMoveSrcIdx = new NativeArray(n, Allocator.Temp);
+
+ for (int i = 0; i < n; i++)
+ {
+ srcCells[i] = belts[i].Cell;
+ dirs[i] = belts[i].Dir;
+ itemRes[i] = belts[i].Res;
+ itemCnt[i] = belts[i].Cnt;
+ cellToIndex[belts[i].Cell] = i;
+ }
+ if (sinks != null)
+ foreach (var s in sinks)
+ sinkCells.Add(s);
+
+ ConveyorMath.ResolveMoves(srcCells, dirs, itemRes, itemCnt, cellToIndex, sinkCells,
+ outMoveDst, outMoveSrcIdx, out int moveCount);
+
+ var result = new Dictionary();
+ for (int m = 0; m < moveCount; m++)
+ result[outMoveSrcIdx[m]] = outMoveDst[m];
+
+ srcCells.Dispose(); dirs.Dispose(); itemRes.Dispose(); itemCnt.Dispose();
+ cellToIndex.Dispose(); sinkCells.Dispose(); outMoveDst.Dispose(); outMoveSrcIdx.Dispose();
+ return result;
+ }
+
+ [Test]
+ public void Line_Item_Advances_Exactly_One_Cell()
+ {
+ // 4-cell +X line at (0,0),(1,0),(2,0),(3,0). Only the head (index 0) holds an item; the cell ahead (1,0)
+ // is EMPTY in the snapshot, so the item moves exactly one cell. No other belt holds an item -> no other move.
+ var belts = new[]
+ {
+ new Belt { Cell = new int2(0, 0), Dir = DirPosX, Res = ResourceId.Ore, Cnt = 1 },
+ new Belt { Cell = new int2(1, 0), Dir = DirPosX, Res = 0, Cnt = 0 },
+ new Belt { Cell = new int2(2, 0), Dir = DirPosX, Res = 0, Cnt = 0 },
+ new Belt { Cell = new int2(3, 0), Dir = DirPosX, Res = 0, Cnt = 0 },
+ };
+
+ var moves = Resolve(belts, sinks: null);
+
+ Assert.AreEqual(1, moves.Count, "Exactly one item moves this tick.");
+ Assert.IsTrue(moves.ContainsKey(0), "The head belt's item is the one that moves.");
+ Assert.AreEqual(new int2(1, 0), moves[0], "The item advances exactly one cell along +X.");
+ }
+
+ [Test]
+ public void Full_Line_All_Advance_One_Cell_From_PreMove_Snapshot()
+ {
+ // Every belt in a 4-cell line holds an item, EXCEPT the head cell ahead of the line is open. Because
+ // occupancy is read from the PRE-MOVE snapshot (double-buffered), each item shifts forward one cell —
+ // the cell ahead was occupied in the snapshot for the tail belts, so ONLY the lead item (whose target is
+ // empty in the snapshot) may advance. This pins the snapshot (not live) occupancy rule.
+ var belts = new[]
+ {
+ new Belt { Cell = new int2(0, 0), Dir = DirPosX, Res = ResourceId.Ore, Cnt = 1 }, // -> (1,0) occupied in snapshot -> stall
+ new Belt { Cell = new int2(1, 0), Dir = DirPosX, Res = ResourceId.Ore, Cnt = 1 }, // -> (2,0) occupied in snapshot -> stall
+ new Belt { Cell = new int2(2, 0), Dir = DirPosX, Res = ResourceId.Ore, Cnt = 1 }, // -> (3,0) occupied in snapshot -> stall
+ new Belt { Cell = new int2(3, 0), Dir = DirPosX, Res = ResourceId.Ore, Cnt = 1 }, // -> (4,0) not a belt, not a sink -> no move
+ };
+
+ var moves = Resolve(belts, sinks: null);
+
+ Assert.AreEqual(0, moves.Count,
+ "A fully-packed belt line with a dead end produces no moves (snapshot occupancy blocks every step).");
+ }
+
+ [Test]
+ public void Sink_Cell_Always_Accepts_The_Head_Item()
+ {
+ // A 2-cell +X line whose head's target cell is a SINK (machine input). Sinks always accept (deposit),
+ // even though they are not conveyor cells in cellToIndex.
+ var belts = new[]
+ {
+ new Belt { Cell = new int2(0, 0), Dir = DirPosX, Res = ResourceId.Biomass, Cnt = 2 },
+ };
+ var sinks = new[] { new int2(1, 0) };
+
+ var moves = Resolve(belts, sinks);
+
+ Assert.AreEqual(1, moves.Count, "The item moves into the adjacent sink.");
+ Assert.AreEqual(new int2(1, 0), moves[0], "The destination is the sink cell.");
+ }
+
+ [Test]
+ public void Y_Junction_Deterministic_Winner_By_Lowest_CellKey_Loser_Stalls()
+ {
+ // Two source belts both feed the SAME destination (1,1):
+ // A at (0,1) facing +X -> (1,1)
+ // B at (1,0) facing +Z -> (1,1)
+ // The destination is an EMPTY conveyor cell -> it accepts AT MOST ONE; the tie breaks to the lowest
+ // CellKey source. The loser STALLS (no move) with no item loss.
+ var dst = new int2(1, 1);
+ var a = new int2(0, 1);
+ var b = new int2(1, 0);
+
+ var belts = new[]
+ {
+ new Belt { Cell = a, Dir = DirPosX, Res = ResourceId.Ore, Cnt = 1 }, // index 0
+ new Belt { Cell = b, Dir = DirPosZ, Res = ResourceId.Ore, Cnt = 1 }, // index 1
+ new Belt { Cell = dst, Dir = DirPosX, Res = 0, Cnt = 0 }, // index 2 (empty target)
+ };
+
+ var moves = Resolve(belts, sinks: null);
+
+ // Exactly one of the two contenders wins; it targets dst. The winner is the lower-CellKey source.
+ int winnerIdx = ConveyorMath.CellKey(a) < ConveyorMath.CellKey(b) ? 0 : 1;
+ int loserIdx = winnerIdx == 0 ? 1 : 0;
+
+ Assert.AreEqual(1, moves.Count, "Only one item may enter the shared (empty) destination this tick.");
+ Assert.IsTrue(moves.ContainsKey(winnerIdx), "The lowest-CellKey source wins the contended cell.");
+ Assert.AreEqual(dst, moves[winnerIdx], "The winner moves into the shared destination.");
+ Assert.IsFalse(moves.ContainsKey(loserIdx), "The loser stalls in place (no item loss).");
+ }
+
+ [Test]
+ public void Blocked_Cell_Stalls_The_Source()
+ {
+ // Head item at (0,0) facing +X; (1,0) is OCCUPIED in the snapshot (and its own item can't move because
+ // (2,0) is not a belt/sink). The head item must STALL, not overwrite or destroy the blocker.
+ var belts = new[]
+ {
+ new Belt { Cell = new int2(0, 0), Dir = DirPosX, Res = ResourceId.Ore, Cnt = 1 },
+ new Belt { Cell = new int2(1, 0), Dir = DirPosX, Res = ResourceId.Biomass, Cnt = 1 }, // blocker; -> (2,0) dead end
+ };
+
+ var moves = Resolve(belts, sinks: null);
+
+ Assert.IsFalse(moves.ContainsKey(0), "A source whose destination is occupied in the snapshot stalls (no loss).");
+ Assert.IsFalse(moves.ContainsKey(1), "The blocker itself has a dead-end target and also stalls.");
+ Assert.AreEqual(0, moves.Count, "Nothing moves when the only path is blocked.");
+ }
+
+ [Test]
+ public void EndState_Is_Identical_Under_Two_Shuffled_Input_Orders()
+ {
+ // A Y-junction plus a 4-cell line, fed in two DIFFERENT array orders. Because ResolveMoves iterates
+ // sources SORTED by CellKey (not hashmap/array order), the resolved set of (srcCell -> destCell) moves
+ // must be byte-for-byte identical regardless of input ordering. We compare keyed by CELL (order-stable),
+ // not by array index (which differs between the two orderings).
+ var dst = new int2(1, 1);
+ var aCell = new int2(0, 1);
+ var bCell = new int2(1, 0);
+
+ var orderOne = new[]
+ {
+ new Belt { Cell = aCell, Dir = DirPosX, Res = ResourceId.Ore, Cnt = 1 },
+ new Belt { Cell = bCell, Dir = DirPosZ, Res = ResourceId.Ore, Cnt = 1 },
+ new Belt { Cell = dst, Dir = DirPosX, Res = 0, Cnt = 0 },
+ new Belt { Cell = new int2(5, 5), Dir = DirPosX, Res = ResourceId.Ore, Cnt = 1 }, // lone item -> (6,5) sink
+ };
+ // Same scenario, shuffled: reverse + interleave the array order.
+ var orderTwo = new[]
+ {
+ new Belt { Cell = new int2(5, 5), Dir = DirPosX, Res = ResourceId.Ore, Cnt = 1 },
+ new Belt { Cell = dst, Dir = DirPosX, Res = 0, Cnt = 0 },
+ new Belt { Cell = bCell, Dir = DirPosZ, Res = ResourceId.Ore, Cnt = 1 },
+ new Belt { Cell = aCell, Dir = DirPosX, Res = ResourceId.Ore, Cnt = 1 },
+ };
+ var sinks = new[] { new int2(6, 5) };
+
+ var movesOne = Resolve(orderOne, sinks);
+ var movesTwo = Resolve(orderTwo, sinks);
+
+ // Re-key both result sets by the SOURCE CELL (stable across orderings) -> destination cell.
+ var byCellOne = ReKeyBySourceCell(orderOne, movesOne);
+ var byCellTwo = ReKeyBySourceCell(orderTwo, movesTwo);
+
+ Assert.AreEqual(byCellOne.Count, byCellTwo.Count, "Both orderings resolve the same number of moves.");
+ foreach (var kv in byCellOne)
+ {
+ Assert.IsTrue(byCellTwo.ContainsKey(kv.Key), $"Source cell {kv.Key} moved in order-1 but not order-2.");
+ Assert.AreEqual(kv.Value, byCellTwo[kv.Key], $"Source cell {kv.Key} resolved to a different destination across orderings (NON-deterministic).");
+ }
+ }
+
+ static Dictionary ReKeyBySourceCell(Belt[] belts, Dictionary movesBySrcIdx)
+ {
+ var byCell = new Dictionary();
+ foreach (var kv in movesBySrcIdx)
+ byCell[belts[kv.Key].Cell] = kv.Value;
+ return byCell;
+ }
+ }
+}
diff --git a/Assets/_Project/Tests/EditMode/ConveyorMathTests.cs.meta b/Assets/_Project/Tests/EditMode/ConveyorMathTests.cs.meta
new file mode 100644
index 000000000..ce478dcdb
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/ConveyorMathTests.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: e7846ef025344bf428c68924d389d1b8
\ No newline at end of file
diff --git a/Assets/_Project/Tests/EditMode/ConveyorTransportSystemTests.cs b/Assets/_Project/Tests/EditMode/ConveyorTransportSystemTests.cs
new file mode 100644
index 000000000..af4baaed2
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/ConveyorTransportSystemTests.cs
@@ -0,0 +1,187 @@
+using NUnit.Framework;
+using ProjectM.Server;
+using ProjectM.Simulation;
+using Unity.Core;
+using Unity.Entities;
+using Unity.Mathematics;
+using Unity.NetCode;
+
+namespace ProjectM.Tests
+{
+ ///
+ /// Plain-Entities EditMode tests for the server-only — the transport step
+ /// that PULLS resources off an adjacent upstream onto an empty belt, advances a held
+ /// exactly one cell per tick along its , and DEPOSITS
+ /// into a downstream machine's sink. Determinism (Y-junction tie-break, stall-no-loss,
+ /// shuffle-invariance) is exhaustively proven world-free in ; these tests pin the
+ /// SYSTEM wiring: snapshot -> ResolveMoves -> apply (ConveyorItem enable/disable bit + sink deposit + machine pull),
+ /// plus the per-conveyor period gate (init on first touch, then move on the production cadence).
+ ///
+ public class ConveyorTransportSystemTests
+ {
+ static (World world, SimulationSystemGroup group) MakeWorld(string name, uint serverTick)
+ {
+ var world = new World(name);
+ var group = world.GetOrCreateSystemManaged();
+ group.AddSystemToUpdateList(world.GetOrCreateSystem());
+ group.SortSystems();
+ world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
+ SetServerTick(world, serverTick);
+ return (world, group);
+ }
+
+ static void SetServerTick(World world, uint tick)
+ {
+ var em = world.EntityManager;
+ using var q = em.CreateEntityQuery(typeof(NetworkTime));
+ Entity e = q.IsEmpty ? em.CreateEntity(typeof(NetworkTime)) : q.GetSingletonEntity();
+ em.SetComponentData(e, new NetworkTime { ServerTick = new NetworkTick(tick) });
+ }
+
+ static Entity MakeConveyor(EntityManager em, int2 cell, byte dir, int periodTicks, byte itemRes, int itemCnt)
+ {
+ var e = em.CreateEntity();
+ em.AddComponentData(e, new RegionTag { Region = RegionId.Base });
+ em.AddComponentData(e, new PlacedStructure
+ {
+ Type = StructureType.Conveyor,
+ Cell = cell,
+ NextTick = 0u,
+ LastProcessedTick = 0u,
+ });
+ em.AddComponentData(e, new Conveyor { Direction = dir, PeriodTicks = periodTicks });
+ em.AddComponentData(e, new ConveyorItem { ResourceId = itemRes, Count = itemCnt });
+ em.SetComponentEnabled(e, itemCnt > 0); // baked DISABLED unless carrying an item
+ return e;
+ }
+
+ static Entity MakeHarvesterOutput(EntityManager em, int2 cell, byte resourceId, int count)
+ {
+ // A minimal upstream producer: a PlacedStructure at a cell with a populated MachineOutput buffer.
+ var e = em.CreateEntity();
+ em.AddComponentData(e, new RegionTag { Region = RegionId.Base });
+ em.AddComponentData(e, new PlacedStructure { Type = StructureType.Harvester, Cell = cell, NextTick = 0u, LastProcessedTick = 1u });
+ var output = em.AddBuffer(e);
+ if (count > 0)
+ output.Add(new MachineOutput { ResourceId = resourceId, Count = count });
+ return e;
+ }
+
+ static Entity MakeFabricatorInput(EntityManager em, int2 cell)
+ {
+ // A minimal downstream sink: a PlacedStructure at a cell with an (empty) MachineInput buffer.
+ var e = em.CreateEntity();
+ em.AddComponentData(e, new RegionTag { Region = RegionId.Base });
+ em.AddComponentData(e, new PlacedStructure { Type = StructureType.Fabricator, Cell = cell, NextTick = 0u, LastProcessedTick = 1u });
+ em.AddBuffer(e);
+ return e;
+ }
+
+ static int OutputOf(EntityManager em, Entity machine, byte resourceId)
+ {
+ var buf = em.GetBuffer(machine);
+ int total = 0;
+ for (int i = 0; i < buf.Length; i++)
+ if (buf[i].ResourceId == resourceId) total += buf[i].Count;
+ return total;
+ }
+
+ static int InputOf(EntityManager em, Entity machine, byte resourceId)
+ {
+ var buf = em.GetBuffer(machine);
+ int total = 0;
+ for (int i = 0; i < buf.Length; i++)
+ if (buf[i].ResourceId == resourceId) total += buf[i].Count;
+ return total;
+ }
+
+ /// Ticks the system past its per-conveyor init gate so subsequent updates actually transport.
+ static void InitThenAdvance(World world, SimulationSystemGroup group, uint initTick, uint moveTick)
+ {
+ SetServerTick(world, initTick);
+ group.Update(); // first touch: init the conveyor period gate (no move)
+ SetServerTick(world, moveTick);
+ group.Update(); // a period later: the transport step runs
+ }
+
+ [Test]
+ public void Conveyor_Pulls_From_Adjacent_Upstream_MachineOutput_When_Empty()
+ {
+ var (world, group) = MakeWorld("ConveyorPull", serverTick: 100);
+ using (world)
+ {
+ var em = world.EntityManager;
+ // Harvester output at (0,0); an EMPTY belt at (1,0) facing +X. The belt should pull one unit from the
+ // upstream output (the harvester's cell (0,0) is belt.cell - DirOffset = (1,0)-(1,0) = (0,0)).
+ var harvester = MakeHarvesterOutput(em, new int2(0, 0), ResourceId.Ore, count: 4);
+ var belt = MakeConveyor(em, new int2(1, 0), dir: 0 /*+X*/, periodTicks: 30, itemRes: 0, itemCnt: 0);
+
+ InitThenAdvance(world, group, initTick: 100, moveTick: 130);
+
+ Assert.IsTrue(em.IsComponentEnabled(belt), "An empty belt adjacent to an upstream output pulls an item (ConveyorItem enabled).");
+ var item = em.GetComponentData(belt);
+ Assert.AreEqual(ResourceId.Ore, item.ResourceId, "The pulled item carries the upstream resource id.");
+ Assert.AreEqual(3, OutputOf(em, harvester, ResourceId.Ore), "Exactly one unit is pulled off the upstream output (4 -> 3).");
+ }
+ }
+
+ [Test]
+ public void Item_Advances_Exactly_One_Cell_Along_Direction()
+ {
+ var (world, group) = MakeWorld("ConveyorAdvance", serverTick: 100);
+ using (world)
+ {
+ var em = world.EntityManager;
+ // Two +X belts (0,0)->(1,0). The source carries an item; the destination belt is empty. After a tick
+ // the item should be on the destination belt and the source belt empty.
+ var src = MakeConveyor(em, new int2(0, 0), dir: 0, periodTicks: 30, itemRes: ResourceId.Biomass, itemCnt: 1);
+ var dst = MakeConveyor(em, new int2(1, 0), dir: 0, periodTicks: 30, itemRes: 0, itemCnt: 0);
+
+ InitThenAdvance(world, group, initTick: 100, moveTick: 130);
+
+ Assert.IsFalse(em.IsComponentEnabled(src), "The item leaves the source belt (now empty).");
+ Assert.IsTrue(em.IsComponentEnabled(dst), "The item arrives on the next belt (exactly one cell along +X).");
+ Assert.AreEqual(ResourceId.Biomass, em.GetComponentData(dst).ResourceId, "The carried resource id is preserved across the move.");
+ }
+ }
+
+ [Test]
+ public void Item_Deposits_Into_Downstream_Machine_Input_Sink()
+ {
+ var (world, group) = MakeWorld("ConveyorSink", serverTick: 100);
+ using (world)
+ {
+ var em = world.EntityManager;
+ // A +X belt at (0,0) carrying an item; a fabricator input at (1,0) is the sink. The item should be
+ // deposited into the machine's MachineInput and removed from the belt.
+ var belt = MakeConveyor(em, new int2(0, 0), dir: 0, periodTicks: 30, itemRes: ResourceId.Ore, itemCnt: 1);
+ var fab = MakeFabricatorInput(em, new int2(1, 0));
+
+ InitThenAdvance(world, group, initTick: 100, moveTick: 130);
+
+ Assert.AreEqual(1, InputOf(em, fab, ResourceId.Ore), "The item is deposited into the downstream machine's input.");
+ Assert.IsFalse(em.IsComponentEnabled(belt), "The belt is empty after handing its item to the sink.");
+ }
+ }
+
+ [Test]
+ public void Does_Not_Transport_While_Cooling_Down()
+ {
+ var (world, group) = MakeWorld("ConveyorCooling", serverTick: 100);
+ using (world)
+ {
+ var em = world.EntityManager;
+ var src = MakeConveyor(em, new int2(0, 0), dir: 0, periodTicks: 30, itemRes: ResourceId.Ore, itemCnt: 1);
+ var dst = MakeConveyor(em, new int2(1, 0), dir: 0, periodTicks: 30, itemRes: 0, itemCnt: 0);
+
+ SetServerTick(world, 100);
+ group.Update(); // init (NextTick -> 130)
+ SetServerTick(world, 115);
+ group.Update(); // 115 < 130 -> belt is still cooling, no move
+
+ Assert.IsTrue(em.IsComponentEnabled(src), "The item stays put while the belt is cooling down.");
+ Assert.IsFalse(em.IsComponentEnabled(dst), "Nothing arrives before the belt's period elapses.");
+ }
+ }
+ }
+}
diff --git a/Assets/_Project/Tests/EditMode/ConveyorTransportSystemTests.cs.meta b/Assets/_Project/Tests/EditMode/ConveyorTransportSystemTests.cs.meta
new file mode 100644
index 000000000..241ef0c3d
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/ConveyorTransportSystemTests.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 5342d4ffd0bafeb418f5c2f9b3e3ee4e
\ No newline at end of file
diff --git a/Assets/_Project/Tests/EditMode/FabricatorProductionSystemTests.cs b/Assets/_Project/Tests/EditMode/FabricatorProductionSystemTests.cs
new file mode 100644
index 000000000..d55434cac
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/FabricatorProductionSystemTests.cs
@@ -0,0 +1,180 @@
+using NUnit.Framework;
+using ProjectM.Server;
+using ProjectM.Simulation;
+using Unity.Core;
+using Unity.Entities;
+using Unity.NetCode;
+
+namespace ProjectM.Tests
+{
+ ///
+ /// Plain-Entities EditMode tests for the server-only — the recipe machine
+ /// that consumes InAmount of its input resource per run from its OWN buffer and
+ /// deposits OutAmount * runs into the GLOBAL resource ledger (resolved via ,
+ /// never GetSingleton<StorageEntry>). Pins: it INITIALIZES on first touch without producing; it is strictly
+ /// INPUT-LIMITED (runs = min(cycles, affordable) — no mint-from-nothing when the input slot is empty); it consumes
+ /// exactly InAmount*runs from the input buffer; and catch-up after skipped ticks awards the exact capped amount.
+ ///
+ public class FabricatorProductionSystemTests
+ {
+ static (World world, SimulationSystemGroup group, Entity ledger) MakeWorld(string name, uint serverTick)
+ {
+ var world = new World(name);
+ var group = world.GetOrCreateSystemManaged();
+ group.AddSystemToUpdateList(world.GetOrCreateSystem());
+ group.SortSystems();
+ world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
+ SetServerTick(world, serverTick);
+ var em = world.EntityManager;
+ var ledger = em.CreateEntity(typeof(ResourceLedger));
+ em.AddBuffer(ledger);
+ return (world, group, ledger);
+ }
+
+ static void SetServerTick(World world, uint tick)
+ {
+ var em = world.EntityManager;
+ using var q = em.CreateEntityQuery(typeof(NetworkTime));
+ Entity e = q.IsEmpty ? em.CreateEntity(typeof(NetworkTime)) : q.GetSingletonEntity();
+ em.SetComponentData(e, new NetworkTime { ServerTick = new NetworkTick(tick) });
+ }
+
+ static Entity MakeFabricator(EntityManager em, byte inId, int inAmt, byte outId, int outAmt, int periodTicks, int seedInput)
+ {
+ var e = em.CreateEntity();
+ em.AddComponentData(e, new RegionTag { Region = RegionId.Base });
+ em.AddComponentData(e, new PlacedStructure
+ {
+ Type = StructureType.Fabricator,
+ NextTick = 0u,
+ LastProcessedTick = 0u,
+ });
+ em.AddComponentData(e, new Fabricator
+ {
+ InResourceId = inId,
+ InAmount = inAmt,
+ OutResourceId = outId,
+ OutAmount = outAmt,
+ PeriodTicks = periodTicks,
+ });
+ var input = em.AddBuffer(e);
+ if (seedInput > 0)
+ input.Add(new MachineInput { ResourceId = inId, Count = seedInput });
+ em.AddBuffer(e);
+ return e;
+ }
+
+ static int LedgerCount(EntityManager em, Entity ledger, ushort itemId)
+ {
+ var buf = em.GetBuffer(ledger);
+ for (int i = 0; i < buf.Length; i++)
+ if (buf[i].ItemId == itemId) return buf[i].Count;
+ return 0;
+ }
+
+ static int InputOf(EntityManager em, Entity machine, byte resourceId)
+ {
+ var buf = em.GetBuffer(machine);
+ int total = 0;
+ for (int i = 0; i < buf.Length; i++)
+ if (buf[i].ResourceId == resourceId)
+ total += buf[i].Count;
+ return total;
+ }
+
+ [Test]
+ public void First_Update_Initializes_Without_Producing()
+ {
+ var (world, group, ledger) = MakeWorld("FabInit", serverTick: 100);
+ using (world)
+ {
+ var em = world.EntityManager;
+ var f = MakeFabricator(em, ResourceId.Ore, inAmt: 2, outId: ResourceId.Aether, outAmt: 1, periodTicks: 30, seedInput: 10);
+
+ group.Update();
+
+ Assert.AreEqual(0, LedgerCount(em, ledger, ResourceId.Aether), "First touch only initializes (no production).");
+ Assert.AreEqual(10, InputOf(em, f, ResourceId.Ore), "No input is consumed during init.");
+ var ps = em.GetComponentData(f);
+ Assert.AreNotEqual(0u, ps.LastProcessedTick);
+ Assert.AreNotEqual(0u, ps.NextTick);
+ }
+ }
+
+ [Test]
+ public void Produces_One_Run_Per_Period_When_Input_Is_Available()
+ {
+ var (world, group, ledger) = MakeWorld("FabRun", serverTick: 100);
+ using (world)
+ {
+ var em = world.EntityManager;
+ var f = MakeFabricator(em, ResourceId.Ore, inAmt: 2, outId: ResourceId.Aether, outAmt: 3, periodTicks: 30, seedInput: 10);
+
+ group.Update(); // init (NextTick -> 130)
+ SetServerTick(world, 130);
+ group.Update(); // one period elapsed, input affords it -> 1 run
+
+ Assert.AreEqual(3, LedgerCount(em, ledger, ResourceId.Aether), "One run deposits OutAmount into the ledger.");
+ Assert.AreEqual(8, InputOf(em, f, ResourceId.Ore), "One run consumes InAmount from the input buffer (10 - 2).");
+ }
+ }
+
+ [Test]
+ public void Is_Input_Limited_No_Mint_From_Empty_Slot()
+ {
+ var (world, group, ledger) = MakeWorld("FabStarved", serverTick: 100);
+ using (world)
+ {
+ var em = world.EntityManager;
+ // Empty input slot: even with periods elapsed, affordable == 0 -> runs == 0 -> nothing minted.
+ var f = MakeFabricator(em, ResourceId.Ore, inAmt: 2, outId: ResourceId.Aether, outAmt: 3, periodTicks: 30, seedInput: 0);
+
+ group.Update(); // init
+ SetServerTick(world, 250); // plenty of periods elapsed
+ group.Update();
+
+ Assert.AreEqual(0, LedgerCount(em, ledger, ResourceId.Aether),
+ "A starved fabricator mints nothing — production is strictly input-limited.");
+ Assert.AreEqual(0, InputOf(em, f, ResourceId.Ore), "No phantom input appears.");
+ }
+ }
+
+ [Test]
+ public void Runs_Are_Clamped_To_Affordable_Input()
+ {
+ var (world, group, ledger) = MakeWorld("FabAfford", serverTick: 100);
+ using (world)
+ {
+ var em = world.EntityManager;
+ // 5 periods become due (150 ticks / 30), but only 3 runs are affordable (7 input / 2 per run = 3).
+ var f = MakeFabricator(em, ResourceId.Ore, inAmt: 2, outId: ResourceId.Aether, outAmt: 1, periodTicks: 30, seedInput: 7);
+
+ group.Update(); // init at 100
+ SetServerTick(world, 250); // floor(150/30) = 5 cycles due
+ group.Update();
+
+ Assert.AreEqual(3, LedgerCount(em, ledger, ResourceId.Aether),
+ "runs = min(cyclesDue=5, affordable=3) = 3 — output is clamped to available input.");
+ Assert.AreEqual(1, InputOf(em, f, ResourceId.Ore), "3 runs consume 6 of 7 input, leaving 1.");
+ }
+ }
+
+ [Test]
+ public void CatchUp_Awards_Exact_Multiple_When_Input_Allows()
+ {
+ var (world, group, ledger) = MakeWorld("FabCatchUp", serverTick: 100);
+ using (world)
+ {
+ var em = world.EntityManager;
+ var f = MakeFabricator(em, ResourceId.Ore, inAmt: 1, outId: ResourceId.Biomass, outAmt: 2, periodTicks: 30, seedInput: 1000);
+
+ group.Update(); // init at 100
+ SetServerTick(world, 250); // floor(150/30) = 5 cycles, all affordable
+ group.Update();
+
+ Assert.AreEqual(10, LedgerCount(em, ledger, ResourceId.Biomass), "5 runs * OutAmount(2) = 10 deposited.");
+ Assert.AreEqual(995, InputOf(em, f, ResourceId.Ore), "5 runs * InAmount(1) = 5 consumed (1000 - 5).");
+ }
+ }
+ }
+}
diff --git a/Assets/_Project/Tests/EditMode/FabricatorProductionSystemTests.cs.meta b/Assets/_Project/Tests/EditMode/FabricatorProductionSystemTests.cs.meta
new file mode 100644
index 000000000..1c4c58592
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/FabricatorProductionSystemTests.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: aeaf3925e6ddb6e4faeac39f32f98e5d
\ No newline at end of file
diff --git a/Assets/_Project/Tests/EditMode/HarvesterProductionSystemTests.cs b/Assets/_Project/Tests/EditMode/HarvesterProductionSystemTests.cs
new file mode 100644
index 000000000..849a08a86
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/HarvesterProductionSystemTests.cs
@@ -0,0 +1,153 @@
+using NUnit.Framework;
+using ProjectM.Server;
+using ProjectM.Simulation;
+using Unity.Core;
+using Unity.Entities;
+using Unity.NetCode;
+
+namespace ProjectM.Tests
+{
+ ///
+ /// Plain-Entities EditMode tests for the server-only — the fixed-yield
+ /// generator that deposits Yield * cycles of its resource into its OWN buffer
+ /// on a deterministic period. Pins the SINGLE GATED catch-up path from the M7 contract: a never-processed machine
+ /// (LastProcessedTick==0) only INITIALIZES on its first touch (no production), then produces exactly one yield per
+ /// elapsed period, catch-up after skipped ticks awards the exact (capped) amount, and a cooling machine produces
+ /// nothing. Output stays in the machine's local buffer (server-only, no GhostField) — the conveyor pulls it later.
+ ///
+ public class HarvesterProductionSystemTests
+ {
+ static (World world, SimulationSystemGroup group) MakeWorld(string name, uint serverTick)
+ {
+ var world = new World(name);
+ var group = world.GetOrCreateSystemManaged();
+ group.AddSystemToUpdateList(world.GetOrCreateSystem());
+ group.SortSystems();
+ world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
+ SetServerTick(world, serverTick);
+ return (world, group);
+ }
+
+ static void SetServerTick(World world, uint tick)
+ {
+ var em = world.EntityManager;
+ using var q = em.CreateEntityQuery(typeof(NetworkTime));
+ Entity e = q.IsEmpty ? em.CreateEntity(typeof(NetworkTime)) : q.GetSingletonEntity();
+ em.SetComponentData(e, new NetworkTime { ServerTick = new NetworkTick(tick) });
+ }
+
+ static Entity MakeHarvester(EntityManager em, byte resourceId, int yield, int periodTicks)
+ {
+ var e = em.CreateEntity();
+ em.AddComponentData(e, new RegionTag { Region = RegionId.Base });
+ em.AddComponentData(e, new PlacedStructure
+ {
+ Type = StructureType.Harvester,
+ NextTick = 0u,
+ LastProcessedTick = 0u, // never processed -> first update only initializes
+ });
+ em.AddComponentData(e, new Harvester { ResourceId = resourceId, Yield = yield, PeriodTicks = periodTicks });
+ em.AddBuffer(e);
+ return e;
+ }
+
+ static int OutputOf(EntityManager em, Entity machine, byte resourceId)
+ {
+ var buf = em.GetBuffer(machine);
+ int total = 0;
+ for (int i = 0; i < buf.Length; i++)
+ if (buf[i].ResourceId == resourceId)
+ total += buf[i].Count;
+ return total;
+ }
+
+ [Test]
+ public void First_Update_Initializes_Without_Producing()
+ {
+ var (world, group) = MakeWorld("HarvesterInit", serverTick: 100);
+ using (world)
+ {
+ var em = world.EntityManager;
+ var h = MakeHarvester(em, ResourceId.Aether, yield: 5, periodTicks: 30);
+
+ group.Update();
+
+ Assert.AreEqual(0, OutputOf(em, h, ResourceId.Aether),
+ "A never-processed machine only initializes on its first touch (no production).");
+ var ps = em.GetComponentData(h);
+ Assert.AreNotEqual(0u, ps.LastProcessedTick, "Init stamps LastProcessedTick to 'now'.");
+ Assert.AreNotEqual(0u, ps.NextTick, "Init stamps the next production tick (now + period).");
+ }
+ }
+
+ [Test]
+ public void Produces_One_Yield_After_Exactly_One_Period()
+ {
+ var (world, group) = MakeWorld("HarvesterOnePeriod", serverTick: 100);
+ using (world)
+ {
+ var em = world.EntityManager;
+ var h = MakeHarvester(em, ResourceId.Aether, yield: 5, periodTicks: 30);
+
+ group.Update(); // tick 100: init (NextTick -> 130)
+ SetServerTick(world, 130);
+ group.Update(); // tick 130: one period elapsed -> +5
+
+ Assert.AreEqual(5, OutputOf(em, h, ResourceId.Aether), "One elapsed period yields exactly Yield.");
+ }
+ }
+
+ [Test]
+ public void Does_Not_Produce_While_Cooling_Down()
+ {
+ var (world, group) = MakeWorld("HarvesterCooling", serverTick: 100);
+ using (world)
+ {
+ var em = world.EntityManager;
+ var h = MakeHarvester(em, ResourceId.Ore, yield: 5, periodTicks: 30);
+
+ group.Update(); // init (NextTick -> 130)
+ SetServerTick(world, 115);
+ group.Update(); // 115 < 130 -> still cooling
+
+ Assert.AreEqual(0, OutputOf(em, h, ResourceId.Ore), "No production before the period elapses.");
+ }
+ }
+
+ [Test]
+ public void CatchUp_Awards_Exact_Multiple_For_Skipped_Periods()
+ {
+ var (world, group) = MakeWorld("HarvesterCatchUp", serverTick: 100);
+ using (world)
+ {
+ var em = world.EntityManager;
+ var h = MakeHarvester(em, ResourceId.Biomass, yield: 5, periodTicks: 30);
+
+ group.Update(); // init at 100 (LastProcessedTick -> 100)
+ SetServerTick(world, 250); // 150 ticks elapsed -> floor(150/30) = 5 cycles
+ group.Update();
+
+ Assert.AreEqual(25, OutputOf(em, h, ResourceId.Biomass),
+ "Catch-up awards Yield * floor(elapsed/period) = 5 * 5 = 25 (skipped ticks are not lost).");
+ }
+ }
+
+ [Test]
+ public void CatchUp_Is_Capped_At_MaxProductionCatchup()
+ {
+ var (world, group) = MakeWorld("HarvesterCap", serverTick: 100);
+ using (world)
+ {
+ var em = world.EntityManager;
+ var h = MakeHarvester(em, ResourceId.Aether, yield: 1, periodTicks: 1);
+
+ group.Update(); // init at 100
+ SetServerTick(world, 100u + 5_000_000u); // an absurd gap
+ group.Update();
+
+ Assert.AreEqual(Tuning.MaxProductionCatchup, OutputOf(em, h, ResourceId.Aether),
+ "A long gap is capped at MaxProductionCatchup cycles (no unbounded mint).");
+ }
+ }
+ }
+}
diff --git a/Assets/_Project/Tests/EditMode/HarvesterProductionSystemTests.cs.meta b/Assets/_Project/Tests/EditMode/HarvesterProductionSystemTests.cs.meta
new file mode 100644
index 000000000..2063052ac
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/HarvesterProductionSystemTests.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: a5de181e5c7cfe54a803d176411f8944
\ No newline at end of file
diff --git a/Assets/_Project/Tests/EditMode/ProductionMathTests.cs b/Assets/_Project/Tests/EditMode/ProductionMathTests.cs
new file mode 100644
index 000000000..1c8d59d80
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/ProductionMathTests.cs
@@ -0,0 +1,134 @@
+using NUnit.Framework;
+using ProjectM.Simulation;
+using Unity.NetCode;
+
+namespace ProjectM.Tests
+{
+ ///
+ /// Pure tests for — the deterministic, world-free catch-up math the M7 automation
+ /// systems (Harvester/Conveyor/Fabricator) share. Pins the SINGLE GATED catch-up path: a never-processed machine
+ /// needs init (no production), a cooling machine yields 0 cycles, a due machine yields at least 1, a long-skipped
+ /// machine is CAPPED at maxCatchup (no wall-clock mint), period=0 is guarded by max(1,...), and the
+ /// RemainingTicks/RestoreNextTick pair round-trips epoch-independently for save/restore.
+ ///
+ public class ProductionMathTests
+ {
+ [Test]
+ public void NeedsInit_True_Only_For_Zero_LastProcessedTick()
+ {
+ Assert.IsTrue(ProductionMath.NeedsInit(0u), "A 0 LastProcessedTick is a never-processed (baked/uninit) machine.");
+ Assert.IsFalse(ProductionMath.NeedsInit(1u), "Any non-zero tick has been initialized.");
+ Assert.IsFalse(ProductionMath.NeedsInit(12345u));
+ }
+
+ [Test]
+ public void CyclesDue_Cooling_Returns_Zero()
+ {
+ // NextTick is in the future relative to now -> still cooling, no production.
+ var now = new NetworkTick(100u);
+ int cycles = ProductionMath.CyclesDue(now, nextTick: 130u, lastProcessedTick: 100u, period: 30, maxCatchup: 600);
+ Assert.AreEqual(0, cycles, "A machine whose NextTick is newer than now is cooling down (0 cycles).");
+ }
+
+ [Test]
+ public void CyclesDue_Exactly_One_Period_Elapsed_Returns_One()
+ {
+ // now == nextTick (not newer than) and one full period has elapsed since lastProcessed.
+ var now = new NetworkTick(130u);
+ int cycles = ProductionMath.CyclesDue(now, nextTick: 130u, lastProcessedTick: 100u, period: 30, maxCatchup: 600);
+ Assert.AreEqual(1, cycles, "One elapsed period at the ready tick produces exactly one cycle.");
+ }
+
+ [Test]
+ public void CyclesDue_Multiple_Periods_Awards_Floor_Division()
+ {
+ // 100 ticks elapsed at period 30 -> floor(100/30) = 3.
+ var now = new NetworkTick(200u);
+ int cycles = ProductionMath.CyclesDue(now, nextTick: 130u, lastProcessedTick: 100u, period: 30, maxCatchup: 600);
+ Assert.AreEqual(3, cycles, "Catch-up awards floor(elapsed/period) cycles.");
+ }
+
+ [Test]
+ public void CyclesDue_FarPast_Is_Capped_At_MaxCatchup()
+ {
+ // Huge elapsed gap must not mint unbounded production — clamp to maxCatchup.
+ var now = new NetworkTick(1_000_000u);
+ int cycles = ProductionMath.CyclesDue(now, nextTick: 31u, lastProcessedTick: 1u, period: 1, maxCatchup: 600);
+ Assert.AreEqual(600, cycles, "A long-skipped machine is capped at maxCatchup (no wall-clock mint).");
+ }
+
+ [Test]
+ public void CyclesDue_Period_Zero_Is_Guarded_By_Max_One()
+ {
+ // period 0 must not divide-by-zero; max(1,period) means every elapsed tick is one cycle (then capped).
+ var now = new NetworkTick(110u);
+ int cycles = ProductionMath.CyclesDue(now, nextTick: 0u, lastProcessedTick: 100u, period: 0, maxCatchup: 600);
+ Assert.AreEqual(10, cycles, "period=0 is treated as 1 (floor(10/1) = 10), never a divide-by-zero.");
+ }
+
+ [Test]
+ public void CyclesDue_NonPositive_Elapsed_Returns_Zero()
+ {
+ // now == lastProcessed -> since == 0 -> 0 cycles (nothing due yet). NextTick=0 means "ready/inactive".
+ var now = new NetworkTick(100u);
+ int cycles = ProductionMath.CyclesDue(now, nextTick: 0u, lastProcessedTick: 100u, period: 30, maxCatchup: 600);
+ Assert.AreEqual(0, cycles, "Zero elapsed ticks since last process yields no cycles.");
+ }
+
+ [Test]
+ public void CyclesDue_Inactive_NextTick_Zero_Does_Not_Cool_Block()
+ {
+ // NextTick==0 is the "inactive/uninitialized" sentinel — it must NOT be read as a future cooling tick.
+ // With a full period elapsed, the machine is due despite NextTick==0.
+ var now = new NetworkTick(140u);
+ int cycles = ProductionMath.CyclesDue(now, nextTick: 0u, lastProcessedTick: 100u, period: 30, maxCatchup: 600);
+ Assert.AreEqual(1, cycles, "NextTick==0 is the inactive sentinel, never a cooling gate.");
+ }
+
+ [Test]
+ public void RemainingTicks_Zero_NextTick_Is_Inactive()
+ {
+ Assert.AreEqual(0u, ProductionMath.RemainingTicks(nextTick: 0u, nowTick: 100u),
+ "An inactive (NextTick==0) machine has no remaining cooldown to persist.");
+ }
+
+ [Test]
+ public void RemainingTicks_Future_NextTick_Returns_Gap()
+ {
+ Assert.AreEqual(25u, ProductionMath.RemainingTicks(nextTick: 125u, nowTick: 100u),
+ "Remaining = nextTick - now when the next action is still in the future.");
+ }
+
+ [Test]
+ public void RemainingTicks_Past_NextTick_Returns_Zero()
+ {
+ Assert.AreEqual(0u, ProductionMath.RemainingTicks(nextTick: 90u, nowTick: 100u),
+ "A machine already past its NextTick has 0 remaining (it is due, not cooling).");
+ }
+
+ [Test]
+ public void RemainingTicks_RestoreNextTick_RoundTrip_Is_EpochIndependent()
+ {
+ // Save at one epoch (saveNow), restore at an unrelated epoch (restoreNow): the COOLDOWN GAP is preserved
+ // even though the absolute tick differs. This is why we persist remaining-ticks, not an absolute tick.
+ uint saveNow = 1000u;
+ uint savedNext = 1040u; // 40 ticks of cooldown remaining at save time
+ uint remaining = ProductionMath.RemainingTicks(savedNext, saveNow);
+ Assert.AreEqual(40u, remaining);
+
+ uint restoreNow = 7u; // a brand-new session, ticks start near 0
+ uint restoredNext = ProductionMath.RestoreNextTick(restoreNow, remaining);
+ Assert.AreEqual(47u, restoredNext, "Restore re-stamps now + remaining so the cooldown gap survives across sessions.");
+ // And the gap measured from the restore epoch matches the original remaining.
+ Assert.AreEqual(40u, ProductionMath.RemainingTicks(restoredNext, restoreNow));
+ }
+
+ [Test]
+ public void RestoreNextTick_Coerces_Zero_Sum_Away_From_The_Inactive_Sentinel()
+ {
+ // now+remaining == 0 (both zero) must not collapse to the "inactive" sentinel; TickUtil.NonZero coerces to 1.
+ uint restoredNext = ProductionMath.RestoreNextTick(nowTick: 0u, remaining: 0u);
+ Assert.AreEqual(1u, restoredNext, "A 0 sum is coerced to 1 (the 0 = inactive sentinel is reserved).");
+ }
+ }
+}
diff --git a/Assets/_Project/Tests/EditMode/ProductionMathTests.cs.meta b/Assets/_Project/Tests/EditMode/ProductionMathTests.cs.meta
new file mode 100644
index 000000000..3d44f20a2
--- /dev/null
+++ b/Assets/_Project/Tests/EditMode/ProductionMathTests.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 1c51d5b61b932d04c9273a3d674752a3
\ No newline at end of file
diff --git a/Assets/_Project/Tests/EditMode/ProjectM.Tests.EditMode.asmdef b/Assets/_Project/Tests/EditMode/ProjectM.Tests.EditMode.asmdef
index ae90e455c..34e52c2a8 100644
--- a/Assets/_Project/Tests/EditMode/ProjectM.Tests.EditMode.asmdef
+++ b/Assets/_Project/Tests/EditMode/ProjectM.Tests.EditMode.asmdef
@@ -4,6 +4,7 @@
"references": [
"ProjectM.Simulation",
"ProjectM.Server",
+ "ProjectM.Client",
"Unity.Entities",
"Unity.Transforms",
"Unity.Collections",