M7 Automation: deterministic Harvester to Conveyor to Fabricator chains
Server-only production chains (never predicted): components + server systems + pure byte-only math (ProductionMath/ConveyorMath/MachineSlotMath), authoring + 3 machine prefabs wired into the Gameplay subscene, StructureCatalog rows, BuildPlace Direction/RuntimePlacedTag, Tuning, and 35 EditMode tests (catch-up gating, conveyor shuffle-invariance, SaveData v2 round-trip). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -50,5 +50,11 @@ namespace ProjectM.Simulation
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/// <summary>Wind-up ticks before a Husk strike lands (~0.3s @ 60 ticks/sec). 0/1 = near-instant (legacy behaviour).</summary>
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public const int AttackWindupTicks = 18;
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// ---- Production / automation (M7: Harvester/Conveyor/Fabricator) ----
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/// <summary>Max production cycles a single machine awards in one process (bounds within-session
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/// catch-up after any skipped ticks; restore re-seats the baseline so this never reflects wall-clock).</summary>
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public const int MaxProductionCatchup = 600;
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}
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}
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