Commit Graph

4 Commits

Author SHA1 Message Date
kronic 60e1e21dd3 END-1: the base can be lost - a losable Engine Core with integrity
Adds CoreIntegrity{[GhostField] Current,Max,OverrunTick} on the GLOBAL
CycleDirector ghost (no new ghost/relevancy). CoreDamageSystem (server,
after EnemyAISystem): a Husk within ~3u of PlotCenter drains + is consumed;
CoreRestoreSystem regenerates only in Calm. The SOFT-loss edge lives inside
CyclePhaseSystem (sole Phase writer): Current<=0 in Siege flips to Calm with
NO goal reward, StorageMath.DrainFraction drains the shared ledger, all Husks
despawn, and OverrunTick is stamped (a transient HUD-flash pulse, not a
latching outcome - the Victory latch is END-2's). EnemyAISystem treats the
Core as a FALLBACK target so an undefended base is overrun instead of idling.
SaveData -> v4 persists CoreCurrent (0 -> born full, the EB-1 HP sentinel);
3 live TuningConfig knobs + a red HUD Core bar. Soft-loss + targeting +
breach-resolution forks operator-locked.

See DR-034.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 21:51:43 -07:00
kronic 73cfe2943d EB-1: machines can die - structures get HP, Husks raze them, wounded base persists
Structures (Turret/Wall/Pylon) reuse the combat spine: authoring bakes Health(GhostField)+DamageEvent buffer+a Destructible tag (no HitRadius -> no friendly projectile fire; no EffectiveCharacterStats -> clamp-to-0). HealthApplyDamageSystem destroys a Destructible at 0 (occupancy auto-frees). EnemyAISystem fortress-targets the weighted-nearest of players+structures via the shared EnemyAIMath.PickWeightedNearest (StructureAggroWeight TuningConfig knob, <1 prefers structures, squared factor; snapshot above the early-return so an undefended base is razed). Persistence v3: per-structure HP threaded through 5 sites (SaveData/PendingStructure/scan-guarded/BaseRestore same-ECB born-correct/WorldLauncher via SaveApply.ToPending); SaveService floor-gate [2,3] loads old saves. Loss feedback: proximity-gated StructureFeedbackSystem; CombatFeedbackSystem suppressed for structures. Pre-code review caught the DamageEvent-buffer crash blocker + 8 majors; post-code review clean. See DR-032.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 23:53:34 -07:00
kronic 3409c53148 Combat: MC-4 combo-chain melee as the primary verb (DR-030)
Melee combo (left-click / pad-West) becomes the player's primary verb; the ranged projectile is demoted to right-click / pad-left-trigger. Predicted, owner-replicated combo Step (path-dependent -> [GhostField] anchor + absolute-write idempotency, NOT derived like the dash), server-only cleave mirroring ProjectileDamageSystem (SourceTick-stamped DamageEvent + KnockbackState), dash-cancellable movement-commit, 9 live TuningConfig knobs, and swing juice scaling with the combo step. The MC-6 archetype byte is deferred (the melee is its own verb). See DR-030.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 17:22:57 -07:00
kronic 08f16b689f Tuning Knobs 2026-06-10 15:22:30 -07:00