Commit Graph

8 Commits

Author SHA1 Message Date
Luis Gonzalez 29e90a5008 First-run onboarding: contextual coach-marks + How-to-Play card + dev replay toggle
Teaches the deep, interlocking loop — especially the inverted win condition
(you win by CLEARING EXPEDITIONS, not by surviving base sieges; DR-042/DR-043).

- OnboardingSystem: client-only observe-only PresentationSystemGroup overlay
  (own UIDocument @ sortingOrder 60), soft-gated 10-beat coach-mark sequence
  with a world-space ▶ pointer; never mutates sim / never destroys a ghost.
- OnboardingStepMath: pure, unit-tested step machine (snapshot + IsSatisfied +
  scheme-aware prompts + pointer kinds + persisted-mask helpers).
- HowToPlayPanel: tabbed reference card (Controls / The Loop / Build / Threats /
  Win-Lose), reachable from the main menu and the pause overlay.
- Per-client client-local state in GameSettings (TutorialHints + OnboardingMask
  bitmask, additive) — a Join client keeps its own; a host save-wipe never
  re-teaches. Settings toggle + menu "Replay Tutorial".
- Dev "Force Each Launch" toggle (GameSettings.ForceOnboardingEachLaunch):
  SettingsService.Boot wipes the mask + forces hints on in-memory every launch
  so the tutorial always replays fresh.
- HudSystem suppresses its own location hint while onboarding is active
  (single prompt voice), via OnboardingState + [UpdateAfter(OnboardingSystem)].

Validated green: 20/20 EditMode; Play smoke confirmed overlay render, clean
U+25B6 pointer glyph, no system sort-cycle, and the force-wipe end-to-end.

Docs: DR-043 + session log; reusable lesson archived in the build-gotchas note.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 14:18:22 -07:00
kronic 431a7e2ed9 Slice 2: menu class picker (Warrior / Ranger)
MainMenuController gains a 2-class picker that sets WorldLauncher.SelectedClass;
WorldLauncher seeds a ClassSelection singleton into the client world at session start,
which GoInGameClientSystem carries on the spawn RPC. Default Warrior. Completes the
Slice 2 loop: pick a class in the menu -> spawn with its kit. Editor-default boot stays
Warrior (the menu path drives the choice). 348/348.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 00:39:38 -07:00
kronic 4f0b4e8087 END-2: final siege + latching win/lose (SL-3)
At GoalProgress.Charge>=Target a new server-only GoalReachedSystem arms a larger final siege (x live FinalSiegeMultiplier) and flips RunPhase=FinalDefense; CyclePhaseSystem latches a REPLICATED RunOutcome (Victory on clear / Loss on Core breach) and halts the director. RunOutcome is a [GhostField] byte on the global CycleDirector ghost (the client banner observes it); RunPhase stays server-only. ThreatDirector/CoreRestore/CoreDamage halt once decided; SiegeTimeout is off during the final siege. SaveData v5 persists the outcome so a won/lost run loads finished. GoalProgress.Target 10->4. Completes Path A's spine. See DR-036.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 12:38:21 -07:00
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 25b53cb062 UI 2026-06-07 13:28:25 -07:00
kronic a4edf7a03b UITK HUD rework + build palette (click-to-place ghost)
Rebuild the in-game HUD on UI Toolkit (HudUi/HudSystem, Aether palette) consistent with the menu; build-palette bar (BuildPaletteState) drives cursor->cell ground-ghost preview (green/red via BuildPreviewMath), left-click place / right-click cancel / rotate; fire suppressed in build mode; combat juice restyle. +4 BuildPreviewMath EditMode tests.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:05:49 -07:00
kronic f31ffe910b Frontend menu + settings + saves foundation
Netcode frontend pattern: UITK main menu / pause / settings (MenuUi + controllers), on-demand world lifecycle (WorldLauncher/SessionRunner), GameBootstrap menu branch; Graphics/Audio settings (SettingsService/GameVolume); single-slot save foundation (SaveData/SaveService, born-correct load at director spawn, autosave on Siege->Calm + quit); RuntimePanelSettings + theme; BuildTool menu; 10 EditMode tests.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:05:36 -07:00