Reactivate the dormant Expedition region as a procedural combat venue.
v1 loop: walk the gate -> fight an epoch-seeded enemy wave in the
expedition -> clear -> return -> flat Ore reward (once per epoch) ->
escalated retaliation base siege.
- New sim types: ZoneEnemyTag, ZoneEnemyDirector (+ ZoneEnemyPrefab
buffer), ZoneEnemyState, ZoneEnemyMath (grunt->charger composition
by epoch). ZoneEnemyDirectorSystem (server, Burst): drip-spawns the
wave at a deterministic ring under a MaxAlive cap while a player is
out and the base is Calm; marks ClearedThisEpoch on a real clear.
[UpdateAfter(ExpeditionFieldSystem)] only (avoids a sort cycle).
- BLOCKER 1: EnemyAISystem region-filters target selection (player +
structure snapshots gain parallel region lists; no base structures /
no Core fallback for expedition husks).
- BLOCKER 3: WaveSystem, ThreatDirectorSystem timeout cull, and
CyclePhaseSystem DefendCleared + Core-breach cull all count/cull
RegionTag{Base} husks only (the breach cull was caught region-blind
by the post-impl review: a base breach wiped the live expedition
wave and spuriously paid the reward).
- BLOCKER 4: reward de-duped via CycleRuntime.LastRewardedEpoch +
ClearedThisEpoch; ExpeditionGateSystem deposits RewardOre once/epoch.
- ExpeditionFieldSystem teardown also culls zone enemies + region-
guards the clutter loop. Subscene wired with the director + roster.
368/368 EditMode green + clean netcode Play smoke. Docs: DR-040 ->
built, session log, CLAUDE.md cross-region tag-reaudit rule.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Consolidate the divorced combat + economy halves into one base-local loop. BaseFieldSpawnSystem tops up RegionTag{Base} Ore nodes around the plot; harvest routes Base->shared ledger and Expedition/untagged->personal inventory for BOTH the projectile (ResourceHarvestSystem) and melee (MeleeComboSystem server-only block, writes Remaining back for VFX). Activate the reserved Schedule source in ThreatDirectorSystem so base sieges arm WITHOUT an expedition trip (the loop-closer: previously zero waves ever attacked a base-only player). Region-filter the ExpeditionFieldSystem teardown so it no longer wipes the permanent base field. HudSystem shows phase-aware loop copy. See DR-031.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Data-driven ItemDatabase catalog + per-player replicated InventorySlot ([GhostField] OwnerSendType.All, a StatModifier twin). Harvest reroutes to the firing player's personal inventory (optional ComponentLookup<GhostOwner> in ResourceHarvestSystem; remainder/un-owned -> ledger); the G-key InventoryDepositRequest RPC moves the bag into the shared ledger the build economy spends. Catalog asset (Aether/Ore/Biomass + Stone Pickaxe) wired into the Gameplay subscene; read-only HUD inventory panel. ushort ItemId subsumes ResourceId; byte Category/Tier baked for gear-tier progression. Session-only (no SaveData bump).
Play-validated host+client: catalog baked into both worlds, the re-baked player ghost carries InventorySlot with a clean handshake, a server write replicates to the client owner, the deposit RPC round-trips, and the HUD renders catalog names. See DR-026.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>