f3f65bccbf
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>
88 lines
3.9 KiB
C#
88 lines
3.9 KiB
C#
using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// A fixed-yield resource generator — the FRONT of the M7 auto-gather chain (Harvester -> Conveyor ->
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/// Fabricator). Each period it deposits <see cref="Yield"/> of <see cref="ResourceId"/> into its OWN
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/// server-only <see cref="MachineOutput"/> buffer (a conveyor pulls it onward). Server-only data (NO
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/// [GhostField]); the client only ever sees <c>PlacedStructure.Type</c>. Reuses
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/// <c>PlacedStructure.NextTick</c>/<c>LastProcessedTick</c> for the deterministic, within-session catch-up
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/// cadence (see <c>HarvesterProductionSystem</c>).
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/// </summary>
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public struct Harvester : IComponentData
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{
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/// <summary>Resource id produced (a byte; see <see cref="ResourceId"/>).</summary>
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public byte ResourceId;
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/// <summary>Units produced per elapsed period.</summary>
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public int Yield;
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/// <summary>Server ticks between productions.</summary>
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public int PeriodTicks;
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}
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/// <summary>
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/// A recipe machine — the BACK of the M7 chain. Consumes <see cref="InAmount"/> of <see cref="InResourceId"/>
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/// per run from its own <see cref="MachineInput"/> buffer (fed by a conveyor) and deposits <see cref="OutAmount"/>
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/// of <see cref="OutResourceId"/> into the GLOBAL ledger. Strictly input-limited (never mints from an empty
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/// slot). Server-only data.
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/// </summary>
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public struct Fabricator : IComponentData
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{
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public byte InResourceId;
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public int InAmount;
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public byte OutResourceId;
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public int OutAmount;
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public int PeriodTicks;
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}
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/// <summary>
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/// A directional transport belt — the MIDDLE of the M7 chain. Each period it pulls one item off an adjacent
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/// upstream <see cref="MachineOutput"/> (when empty) and advances a held <see cref="ConveyorItem"/> exactly one
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/// cell toward <see cref="Direction"/>. <see cref="Direction"/> is a byte (0=+X,1=-X,2=+Z,3=-Z) — never an enum
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/// (the cross-assembly enum-in-Burst hazard). Server-only data.
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/// </summary>
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public struct Conveyor : IComponentData
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{
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/// <summary>Belt facing: 0=+X, 1=-X, 2=+Z, 3=-Z (see <c>ConveyorMath.DirOffset</c>).</summary>
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public byte Direction;
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public int PeriodTicks;
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}
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/// <summary>
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/// A machine's INPUT staging buffer (server-only, NO [GhostField] -> never replicated). A DISTINCT element type
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/// from the global ledger's <see cref="StorageEntry"/> (so <c>GetSingleton<StorageEntry></c> stays
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/// unambiguous) and from <see cref="MachineOutput"/> (so a machine can carry both without a buffer-type clash).
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/// </summary>
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public struct MachineInput : IBufferElementData
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{
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public byte ResourceId;
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public int Count;
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}
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/// <summary>A machine's OUTPUT staging buffer (server-only, NO [GhostField]). See <see cref="MachineInput"/>.</summary>
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public struct MachineOutput : IBufferElementData
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{
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public byte ResourceId;
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public int Count;
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}
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/// <summary>
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/// The single in-flight item a conveyor carries. An ENABLEABLE component (enabled = the belt is occupied) so a
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/// transport step is a bit-flip + field copy, never a structural change. Baked DISABLED (an empty belt).
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/// Server-only.
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/// </summary>
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public struct ConveyorItem : IComponentData, IEnableableComponent
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{
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public byte ResourceId;
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public int Count;
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}
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/// <summary>
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/// Marks a structure PLACED by a player at runtime (BuildPlaceSystem) or restored from a save — i.e. the
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/// persistable set, as opposed to anything baked into the subscene. SaveWriteSystem scans only these and
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/// BaseRestoreSystem re-adds the tag, so save/restore is the single source of truth for player builds.
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/// Server-only (not replicated).
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/// </summary>
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public struct RuntimePlacedTag : IComponentData { }
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}
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