73cfe2943d
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>
68 lines
2.8 KiB
C#
68 lines
2.8 KiB
C#
using System;
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namespace ProjectM.Simulation
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{
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/// <summary>One serialized ledger row (item id + count). An array FIELD of <see cref="SaveData"/>.</summary>
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[Serializable]
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public struct LedgerRow
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{
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public int ItemId;
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public int Count;
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}
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/// <summary>
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/// One serialized player-built structure (M7). Flat scalars (JsonUtility has no int2). The production
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/// cooldown is stored as REMAINING ticks (epoch-independent) so it survives the server-tick origin reset on a
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/// fresh session; the in-flight conveyor item (if any) rides here, while variable-length machine I/O buffers
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/// live in the flat <see cref="SaveData.StructureIo"/> table keyed by index.
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/// </summary>
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[Serializable]
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public struct StructureSave
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{
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public byte Type;
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public int CellX;
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public int CellZ;
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public byte Direction; // conveyor facing (0 for non-conveyors)
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public uint RemainingTicks; // production/cooldown ticks left at save time
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public byte ConveyorResId; // in-flight conveyor item resource (0 = none)
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public int ConveyorCount;
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public float HP; // EB-1: hit points at save time (0 from a pre-v3 save -> restored to baked Max)
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}
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/// <summary>
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/// One serialized machine I/O buffer row, joined to <see cref="SaveData.Structures"/> by
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/// <see cref="StructureIndex"/>. A flat top-level array (JsonUtility can't nest arrays-of-arrays); Slot 0 =
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/// MachineInput, Slot 1 = MachineOutput.
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/// </summary>
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[Serializable]
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public struct StructureIoRow
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{
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public int StructureIndex;
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public byte Slot;
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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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/// Versioned, host-authoritative save slice (the FOUNDATION): the long-arc goal charge/target + the shared
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/// resource ledger. JsonUtility-friendly — a class with flat fields and an array FIELD (never a root array).
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/// The schema is intentionally ADDITIVE: future fields (placed structures, threat, storage) append without
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/// breaking old saves, gated by <see cref="Version"/> migration.
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/// </summary>
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[Serializable]
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public class SaveData
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{
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public const int CurrentVersion = 3; // EB-1: v3 adds StructureSave.HP
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/// <summary>Oldest save schema the loader accepts (additive); a v2 save loads with structures at full HP.</summary>
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public const int MinLoadableVersion = 2;
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public int Version = CurrentVersion;
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public int GoalCharge;
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public int GoalTarget;
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public LedgerRow[] Ledger = Array.Empty<LedgerRow>();
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public StructureSave[] Structures = Array.Empty<StructureSave>();
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public StructureIoRow[] StructureIo = Array.Empty<StructureIoRow>();
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public long SavedAtMs;
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}
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}
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