2da29783fd
Mined Ore now has an ongoing sink: a ledger-fed Fabricator converts Ore->Charge (1 Ore -> 3 Charge / 30t) and turrets spend Charge per shot, soft-failing (no shot, no cooldown burn) when the shared pool runs dry. - ResourceId.Charge=4 rides the existing [GhostField] StorageEntry ledger (no new wire). - TurretFireSystem: single ledger resolve + atomic spend / soft-fail / partial-refund. - Fabricator.InputFromLedger (byte, server-only) feeds input from the shared ledger, read live in-loop so two machines split a finite pool; both modes deposit to ledger. - HudSystem: violet Charge chip + global quiet-turret cue when siege && Charge==0. - StorageMath.TotalOf backs the affordability read; catalog re-enables the Fabricator (4 entries). See DR-033. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
45 lines
1.9 KiB
C#
45 lines
1.9 KiB
C#
using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>Resource-type ids for harvested materials (a byte, not an enum, per the cross-assembly enum-in-Burst hazard).</summary>
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public static class ResourceId
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{
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/// <summary>Unused / empty sentinel (aligns with StorageMath's 0-itemId no-op).</summary>
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public const byte None = 0;
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/// <summary>Magic energy — powers abilities / charging.</summary>
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public const byte Aether = 1;
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/// <summary>Raw ore — structures / building.</summary>
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public const byte Ore = 2;
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/// <summary>Biomass — misc / crafting.</summary>
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public const byte Biomass = 3;
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/// <summary>EB-2 turret munition ("Charge") — a ledger-only ammo currency a ledger-fed Fabricator mints from Ore.</summary>
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public const byte Charge = 4;
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}
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/// <summary>
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/// A harvestable resource node in the procedural expedition field — an ownerless INTERPOLATED ghost
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/// (region-tagged Expedition) that clients see and shoot. The server-only ResourceHarvestSystem sweeps
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/// projectiles against it; each hit deposits <see cref="HarvestPerHit"/> of <see cref="ResourceId"/> into
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/// the GLOBAL resource ledger and decrements <see cref="Remaining"/>; the node despawns at <= 0.
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/// ResourceId/Remaining are [GhostField] so clients can tint by type and (later) show depletion;
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/// HarvestPerHit is baked, server-only.
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/// </summary>
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public struct ResourceNode : IComponentData
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{
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/// <summary>Which resource this node yields (see <see cref="ResourceId"/>).</summary>
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[GhostField] public byte ResourceId;
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/// <summary>Remaining resource units; the node despawns when this reaches 0.</summary>
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[GhostField] public int Remaining;
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/// <summary>Units yielded per projectile hit (baked; server-only).</summary>
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public float HarvestPerHit;
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}
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}
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