b34945c2d2
Deletes CyclePhaseSystem, GoalReachedSystem, CoreDamage/CoreRestore, ThreatDirector, CoreIntegrity/GoalProgress/RunPhase/RunOutcome/ThreatState components, CoreVisualFeedbackSystem, and the whole Client/Onboarding slice (+6 test files). Keepers reworked: RunDirectorSystem (UpdateBefore attr + launch guard + goal/threat bank removed; sole SaveRequest raiser now), CycleDirectorSpawnSystem (ledger/meta host only), WaveSystem UNGATED (waves run wherever a WaveDirector is baked), EnemyAISystem core-fallback stripped, AmbientAudioSystem reworked (bed + run cues; no CycleState gate), MusicSystem RunInfo-only, HudSystem big trim (goal meter, core bar, siege banner, terminal banner, outcome flash, onboarding hook all gone), MetaShop/ClassPrep/AimReticle siege gates dropped, DebugOverlay/ops re-meant (SpawnWave=force next wave, EndSiege=quiet arena; SetCalm/AdvanceGoal/SetHeat retired, bytes reserved), TuningConfig Core knobs retired (ids 20-23 reserved), StorageMath.DrainFraction deleted, HowToPlay copy rewritten. Save epoch v7 (fresh epoch, operator-approved): SaveData drops goal/core/outcome + conveyor/machine-IO fields; MinLoadableVersion=7; PendingSave/PendingStructure trimmed; RollTerminalCampaignForward deleted; SaveStructureScan signature slimmed. 390 tests green; Play world-creation clean (player + waves live, no exceptions). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
75 lines
3.2 KiB
C#
75 lines
3.2 KiB
C#
using System;
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using System.IO;
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using UnityEngine;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Host-local persistence for the game save slice (<see cref="SaveData"/>) — single slot, versioned JSON at
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/// <c>Application.persistentDataPath/save_0.json</c>, atomic writes (temp + <c>File.Replace</c>). Read by the
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/// menu (to offer "Continue" + stage a <see cref="PendingSave"/>) and the server SaveWriteSystem (autosave).
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/// JsonUtility keeps it dependency-free. Returns null on a missing / corrupt / version-mismatched file —
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/// never throws to callers (a bad save degrades to "New Game", it never crashes boot).
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/// </summary>
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public static class SaveService
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{
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static string FilePath => Path.Combine(Application.persistentDataPath, "save_0.json");
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public static bool HasSave() => File.Exists(FilePath);
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public static SaveData Load()
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{
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try
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{
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if (!File.Exists(FilePath)) return null;
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var data = JsonUtility.FromJson<SaveData>(File.ReadAllText(FilePath));
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// EB-1: additive floor [MinLoadableVersion, CurrentVersion] so OLD v2 saves still load (a missing HP
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// field 0-defaults and the restore guard maps 0 -> baked Max); v0/v1 garbage is still rejected.
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if (data == null || data.Version < SaveData.MinLoadableVersion || data.Version > SaveData.CurrentVersion) return null;
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data.Ledger ??= Array.Empty<LedgerRow>();
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data.MetaUpgrades ??= Array.Empty<MetaUpgradeSave>(); // v6: null on any v<=5 file
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return data;
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[SaveService] Load failed ({e.Message}); treating as no save.");
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return null;
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}
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}
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/// <summary>
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/// A TERMINAL save (Victory/Loss latched) Continues as a FRESH CAMPAIGN that keeps the base + permanent
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/// meta: the outcome latch, goal meter, and core integrity reset to 0 (the spawn restore guards re-map
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/// 0 -> InProgress / empty meter / baked-full Core), while meta tiers, run counters, the ledger, and
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/// placed structures survive untouched. Without this, Continue/PLAY AGAIN after a win re-latches the dead
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/// outcome banner on the first replicated snapshot. Pure + idempotent; no-op for in-progress saves.
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/// </summary>
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public static void Save(SaveData data)
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{
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if (data == null) return;
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data.Version = SaveData.CurrentVersion;
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try
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{
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var json = JsonUtility.ToJson(data, true);
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var tmp = FilePath + ".tmp";
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File.WriteAllText(tmp, json);
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if (File.Exists(FilePath)) File.Replace(tmp, FilePath, null);
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else File.Move(tmp, FilePath);
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[SaveService] Save failed: {e.Message}");
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}
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}
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public static void Delete()
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{
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try { if (File.Exists(FilePath)) File.Delete(FilePath); }
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catch (Exception e) { Debug.LogWarning($"[SaveService] Delete failed: {e.Message}"); }
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}
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}
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}
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