4f0b4e8087
At GoalProgress.Charge>=Target a new server-only GoalReachedSystem arms a larger final siege (x live FinalSiegeMultiplier) and flips RunPhase=FinalDefense; CyclePhaseSystem latches a REPLICATED RunOutcome (Victory on clear / Loss on Core breach) and halts the director. RunOutcome is a [GhostField] byte on the global CycleDirector ghost (the client banner observes it); RunPhase stays server-only. ThreatDirector/CoreRestore/CoreDamage halt once decided; SiegeTimeout is off during the final siege. SaveData v5 persists the outcome so a won/lost run loads finished. GoalProgress.Target 10->4. Completes Path A's spine. See DR-036. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
113 lines
6.1 KiB
C#
113 lines
6.1 KiB
C#
using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.NetCode;
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using Unity.Transforms;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-only, one-shot spawner for the GLOBAL cycle-director ghost (mirrors SharedStorageSpawnSystem,
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/// but MINUS the RegionTag — the director must stay global so GhostRelevancy keeps it relevant to every
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/// region). On its first update it reads the baked <see cref="CycleDirectorSpawner"/> + NetworkTime,
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/// instantiates the ghost, initializes <see cref="CycleState"/> (Expedition, cycle 1, PhaseEndTick =
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/// now + <see cref="CyclePhase.ExpeditionTicks"/>), adds the server-only <see cref="CycleRuntime"/>, and
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/// places it at the base center (preserving the prefab's baked LocalTransform scale — FromPosition would
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/// reset the replicated Scale GhostField), then destroys the spawner so it idles.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct CycleDirectorSpawnSystem : ISystem
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{
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<CycleDirectorSpawner>();
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state.RequireForUpdate<NetworkTime>();
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
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if (!serverTick.IsValid)
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return;
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var spawnerEntity = SystemAPI.GetSingletonEntity<CycleDirectorSpawner>();
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var spawner = SystemAPI.GetComponent<CycleDirectorSpawner>(spawnerEntity);
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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if (spawner.Prefab != Entity.Null)
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{
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var director = ecb.Instantiate(spawner.Prefab);
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// Place at the base center, preserving the prefab's baked scale/rotation.
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var xform = SystemAPI.GetComponent<LocalTransform>(spawner.Prefab);
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if (SystemAPI.TryGetSingleton<BaseAnchor>(out var anchor))
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xform.Position = BaseGridMath.PlotCenter(anchor);
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ecb.SetComponent(director, xform);
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// Boot the run-state in Calm (the persistent default) — no timer; ThreatDirector arms sieges.
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ecb.SetComponent(director, new CycleState
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{
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Phase = CyclePhase.Calm,
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CycleNumber = 1,
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PhaseEndTick = 0u,
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});
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ecb.AddComponent(director, new CycleRuntime { DefendStartWave = 0 });
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ecb.AddComponent(director, new ThreatState());
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// END-2: server-only run-phase marker (Normal until the goal cap arms the final siege). Added at
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// spawn like CycleRuntime/ThreatState (never on the ghost serializer). RunOutcome is baked on the prefab.
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ecb.AddComponent(director, new RunPhase { Value = RunPhaseId.Normal });
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// Born-correct load: if the menu staged a save (Continue), apply it AT SPAWN so the director
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// ghost never serializes a default GoalProgress / empty ledger to clients (no replication flicker).
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if (SystemAPI.TryGetSingletonEntity<PendingSave>(out var pendingEntity))
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{
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var pending = SystemAPI.GetComponent<PendingSave>(pendingEntity);
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if (pending.HasData != 0)
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{
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// END-2: clamp the restored Target to the baked run-length so a pre-v5 save carrying the old
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// Target=10 still honours the slice's baked Target=4 (the final siege stays reachable).
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int bakedTarget = SystemAPI.HasComponent<GoalProgress>(spawner.Prefab)
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? SystemAPI.GetComponent<GoalProgress>(spawner.Prefab).Target : pending.GoalTarget;
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int restoredTarget = pending.GoalTarget > 0 && pending.GoalTarget < bakedTarget
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? pending.GoalTarget : bakedTarget;
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ecb.SetComponent(director, new GoalProgress { Charge = pending.GoalCharge, Target = restoredTarget });
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var srcLedger = SystemAPI.GetBuffer<PendingSaveLedgerRow>(pendingEntity);
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var destLedger = ecb.SetBuffer<StorageEntry>(director);
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SaveApply.WriteLedger(srcLedger, destLedger);
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// END-1: born-correct the Engine Core. Max comes from the BAKED prefab (never the save); a
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// persisted wounded Current (>0) restores clamped to Max, else (0 = pre-v4 save) born full.
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if (SystemAPI.HasComponent<CoreIntegrity>(spawner.Prefab))
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{
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var bakedCore = SystemAPI.GetComponent<CoreIntegrity>(spawner.Prefab);
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int restoredCore = pending.CoreCurrent > 0
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? (pending.CoreCurrent < bakedCore.Max ? pending.CoreCurrent : bakedCore.Max)
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: bakedCore.Max;
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ecb.SetComponent(director, new CoreIntegrity { Current = restoredCore, Max = bakedCore.Max, OverrunTick = 0u });
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}
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// END-2: born-correct the terminal run outcome (a won/lost run loads finished + halted; a pre-v5
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// save / New Game = 0 -> InProgress). Independent of the Core -> NOT nested in the CoreIntegrity guard.
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ecb.SetComponent(director, new RunOutcome { Value = pending.RunOutcome });
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}
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ecb.DestroyEntity(pendingEntity);
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}
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// Host-only autosave flag; SaveWriteSystem consumes it on the Siege->Calm checkpoint.
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ecb.AddComponent(director, new SaveRequest { Pending = 0 });
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}
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// One-shot: remove the spawner so RequireForUpdate fails and the system idles.
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ecb.DestroyEntity(spawnerEntity);
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ecb.Playback(state.EntityManager);
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}
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}
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}
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