Files
Project-M/Assets/_Project/Scripts/Simulation/World/CycleComponents.cs
T
kronic b34945c2d2 LANTERN purge B3+B5: delete the cycle/core/win-lose spine + onboarding; save epoch v7
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>
2026-07-15 15:27:12 -07:00

36 lines
1.7 KiB
C#

using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Simulation
{
// NOTE (LANTERN purge): CycleState/CyclePhase/CycleRuntime (the Calm↔Siege macro-loop) are DELETED.
// ExpeditionObjective below is the surviving replicated room-objective readout (live consumers:
// RoomEnemyDirectorSystem writes it; RunDirectorSystem/HudSystem read it).
/// <summary>
/// DR-042 C7b — a SMALL replicated summary of the current expedition objective so the client HUD can show an
/// "enemies remaining / cleared — return to claim" readout. Rides the GLOBAL UNTAGGED director ghost so
/// GhostRelevancy.SetIsIrrelevant never hides it
/// cross-region — a base teammate can't see the expedition's own (region-tagged, relevancy-hidden) enemy
/// ghosts. SOLE writer: ZoneEnemyDirectorSystem (server, plain group), written ABOVE its early-returns
/// (snapshot-above-early-return) so the readout never freezes stale. byte/short, never enum (writer is [BurstCompile]).
/// </summary>
public struct ExpeditionObjective : IComponentData
{
/// <summary>0 = Idle (no sortie active), 1 = Active (wave in progress), 2 = Cleared (return to claim).</summary>
[GhostField] public byte State;
/// <summary>Live zone enemies remaining (alive + not-yet-spawned) while Active; 0 when Idle/Cleared.</summary>
[GhostField] public short Remaining;
}
/// <summary>State constants for <see cref="ExpeditionObjective.State"/> (byte, not enum — Burst/serialization).</summary>
public static class ExpeditionObjectiveState
{
public const byte Idle = 0;
public const byte Active = 1;
public const byte Cleared = 2;
}
}