Files
Project-M/Assets/_Project/Scripts/Simulation/World/GoalProgress.cs
T
kronic ed65770cc9 DR-042 Phase A: expedition-driven win — move win-driver off base-siege survival, kill the AFK path
Design-review-gated (wf_ebef4e81-dba, GREEN-WITH-CHANGES). The win-driver moves
from "survive N base sieges" to "clear N expeditions". The review overturned the
literal plan: credit on RETURN, not at the clear edge (clear-edge crediting arms
the undefended final base siege -> uncontestable terminal Loss).

- ExpeditionGateSystem: now the sole production writer of GoalProgress.Charge —
  a clamped +1 per cleared expedition folded into the existing once-per-epoch
  reward block, reusing the LastRewardedEpoch latch (Ore + Charge share fate) +
  a SaveRequest checkpoint. No new latch, no new GhostField, no ordering change.
- CyclePhaseSystem: deleted the survived-siege +1 (the AFK win path). Victory
  latch unchanged; GoalReached still arms the final base siege at cap.
- CycleDirectorAuthoring + CycleDirector.prefab: ScheduleEnabled baked OFF
  (retaliation-only). A serialized prefab bool ignores the C# field initializer,
  so the value is flipped in the prefab, not just the code default.
- Tests: re-pointed CyclePhaseSystemTests + EndgameWinLoseTests survived-siege
  assertions; extended ExpeditionGateRewardTests (+1, no-double-credit, clamp).
  389/389 EditMode green; clean netcode Play smoke (no sort-cycle, Schedule=0).

SaveData stays v5. Docs: DR-042 build record + forks resolved, CLAUDE.md
base-loop line, Backlog (A done).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 20:49:27 -07:00

23 lines
984 B
C#

using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Long-arc progress toward the goal ("reach THEM"). Lives on the GLOBAL CycleDirector ghost (relevant in
/// every region, alongside CycleState + the resource ledger), so it is visible to all players regardless
/// of region. Sole PRODUCTION writer (DR-042): <c>ExpeditionGateSystem</c> increments <see cref="Charge"/> by
/// one per cleared EXPEDITION (on the player's return). <c>GoalReachedSystem</c> only READS the Charge==Target
/// edge to arm the climactic final siege. (<c>DebugCommandReceiveSystem</c> is a manual dev-op writer.) The HUD
/// observes it for a progress bar.
/// </summary>
public struct GoalProgress : IComponentData
{
/// <summary>Accumulated progress.</summary>
[GhostField] public int Charge;
/// <summary>Charge required to reach the goal.</summary>
[GhostField] public int Target;
}
}