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>
59 lines
2.3 KiB
C#
59 lines
2.3 KiB
C#
using System;
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namespace ProjectM.Simulation
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{
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/// <summary>One serialized ledger row (item id + count). An array FIELD of <see cref="SaveData"/>.</summary>
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[Serializable]
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public struct LedgerRow
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{
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public int ItemId;
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public int Count;
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}
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/// <summary>One persisted per-class PERMANENT meta-upgrade tier (v6). ClassId = the normalized CharacterId
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/// (Warrior=2/Ranger=3); UpgradeId = the append-only meta-catalog key (unknown ids round-trip preserved and are
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/// skipped live); Tier clamps to the catalog's MaxTier at seed/shop/spend, never at rest.</summary>
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[Serializable]
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public struct MetaUpgradeSave
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{
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public byte ClassId;
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public byte UpgradeId;
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public byte Tier;
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}
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/// <summary>One serialized player-built structure. Flat scalars (JsonUtility has no int2).</summary>
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[Serializable]
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public struct StructureSave
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{
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public byte Type;
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public int CellX;
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public int CellZ;
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public float HP; // EB-1: hit points at save time (0 -> restored to baked Max)
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}
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/// <summary>
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/// Versioned, host-authoritative save slice: the shared resource ledger + player-built structures + the
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/// permanent meta. JsonUtility-friendly — a class with flat fields and an array FIELD (never a root array).
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/// The schema is ADDITIVE going forward, gated by <see cref="Version"/> migration.
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/// </summary>
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[Serializable]
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public class SaveData
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{
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public const int CurrentVersion = 7; // v7: LANTERN fresh epoch — goal/core/outcome + conveyor/machine-I/O fields dropped
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/// <summary>Oldest save schema the loader accepts. v7 is a FRESH EPOCH (operator-approved): older saves are ignored.</summary>
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public const int MinLoadableVersion = 7;
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public int Version = CurrentVersion;
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// Permanent meta-progression:
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public int RunsCompleted; // boss-cleared runs (the HUD counter + the HostSalt fold at restore)
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public int MaxDepthReached; // deepest room actually CLEARED across all runs (honest depth, never planned)
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public MetaUpgradeSave[] MetaUpgrades = Array.Empty<MetaUpgradeSave>(); // sparse per-class tiers
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public LedgerRow[] Ledger = Array.Empty<LedgerRow>();
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public StructureSave[] Structures = Array.Empty<StructureSave>();
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public long SavedAtMs;
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}
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}
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