Files
Project-M/Assets/_Project/Scripts/Simulation/Persistence/SaveStructureScan.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

44 lines
1.7 KiB
C#

using System.Collections.Generic;
using Unity.Collections;
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Scans a server world for PLAYER-built structures (<see cref="PlacedStructure"/> + <see cref="RuntimePlacedTag"/>)
/// into the flat SaveData arrays — the SINGLE shared scan used by BOTH the autosave (SaveWriteSystem) and the
/// quit-to-menu save (WorldLauncher), so the two paths can never drift (only RuntimePlacedTag structures are saved;
/// anything baked into the subscene is the subscene's source of truth, not the save's). Managed (List/array) —
/// runs only on a save, never in the hot loop.
/// </summary>
public static class SaveStructureScan
{
public static void Collect(EntityManager em, uint nowTick, out StructureSave[] structures)
{
var structs = new List<StructureSave>();
using var q = em.CreateEntityQuery(
ComponentType.ReadOnly<PlacedStructure>(),
ComponentType.ReadOnly<RuntimePlacedTag>());
using var entities = q.ToEntityArray(Allocator.Temp);
for (int k = 0; k < entities.Length; k++)
{
var e = entities[k];
var ps = em.GetComponentData<PlacedStructure>(e);
structs.Add(new StructureSave
{
Type = ps.Type,
CellX = ps.Cell.x,
CellZ = ps.Cell.y,
// EB-1: guarded so structures without Health don't crash the autosave path (no try/catch).
HP = em.HasComponent<Health>(e) ? em.GetComponentData<Health>(e).Current : 0f,
});
}
structures = structs.ToArray();
}
}
}