304ee8c2a7
Portal-gated rooms: new RunLifecycle.RoomExplore loot window; room+nodes persist past the last kill; PortalInteractRequest -> server-only PortalCommand advances (client derives the portal pos). RunDirectorSystem moves teardown off the InRoom edge, relocates the boss-branch/route-gate into the RoomExplore exit, and advances an empty expedition immediately (incl. a boss clear). Class-at-base via a shared ClassSwapUtil (meta-band strip + per-class MetaTierState replay, so the base RPC and the dev SetClass can't drift); ClassSelectRequest Staging-gated. Per-run PREP buffs (PrepPurchaseRequest, PrepCatalog): once-per-run == the row's prep StatModifier band is present, TotalOf-before-Withdraw atomic, stripped on Returning beside the boon band. Health.Max promoted to [GhostField] (the one ghost-hash re-bake) so the boss + floating enemy HP bars read it directly. Feel: melee cone connect-thunk (C3), hit-stop throttle so a horde wipe can't stutter (C4), Spitter cornered-hold. 456/456 EditMode; two adversarial reviews (pre-code 13-confirmed folded; post-impl clean bar the RoomExplore boss-clear dead-time, fixed). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
13 lines
564 B
C#
13 lines
564 B
C#
using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Client → server: interact with the room-exit portal to leave (advance the run). Client-gated on proximity +
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/// the RoomExplore lifecycle (both replicated/derivable client-side); the server honors it ONLY in RoomExplore
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/// from an expedition player, setting <see cref="PortalCommand"/> for RunDirectorSystem (the sole RunInfo writer)
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/// to consume. Empty payload. UNCONDITIONAL wire type.
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/// </summary>
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public struct PortalInteractRequest : IRpcCommand { }
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}
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