Files
Project-M/Assets/_Project/Scripts/Authoring/Automation/HarvesterAuthoring.cs
T
kronic f3f65bccbf M7 Automation: deterministic Harvester to Conveyor to Fabricator chains
Server-only production chains (never predicted): components + server systems + pure byte-only math (ProductionMath/ConveyorMath/MachineSlotMath), authoring + 3 machine prefabs wired into the Gameplay subscene, StructureCatalog rows, BuildPlace Direction/RuntimePlacedTag, Tuning, and 35 EditMode tests (catch-up gating, conveyor shuffle-invariance, SaveData v2 round-trip).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:05:15 -07:00

43 lines
1.7 KiB
C#

using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for a Harvester machine ghost prefab (duplicate a structure ghost so the ownerless interpolated
/// GhostAuthoringComponent comes free). Bakes <see cref="PlacedStructure"/>{Type=Harvester} + <see cref="Harvester"/>
/// stats + an empty <see cref="MachineOutput"/> buffer. BuildPlaceSystem stamps the Cell at placement; the
/// production system initializes the tick baseline on first encounter (NextTick/LastProcessedTick baked 0).
/// </summary>
public class HarvesterAuthoring : MonoBehaviour
{
[Tooltip("Resource id this generator produces (1=Aether, 2=Ore, 3=Biomass).")]
public byte OutputResourceId = 2; // Ore
[Min(1)] public int Yield = 1;
[Min(1)] public int PeriodTicks = 60;
private class HarvesterBaker : Baker<HarvesterAuthoring>
{
public override void Bake(HarvesterAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent(entity, new PlacedStructure
{
Type = StructureType.Harvester,
Cell = default,
NextTick = 0u,
LastProcessedTick = 0u,
});
AddComponent(entity, new Harvester
{
ResourceId = authoring.OutputResourceId,
Yield = authoring.Yield,
PeriodTicks = authoring.PeriodTicks,
});
AddBuffer<MachineOutput>(entity);
}
}
}
}