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using ProjectM.Simulation;
|
||||
using Unity.Entities;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ProjectM.Authoring
|
||||
{
|
||||
/// <summary>
|
||||
/// Generic authoring for a non-functional build-structure ghost prefab (Wall / Pylon) — duplicate
|
||||
/// Turret.prefab so the ownerless interpolated GhostAuthoringComponent on PlacedStructure.Type comes free,
|
||||
/// then swap TurretAuthoring for this. Bakes ONLY <see cref="PlacedStructure"/>{Type=<see cref="Kind"/>}
|
||||
/// (no <see cref="Turret"/> stats, so TurretFireSystem ignores it). BuildPlaceSystem overrides Cell +
|
||||
/// LastProcessedTick and adds RegionTag{Base} at placement. <see cref="Kind"/> is a byte (StructureType.*) to
|
||||
/// dodge the cross-assembly enum-in-Burst hazard and the MCP enum-drop gotcha.
|
||||
/// </summary>
|
||||
public class StructureAuthoring : MonoBehaviour
|
||||
{
|
||||
[Tooltip("StructureType byte: 5 = Wall, 6 = Pylon (do NOT use 1-4: Turret + reserved M7 automation).")]
|
||||
public byte Kind = StructureType.Wall;
|
||||
|
||||
private class StructureBaker : Baker<StructureAuthoring>
|
||||
{
|
||||
public override void Bake(StructureAuthoring authoring)
|
||||
{
|
||||
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
|
||||
AddComponent(entity, new PlacedStructure
|
||||
{
|
||||
Type = authoring.Kind,
|
||||
Cell = default,
|
||||
NextTick = 0u,
|
||||
LastProcessedTick = 0u,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
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||||
}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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||||
guid: 3f03349205fb1fe43bf6aaff14fce0b7
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||||
@@ -20,6 +20,18 @@ namespace ProjectM.Authoring
|
||||
[Tooltip("Ore cost to build a turret.")]
|
||||
[Min(0)] public int TurretCostOre = 10;
|
||||
|
||||
[Tooltip("Wall structure ghost prefab (StructureAuthoring{Wall} + GhostAuthoring).")]
|
||||
public GameObject WallPrefab;
|
||||
|
||||
[Tooltip("Ore cost to build a wall.")]
|
||||
[Min(0)] public int WallCostOre = 4;
|
||||
|
||||
[Tooltip("Pylon cosmetic-beacon ghost prefab (StructureAuthoring{Pylon} + GhostAuthoring).")]
|
||||
public GameObject PylonPrefab;
|
||||
|
||||
[Tooltip("Ore cost to build a pylon.")]
|
||||
[Min(0)] public int PylonCostOre = 2;
|
||||
|
||||
private class StructureCatalogBaker : Baker<StructureCatalogAuthoring>
|
||||
{
|
||||
public override void Bake(StructureCatalogAuthoring authoring)
|
||||
@@ -38,6 +50,28 @@ namespace ProjectM.Authoring
|
||||
CostAmount = authoring.TurretCostOre,
|
||||
});
|
||||
}
|
||||
if (authoring.WallPrefab != null)
|
||||
{
|
||||
buf.Add(new StructureCatalogEntry
|
||||
{
|
||||
Type = StructureType.Wall,
|
||||
Prefab = GetEntity(authoring.WallPrefab, TransformUsageFlags.Dynamic),
|
||||
CostResourceId = ResourceId.Ore,
|
||||
CostAmount = authoring.WallCostOre,
|
||||
});
|
||||
}
|
||||
|
||||
if (authoring.PylonPrefab != null)
|
||||
{
|
||||
buf.Add(new StructureCatalogEntry
|
||||
{
|
||||
Type = StructureType.Pylon,
|
||||
Prefab = GetEntity(authoring.PylonPrefab, TransformUsageFlags.Dynamic),
|
||||
CostResourceId = ResourceId.Ore,
|
||||
CostAmount = authoring.PylonCostOre,
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,45 @@
|
||||
using ProjectM.Simulation;
|
||||
using Unity.Entities;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ProjectM.Authoring
|
||||
{
|
||||
/// <summary>
|
||||
/// Authoring for a Blight-clutter ghost prefab (ownerless interpolated — duplicate from ResourceNode.prefab
|
||||
/// so the GhostAuthoringComponent comes free). Bakes <see cref="BlightClutter"/> + <see cref="HitRadius"/>
|
||||
/// (reused for the harvest/clear sweep) + <see cref="RegionTag"/>{Expedition} so GhostRelevancy scopes it to
|
||||
/// expedition players. The field spawner overrides Variant (round-robin) + Position per instance. Defaults are
|
||||
/// inline here (mirrors ResourceNodeAuthoring), not in Tuning.
|
||||
/// </summary>
|
||||
public class BlightClutterAuthoring : MonoBehaviour
|
||||
{
|
||||
[Tooltip("Hit-points before the clutter shatters.")]
|
||||
[Min(1)] public int Remaining = 8;
|
||||
|
||||
[Tooltip("Scrap (Biomass) yielded per projectile hit — the 'minor scrap' trickle.")]
|
||||
[Min(1f)] public float ScrapPerHit = 2f;
|
||||
|
||||
[Tooltip("Hit radius (world units) for the clear sweep.")]
|
||||
[Min(0f)] public float HitRadius = 1.0f;
|
||||
|
||||
[Tooltip("Default visual variant (the spawner round-robins this per piece).")]
|
||||
public byte Variant = 0;
|
||||
|
||||
private class BlightClutterBaker : Baker<BlightClutterAuthoring>
|
||||
{
|
||||
public override void Bake(BlightClutterAuthoring authoring)
|
||||
{
|
||||
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
|
||||
AddComponent(entity, new BlightClutter
|
||||
{
|
||||
Remaining = authoring.Remaining,
|
||||
Variant = authoring.Variant,
|
||||
ScrapResourceId = ResourceId.Biomass,
|
||||
ScrapPerHit = authoring.ScrapPerHit,
|
||||
});
|
||||
AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
|
||||
AddComponent(entity, new RegionTag { Region = RegionId.Expedition });
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6b1aa9b83194a2c41b940dd9532377f4
|
||||
@@ -0,0 +1,39 @@
|
||||
using ProjectM.Simulation;
|
||||
using Unity.Entities;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ProjectM.Authoring
|
||||
{
|
||||
/// <summary>
|
||||
/// Authoring for the baked <see cref="ClutterFieldSpawner"/> singleton (mirrors ResourceFieldSpawnerAuthoring).
|
||||
/// Place once in the gameplay subscene and assign the Blight-clutter ghost prefab; ExpeditionFieldSystem
|
||||
/// scatters the clutter each expedition alongside the resource field. Carries no transform.
|
||||
/// </summary>
|
||||
public class ClutterFieldSpawnerAuthoring : MonoBehaviour
|
||||
{
|
||||
[Tooltip("Blight-clutter ghost prefab. Must carry BlightClutterAuthoring + a GhostAuthoringComponent (ownerless, interpolated).")]
|
||||
public GameObject ClutterPrefab;
|
||||
|
||||
[Tooltip("Number of clutter pieces per expedition.")]
|
||||
[Min(1)] public int Count = 14;
|
||||
|
||||
[Tooltip("Scatter radius (world units) around the expedition origin.")]
|
||||
[Min(1f)] public float Radius = 14f;
|
||||
|
||||
private class ClutterFieldSpawnerBaker : Baker<ClutterFieldSpawnerAuthoring>
|
||||
{
|
||||
public override void Bake(ClutterFieldSpawnerAuthoring authoring)
|
||||
{
|
||||
var entity = GetEntity(authoring, TransformUsageFlags.None);
|
||||
AddComponent(entity, new ClutterFieldSpawner
|
||||
{
|
||||
Prefab = authoring.ClutterPrefab != null
|
||||
? GetEntity(authoring.ClutterPrefab, TransformUsageFlags.Dynamic)
|
||||
: Entity.Null,
|
||||
Count = authoring.Count,
|
||||
Radius = authoring.Radius,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 02623cc30f984104b88a75782bf0dd07
|
||||
@@ -30,6 +30,12 @@ namespace ProjectM.Client
|
||||
/// <summary>EDITOR / execute_code hook: queue a turret placement at a specific cell.</summary>
|
||||
public static void PlaceTurret(int cellX, int cellZ) => PlaceStructure(StructureType.Turret, cellX, cellZ);
|
||||
|
||||
/// <summary>EDITOR / execute_code hook: queue a wall placement at a specific cell.</summary>
|
||||
public static void PlaceWall(int cellX, int cellZ) => PlaceStructure(StructureType.Wall, cellX, cellZ);
|
||||
|
||||
/// <summary>EDITOR / execute_code hook: queue a pylon placement at a specific cell.</summary>
|
||||
public static void PlacePylon(int cellX, int cellZ) => PlaceStructure(StructureType.Pylon, cellX, cellZ);
|
||||
|
||||
/// <summary>EDITOR / execute_code hook: queue an ability-damage upgrade.</summary>
|
||||
public static void UpgradeAbility() => s_PendingUpgrades++;
|
||||
#endif
|
||||
@@ -49,6 +55,10 @@ namespace ProjectM.Client
|
||||
{
|
||||
if (keyboard.bKey.wasPressedThisFrame && TryGetLocalPlayerCell(out int2 cell))
|
||||
SendBuild(connection, StructureType.Turret, cell.x, cell.y);
|
||||
if (keyboard.vKey.wasPressedThisFrame && TryGetLocalPlayerCell(out int2 wcell))
|
||||
SendBuild(connection, StructureType.Wall, wcell.x, wcell.y);
|
||||
if (keyboard.nKey.wasPressedThisFrame && TryGetLocalPlayerCell(out int2 pcell))
|
||||
SendBuild(connection, StructureType.Pylon, pcell.x, pcell.y);
|
||||
if (keyboard.uKey.wasPressedThisFrame)
|
||||
SendUpgrade(connection);
|
||||
}
|
||||
|
||||
@@ -0,0 +1,226 @@
|
||||
using System.Collections.Generic;
|
||||
using ProjectM.Simulation;
|
||||
using Unity.Entities;
|
||||
using Unity.Mathematics;
|
||||
using Unity.NetCode;
|
||||
using Unity.Transforms;
|
||||
using UnityEngine;
|
||||
|
||||
namespace ProjectM.Client
|
||||
{
|
||||
/// <summary>
|
||||
/// Client-only WORLD JUICE for harvesting resource nodes + smashing Blight clutter. A managed presentation
|
||||
/// system (SystemBase, main thread, NO Burst) in <see cref="PresentationSystemGroup"/> that REACTS to
|
||||
/// replicated state — it never runs simulation. Each frame it edge-detects every node/clutter ghost's
|
||||
/// replicated <c>Remaining</c>: a decrease spawns a small tinted chip burst + soft SFX; a despawn (the server
|
||||
/// destroyed it — depletion or shatter) spawns a clear burst + SFX, and clutter adds a camera punch (the
|
||||
/// "carve through the frontier" smash). A PROXIMITY GATE suppresses the prune VFX unless the despawned
|
||||
/// entity's last position was near the local player, so the region-transit despawn storm at +1000 X stays
|
||||
/// silent off-camera (GhostRelevancy drops every expedition ghost at once when the player walks home).
|
||||
/// Procedural particles + procedural SFX (mirrors CombatFeedbackSystem; self-contained); knobs live in
|
||||
/// <see cref="WorldFeelConfig"/>. Never destroys a ghost — GhostDespawnSystem owns despawn; we only OBSERVE.
|
||||
/// </summary>
|
||||
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
|
||||
[UpdateInGroup(typeof(PresentationSystemGroup))]
|
||||
public partial class WorldFeedbackSystem : SystemBase
|
||||
{
|
||||
struct Cache { public int Remaining; public float3 Pos; public bool IsClutter; public Color Tint; }
|
||||
|
||||
readonly Dictionary<Entity, Cache> _cache = new();
|
||||
readonly HashSet<Entity> _seen = new();
|
||||
readonly List<Entity> _stale = new();
|
||||
|
||||
Transform _fxRoot;
|
||||
ParticleSystem _chipFx;
|
||||
ParticleSystem _clearFx;
|
||||
AudioClip _chipClip;
|
||||
AudioClip _clearClip;
|
||||
|
||||
protected override void OnCreate()
|
||||
{
|
||||
_chipClip = MakeClip("harvest_chip", 900f, 1400f, 0.06f, 0.30f);
|
||||
_clearClip = MakeClip("clutter_clear", 420f, 90f, 0.22f, 0.50f);
|
||||
}
|
||||
|
||||
protected override void OnStartRunning()
|
||||
{
|
||||
if (_fxRoot != null) return;
|
||||
_fxRoot = new GameObject("~WorldFeedbackFX").transform;
|
||||
var mat = MakeParticleMaterial();
|
||||
_chipFx = MakeBurst("HarvestChips", mat, new Color(2.6f, 1.9f, 0.7f), 0.10f, 5f, 0.30f, 256);
|
||||
_clearFx = MakeBurst("ClutterClear", mat, new Color(3.0f, 1.1f, 0.25f), 0.16f, 7f, 0.45f, 512);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
if (_fxRoot != null) Object.Destroy(_fxRoot.gameObject);
|
||||
}
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
if (!WorldFeelConfig.Enabled) { _cache.Clear(); return; }
|
||||
|
||||
// Complete predicted/interpolation jobs writing these before the main-thread reads.
|
||||
EntityManager.CompleteDependencyBeforeRO<ResourceNode>();
|
||||
EntityManager.CompleteDependencyBeforeRO<BlightClutter>();
|
||||
EntityManager.CompleteDependencyBeforeRO<LocalTransform>();
|
||||
|
||||
// Local player position (for the proximity gate).
|
||||
bool haveLocal = false;
|
||||
float3 localPos = default;
|
||||
foreach (var xf in SystemAPI.Query<RefRO<LocalTransform>>().WithAll<GhostOwnerIsLocal, PlayerTag>())
|
||||
{
|
||||
localPos = xf.ValueRO.Position;
|
||||
haveLocal = true;
|
||||
}
|
||||
|
||||
_seen.Clear();
|
||||
|
||||
// Resource nodes — chip on depletion.
|
||||
foreach (var (node, xf, e) in
|
||||
SystemAPI.Query<RefRO<ResourceNode>, RefRO<LocalTransform>>().WithEntityAccess())
|
||||
{
|
||||
_seen.Add(e);
|
||||
Observe(e, node.ValueRO.Remaining, xf.ValueRO.Position, false, TintForResource(node.ValueRO.ResourceId));
|
||||
}
|
||||
|
||||
// Blight clutter — chip on damage.
|
||||
foreach (var (clutter, xf, e) in
|
||||
SystemAPI.Query<RefRO<BlightClutter>, RefRO<LocalTransform>>().WithEntityAccess())
|
||||
{
|
||||
_seen.Add(e);
|
||||
Observe(e, clutter.ValueRO.Remaining, xf.ValueRO.Position, true, WorldFeelConfig.WildTint);
|
||||
}
|
||||
|
||||
// Prune: a despawn = the server destroyed it (node depleted / clutter shattered). Gate on proximity so
|
||||
// a region-transit despawn storm (every expedition ghost dropped at once, far at +1000 X) stays silent.
|
||||
if (_cache.Count != _seen.Count)
|
||||
{
|
||||
_stale.Clear();
|
||||
foreach (var kv in _cache)
|
||||
if (!_seen.Contains(kv.Key)) _stale.Add(kv.Key);
|
||||
|
||||
float rangeSq = WorldFeelConfig.ProximityRange * WorldFeelConfig.ProximityRange;
|
||||
for (int i = 0; i < _stale.Count; i++)
|
||||
{
|
||||
var c = _cache[_stale[i]];
|
||||
if (haveLocal && math.distancesq(c.Pos, localPos) <= rangeSq)
|
||||
{
|
||||
EmitTinted(_clearFx, (Vector3)c.Pos + Vector3.up * 0.6f, WorldFeelConfig.ClearBurstCount, c.Tint);
|
||||
PlayClip(_clearClip, (Vector3)c.Pos, WorldFeelConfig.ClearSfxVolume);
|
||||
if (c.IsClutter)
|
||||
{
|
||||
PrototypeCameraRig.PunchFov(WorldFeelConfig.ClearFovKick, 90f);
|
||||
PrototypeCameraRig.AddShake(WorldFeelConfig.ClearShake);
|
||||
}
|
||||
}
|
||||
_cache.Remove(_stale[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Observe(Entity e, int remaining, float3 pos, bool isClutter, Color tint)
|
||||
{
|
||||
if (_cache.TryGetValue(e, out var prev) && remaining < prev.Remaining)
|
||||
{
|
||||
EmitTinted(_chipFx, (Vector3)pos + Vector3.up * 0.6f, WorldFeelConfig.ChipBurstCount, tint);
|
||||
PlayClip(_chipClip, (Vector3)pos, WorldFeelConfig.ChipSfxVolume);
|
||||
}
|
||||
_cache[e] = new Cache { Remaining = remaining, Pos = pos, IsClutter = isClutter, Tint = tint };
|
||||
}
|
||||
|
||||
static Color TintForResource(byte resourceId)
|
||||
{
|
||||
if (resourceId == ResourceId.Ore) return WorldFeelConfig.OreTint;
|
||||
if (resourceId == ResourceId.Biomass) return WorldFeelConfig.BiomassTint;
|
||||
return WorldFeelConfig.WildTint; // Aether + default
|
||||
}
|
||||
|
||||
// ---- procedural particles + SFX (mirrors CombatFeedbackSystem; self-contained) ----
|
||||
|
||||
static void EmitTinted(ParticleSystem ps, Vector3 pos, int count, Color tint)
|
||||
{
|
||||
if (ps == null) return;
|
||||
var main = ps.main;
|
||||
main.startColor = tint;
|
||||
ps.transform.position = pos;
|
||||
ps.Emit(count);
|
||||
}
|
||||
|
||||
static Material MakeParticleMaterial()
|
||||
{
|
||||
Shader sh = Shader.Find("Sprites/Default");
|
||||
if (sh == null) sh = Shader.Find("Universal Render Pipeline/Particles/Unlit");
|
||||
if (sh == null) sh = Shader.Find("Unlit/Color");
|
||||
return new Material(sh) { name = "WorldFeedbackParticle" };
|
||||
}
|
||||
|
||||
ParticleSystem MakeBurst(string name, Material mat, Color color, float size, float speed, float life, int max)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
go.transform.SetParent(_fxRoot, false);
|
||||
var ps = go.AddComponent<ParticleSystem>();
|
||||
|
||||
var main = ps.main;
|
||||
main.loop = false;
|
||||
main.playOnAwake = false;
|
||||
main.startLifetime = life;
|
||||
main.startSpeed = speed;
|
||||
main.startSize = size;
|
||||
main.startColor = color;
|
||||
main.maxParticles = max;
|
||||
main.gravityModifier = 0.25f;
|
||||
main.simulationSpace = ParticleSystemSimulationSpace.World;
|
||||
|
||||
var emission = ps.emission;
|
||||
emission.enabled = false; // manual Emit(count)
|
||||
|
||||
var shape = ps.shape;
|
||||
shape.enabled = true;
|
||||
shape.shapeType = ParticleSystemShapeType.Sphere;
|
||||
shape.radius = 0.10f;
|
||||
|
||||
var colOverLife = ps.colorOverLifetime;
|
||||
colOverLife.enabled = true;
|
||||
var grad = new Gradient();
|
||||
grad.SetKeys(
|
||||
new[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(Color.white, 1f) },
|
||||
new[] { new GradientAlphaKey(1f, 0f), new GradientAlphaKey(0f, 1f) });
|
||||
colOverLife.color = new ParticleSystem.MinMaxGradient(grad);
|
||||
|
||||
var sizeOverLife = ps.sizeOverLifetime;
|
||||
sizeOverLife.enabled = true;
|
||||
sizeOverLife.size = new ParticleSystem.MinMaxCurve(1f, AnimationCurve.Linear(0f, 1f, 1f, 0.2f));
|
||||
|
||||
var renderer = ps.GetComponent<ParticleSystemRenderer>();
|
||||
renderer.material = mat;
|
||||
renderer.renderMode = ParticleSystemRenderMode.Billboard;
|
||||
return ps;
|
||||
}
|
||||
|
||||
static AudioClip MakeClip(string name, float f0, float f1, float dur, float vol)
|
||||
{
|
||||
const int rate = 44100;
|
||||
int len = Mathf.Max(16, (int)(dur * rate));
|
||||
var clip = AudioClip.Create(name, len, 1, rate, false);
|
||||
var data = new float[len];
|
||||
float phase = 0f;
|
||||
for (int i = 0; i < len; i++)
|
||||
{
|
||||
float t = i / (float)len;
|
||||
float env = Mathf.Exp(-5f * t);
|
||||
float freq = Mathf.Lerp(f0, f1, t);
|
||||
phase += 2f * Mathf.PI * freq / rate;
|
||||
data[i] = Mathf.Sin(phase) * env * vol;
|
||||
}
|
||||
clip.SetData(data, 0);
|
||||
return clip;
|
||||
}
|
||||
|
||||
static void PlayClip(AudioClip clip, Vector3 pos, float vol)
|
||||
{
|
||||
if (clip == null) return;
|
||||
AudioSource.PlayClipAtPoint(clip, pos, vol);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 470fdf29ccc332d42bb93e0b1e249dfb
|
||||
@@ -0,0 +1,61 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace ProjectM.Client
|
||||
{
|
||||
/// <summary>
|
||||
/// Live-tunable knobs for the client-only WORLD-FEEDBACK slice (harvesting nodes + smashing Blight clutter).
|
||||
/// A static bridge (mirrors <see cref="FeelConfig"/>) so values can be poked at runtime via MCP execute_code
|
||||
/// without a recompile (e.g. <c>ProjectM.Client.WorldFeelConfig.ClearFovKick = 1.2f;</c>). Read ONLY by
|
||||
/// <see cref="WorldFeedbackSystem"/> (managed, main-thread). NEVER read from a [BurstCompile] system
|
||||
/// (managed-static + Color-in-Burst hazards). <see cref="ResetDefaults"/> re-stamps on play-enter via
|
||||
/// [RuntimeInitializeOnLoadMethod] because statics survive fast-enter-playmode reloads (else a poked value
|
||||
/// leaks across play-enters).
|
||||
/// </summary>
|
||||
public static class WorldFeelConfig
|
||||
{
|
||||
/// <summary>Master gate for harvest/clear feedback.</summary>
|
||||
public static bool Enabled;
|
||||
|
||||
/// <summary>Particle burst when a node/clutter loses hit-points (a chip).</summary>
|
||||
public static int ChipBurstCount;
|
||||
/// <summary>Particle burst when a node depletes / clutter shatters (the clear).</summary>
|
||||
public static int ClearBurstCount;
|
||||
|
||||
/// <summary>Soft SFX volume on a chip.</summary>
|
||||
public static float ChipSfxVolume;
|
||||
/// <summary>SFX volume on a shatter / deplete.</summary>
|
||||
public static float ClearSfxVolume;
|
||||
|
||||
/// <summary>Camera FOV kick (deg) when clutter shatters near the player — the satisfying smash. 0 = off.</summary>
|
||||
public static float ClearFovKick;
|
||||
/// <summary>Camera shake when clutter shatters near the player.</summary>
|
||||
public static float ClearShake;
|
||||
|
||||
/// <summary>Only fire prune VFX when the despawned entity's last position is within this distance of the
|
||||
/// local player, so a region-transit despawn storm at +1000 X stays silent off-camera.</summary>
|
||||
public static float ProximityRange;
|
||||
|
||||
/// <summary>Tint for wild-Aether clutter shatter + Aether-node chips (HDR orange, pushes past bloom).</summary>
|
||||
public static Color WildTint;
|
||||
/// <summary>Tint for Ore-node chips (HDR amber).</summary>
|
||||
public static Color OreTint;
|
||||
/// <summary>Tint for Biomass-node chips (HDR sickly green).</summary>
|
||||
public static Color BiomassTint;
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
public static void ResetDefaults()
|
||||
{
|
||||
Enabled = true;
|
||||
ChipBurstCount = 6;
|
||||
ClearBurstCount = 18;
|
||||
ChipSfxVolume = 0.30f;
|
||||
ClearSfxVolume = 0.55f;
|
||||
ClearFovKick = 0.8f;
|
||||
ClearShake = 0.12f;
|
||||
ProximityRange = 40f;
|
||||
WildTint = new Color(3.0f, 1.1f, 0.25f);
|
||||
OreTint = new Color(2.6f, 1.9f, 0.7f);
|
||||
BiomassTint = new Color(0.9f, 2.4f, 0.8f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d6f72b25a2a1d14e988b5999e029c5c
|
||||
@@ -12,10 +12,13 @@ namespace ProjectM.Server
|
||||
/// counts players whose server-only <see cref="RegionTag"/> is the Expedition region, and on the
|
||||
/// empty->occupied edge (a new sortie) bumps <see cref="CycleRuntime.ExpeditionEpoch"/> and scatters
|
||||
/// <see cref="ResourceFieldSpawner.Count"/> resource-node ghosts (seeded by the epoch) around the expedition
|
||||
/// origin, each RegionTag{Expedition}; on the occupied->empty edge (the LAST player left) it destroys every
|
||||
/// node. So the field lives as long as anyone is out there, not on a global timer. Plain server
|
||||
/// SimulationSystemGroup. Server-authoritative; clients despawn nodes via GhostDespawnSystem. Per-epoch
|
||||
/// reproducible (the seed is the monotonic int epoch, compared by equality — never tick math, never 0).
|
||||
/// origin — PLUS, if a <see cref="ClutterFieldSpawner"/> singleton is present,
|
||||
/// <see cref="ClutterFieldSpawner.Count"/> Blight-clutter ghosts (seeded DISTINCTLY so clutter and nodes don't
|
||||
/// co-locate, Variant round-robined), each RegionTag{Expedition}; on the occupied->empty edge (the LAST
|
||||
/// player left) it destroys every node AND every clutter piece. So the field lives as long as anyone is out
|
||||
/// there, not on a global timer. Plain server SimulationSystemGroup. Server-authoritative; clients despawn
|
||||
/// ghosts via GhostDespawnSystem. Per-epoch reproducible (the seed is the monotonic int epoch, compared by
|
||||
/// equality — never tick math, never 0).
|
||||
/// </summary>
|
||||
[BurstCompile]
|
||||
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
|
||||
@@ -80,14 +83,42 @@ namespace ProjectM.Server
|
||||
rn.ResourceId = (byte)(ResourceId.Aether + (byte)(i % 3));
|
||||
ecb.SetComponent(node, rn);
|
||||
}
|
||||
|
||||
// Blight clutter (OPTIONAL singleton): scatter alongside the nodes with a DISTINCT seed so the
|
||||
// two fields don't co-locate. Round-robin Variant for client visual variety.
|
||||
if (SystemAPI.TryGetSingleton<ClutterFieldSpawner>(out var clutterSpawner)
|
||||
&& clutterSpawner.Prefab != Entity.Null)
|
||||
{
|
||||
var clutterXform = SystemAPI.GetComponent<LocalTransform>(clutterSpawner.Prefab);
|
||||
var prefabClutter = SystemAPI.GetComponent<BlightClutter>(clutterSpawner.Prefab);
|
||||
var crng = new Random((uint)math.max(1, runtime.ExpeditionEpoch * 2 + 1));
|
||||
int ccount = math.max(1, clutterSpawner.Count);
|
||||
for (int i = 0; i < ccount; i++)
|
||||
{
|
||||
var piece = ecb.Instantiate(clutterSpawner.Prefab);
|
||||
|
||||
float ang = crng.NextFloat(0f, math.PI * 2f);
|
||||
float rad = clutterSpawner.Radius * math.sqrt(crng.NextFloat(0f, 1f));
|
||||
var xform = clutterXform;
|
||||
xform.Position = origin + new float3(math.cos(ang) * rad, 0f, math.sin(ang) * rad);
|
||||
ecb.SetComponent(piece, xform);
|
||||
|
||||
var bc = prefabClutter;
|
||||
bc.Variant = (byte)(i % 3);
|
||||
ecb.SetComponent(piece, bc);
|
||||
}
|
||||
}
|
||||
|
||||
runtime.LastSpawnedEpoch = runtime.ExpeditionEpoch;
|
||||
}
|
||||
|
||||
// DESTROY: the last player left the expedition — clear the whole field.
|
||||
// DESTROY: the last player left the expedition — clear the whole field (nodes + clutter).
|
||||
if (wasOccupied && !occupied)
|
||||
{
|
||||
foreach (var (rn, e) in SystemAPI.Query<RefRO<ResourceNode>>().WithEntityAccess())
|
||||
ecb.DestroyEntity(e);
|
||||
foreach (var (bc, e) in SystemAPI.Query<RefRO<BlightClutter>>().WithEntityAccess())
|
||||
ecb.DestroyEntity(e);
|
||||
}
|
||||
|
||||
runtime.PrevExpeditionOccupied = (byte)(occupied ? 1 : 0);
|
||||
|
||||
@@ -9,18 +9,21 @@ using Unity.Transforms;
|
||||
namespace ProjectM.Server
|
||||
{
|
||||
/// <summary>
|
||||
/// Server-only resource harvest: sweeps each surviving projectile's this-tick travel segment against
|
||||
/// resource-node ghosts and deposits <see cref="ResourceNode.HarvestPerHit"/> of the node's
|
||||
/// <see cref="ResourceNode.ResourceId"/> into the GLOBAL resource ledger (the CycleDirector's
|
||||
/// <see cref="StorageEntry"/> buffer, resolved via <see cref="ResourceLedger"/> — NEVER
|
||||
/// GetSingleton<StorageEntry>, which would collide with the base storage container). Runs in the plain
|
||||
/// server SimulationSystemGroup <c>[UpdateAfter(PredictedSimulationSystemGroup)]</c> — after
|
||||
/// ProjectileDamageSystem has already consumed Health-target hits and range-expired projectiles, so this
|
||||
/// only sees true survivors. The swept segment is reconstructed from <see cref="Projectile.LastStep"/>
|
||||
/// (written by ProjectileMoveSystem in the fixed-step group), so it is tunnelling-safe WITHOUT depending on
|
||||
/// this plain group's variable-frame DeltaTime. A node hit by two projectiles in one tick deposits twice
|
||||
/// but is destroyed exactly once. Relies on the asserted ~1000-unit base/expedition coordinate gap so a
|
||||
/// base projectile can never geometrically reach an expedition node.
|
||||
/// Server-only resource harvest + Blight-clutter clearing: sweeps each surviving projectile's this-tick travel
|
||||
/// segment against a UNIFIED target set of resource-node ghosts AND Blight-clutter ghosts, deposits the hit
|
||||
/// target's yield into the GLOBAL resource ledger (the CycleDirector's <see cref="StorageEntry"/> buffer,
|
||||
/// resolved via <see cref="ResourceLedger"/> — NEVER GetSingleton<StorageEntry>, which would collide with
|
||||
/// the base storage container) and decrements its Remaining; the target despawns at <= 0. Nodes deposit
|
||||
/// <see cref="ResourceNode.ResourceId"/> @ HarvestPerHit; clutter deposits <see cref="BlightClutter.ScrapResourceId"/>
|
||||
/// @ ScrapPerHit (a small "minor scrap" trickle — carving through the frontier). UNIFYING the two into one sweep
|
||||
/// is a CORRECTNESS requirement: two separate sweeps would each DestroyEntity a projectile that overlaps a node
|
||||
/// AND a clutter piece — a double DestroyEntity throws at ECB playback. Runs in the plain server
|
||||
/// SimulationSystemGroup <c>[UpdateAfter(PredictedSimulationSystemGroup)]</c> — after ProjectileDamageSystem has
|
||||
/// consumed Health-target hits and range-expired projectiles, so this only sees true survivors. The swept
|
||||
/// segment is reconstructed from <see cref="Projectile.LastStep"/> (written by ProjectileMoveSystem in the
|
||||
/// fixed-step group), so it is tunnelling-safe WITHOUT depending on this plain group's variable-frame DeltaTime.
|
||||
/// A target hit by two projectiles in one tick deposits twice but is destroyed exactly once. Relies on the
|
||||
/// asserted ~1000-unit base/expedition coordinate gap so a base projectile can never reach an expedition target.
|
||||
/// </summary>
|
||||
[BurstCompile]
|
||||
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
|
||||
@@ -34,7 +37,6 @@ namespace ProjectM.Server
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
state.RequireForUpdate<Projectile>();
|
||||
state.RequireForUpdate<ResourceNode>();
|
||||
state.RequireForUpdate<ResourceLedger>();
|
||||
}
|
||||
|
||||
@@ -44,26 +46,43 @@ namespace ProjectM.Server
|
||||
var ledgerEntity = SystemAPI.GetSingletonEntity<ResourceLedger>();
|
||||
var ledger = SystemAPI.GetBuffer<StorageEntry>(ledgerEntity);
|
||||
|
||||
// Snapshot all nodes once this tick.
|
||||
var nodeEntities = new NativeList<Entity>(Allocator.Temp);
|
||||
var nodePos = new NativeList<float2>(Allocator.Temp);
|
||||
var nodeRadius = new NativeList<float>(Allocator.Temp);
|
||||
var nodeRemaining = new NativeList<int>(Allocator.Temp);
|
||||
var nodeResource = new NativeList<byte>(Allocator.Temp);
|
||||
var nodePerHit = new NativeList<float>(Allocator.Temp);
|
||||
// Snapshot all harvest/clear targets (nodes + clutter) once this tick into a UNIFIED set.
|
||||
var tgtEntity = new NativeList<Entity>(Allocator.Temp);
|
||||
var tgtPos = new NativeList<float2>(Allocator.Temp);
|
||||
var tgtRadius = new NativeList<float>(Allocator.Temp);
|
||||
var tgtRemaining = new NativeList<int>(Allocator.Temp);
|
||||
var tgtYieldId = new NativeList<byte>(Allocator.Temp);
|
||||
var tgtYieldPerHit = new NativeList<float>(Allocator.Temp);
|
||||
var tgtVariant = new NativeList<byte>(Allocator.Temp);
|
||||
var tgtIsClutter = new NativeList<bool>(Allocator.Temp);
|
||||
|
||||
foreach (var (xform, hr, node, e) in
|
||||
SystemAPI.Query<RefRO<LocalTransform>, RefRO<HitRadius>, RefRO<ResourceNode>>().WithEntityAccess())
|
||||
{
|
||||
nodeEntities.Add(e);
|
||||
nodePos.Add(xform.ValueRO.Position.xz);
|
||||
nodeRadius.Add(hr.ValueRO.Value);
|
||||
nodeRemaining.Add(node.ValueRO.Remaining);
|
||||
nodeResource.Add(node.ValueRO.ResourceId);
|
||||
nodePerHit.Add(node.ValueRO.HarvestPerHit);
|
||||
tgtEntity.Add(e);
|
||||
tgtPos.Add(xform.ValueRO.Position.xz);
|
||||
tgtRadius.Add(hr.ValueRO.Value);
|
||||
tgtRemaining.Add(node.ValueRO.Remaining);
|
||||
tgtYieldId.Add(node.ValueRO.ResourceId);
|
||||
tgtYieldPerHit.Add(node.ValueRO.HarvestPerHit);
|
||||
tgtVariant.Add(0);
|
||||
tgtIsClutter.Add(false);
|
||||
}
|
||||
|
||||
var destroyed = new NativeArray<bool>(nodeEntities.Length, Allocator.Temp);
|
||||
foreach (var (xform, hr, clutter, e) in
|
||||
SystemAPI.Query<RefRO<LocalTransform>, RefRO<HitRadius>, RefRO<BlightClutter>>().WithEntityAccess())
|
||||
{
|
||||
tgtEntity.Add(e);
|
||||
tgtPos.Add(xform.ValueRO.Position.xz);
|
||||
tgtRadius.Add(hr.ValueRO.Value);
|
||||
tgtRemaining.Add(clutter.ValueRO.Remaining);
|
||||
tgtYieldId.Add(clutter.ValueRO.ScrapResourceId);
|
||||
tgtYieldPerHit.Add(clutter.ValueRO.ScrapPerHit);
|
||||
tgtVariant.Add(clutter.ValueRO.Variant);
|
||||
tgtIsClutter.Add(true);
|
||||
}
|
||||
|
||||
var destroyed = new NativeArray<bool>(tgtEntity.Length, Allocator.Temp);
|
||||
var ecb = new EntityCommandBuffer(Allocator.Temp);
|
||||
|
||||
foreach (var (xform, proj, projEntity) in
|
||||
@@ -77,27 +96,34 @@ namespace ProjectM.Server
|
||||
|
||||
int bestIdx = -1;
|
||||
float bestT = float.MaxValue;
|
||||
for (int i = 0; i < nodeEntities.Length; i++)
|
||||
bool overlappedCleared = false; // struck a target a sibling projectile already cleared THIS tick
|
||||
for (int i = 0; i < tgtEntity.Length; i++)
|
||||
{
|
||||
if (destroyed[i]) continue;
|
||||
float2 tp = nodePos[i];
|
||||
float2 tp = tgtPos[i];
|
||||
float t = segLenSq > 1e-8f ? math.saturate(math.dot(tp - segStart, seg) / segLenSq) : 0f;
|
||||
float2 closest = segStart + t * seg;
|
||||
float hitDist = nodeRadius[i] + k_ProjectileRadius;
|
||||
if (math.distancesq(tp, closest) <= hitDist * hitDist && t < bestT)
|
||||
{
|
||||
bestT = t;
|
||||
bestIdx = i;
|
||||
}
|
||||
float hitDist = tgtRadius[i] + k_ProjectileRadius;
|
||||
if (math.distancesq(tp, closest) > hitDist * hitDist)
|
||||
continue;
|
||||
if (destroyed[i]) { overlappedCleared = true; continue; }
|
||||
if (t < bestT) { bestT = t; bestIdx = i; }
|
||||
}
|
||||
|
||||
if (bestIdx < 0)
|
||||
{
|
||||
// No LIVE target on the segment. If the shot still overlapped a target a sibling projectile
|
||||
// cleared this same tick, consume it anyway (a hit always spends the shot); else it's a miss.
|
||||
if (overlappedCleared)
|
||||
ecb.DestroyEntity(projEntity);
|
||||
continue;
|
||||
}
|
||||
|
||||
int amount = (int)nodePerHit[bestIdx];
|
||||
StorageMath.Deposit(ledger, nodeResource[bestIdx], amount);
|
||||
int rem = nodeRemaining[bestIdx] - amount;
|
||||
nodeRemaining[bestIdx] = rem;
|
||||
// A positive baked yield must always make progress: a raw (int) truncation of a sub-1.0 per-hit
|
||||
// value would deposit 0 AND never decrement Remaining -> an immortal target that silently eats shots.
|
||||
int amount = math.max(1, (int)tgtYieldPerHit[bestIdx]);
|
||||
StorageMath.Deposit(ledger, tgtYieldId[bestIdx], amount);
|
||||
int rem = tgtRemaining[bestIdx] - amount;
|
||||
tgtRemaining[bestIdx] = rem;
|
||||
ecb.DestroyEntity(projEntity);
|
||||
|
||||
if (rem <= 0)
|
||||
@@ -105,17 +131,27 @@ namespace ProjectM.Server
|
||||
if (!destroyed[bestIdx])
|
||||
{
|
||||
destroyed[bestIdx] = true;
|
||||
ecb.DestroyEntity(nodeEntities[bestIdx]);
|
||||
ecb.DestroyEntity(tgtEntity[bestIdx]);
|
||||
}
|
||||
}
|
||||
else if (tgtIsClutter[bestIdx])
|
||||
{
|
||||
// Persist the decremented Remaining (replicated GhostField) so depletion carries across ticks.
|
||||
SystemAPI.SetComponent(tgtEntity[bestIdx], new BlightClutter
|
||||
{
|
||||
Remaining = rem,
|
||||
Variant = tgtVariant[bestIdx],
|
||||
ScrapResourceId = tgtYieldId[bestIdx],
|
||||
ScrapPerHit = tgtYieldPerHit[bestIdx],
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
// Persist the decremented Remaining (replicated GhostField) so depletion carries across ticks.
|
||||
SystemAPI.SetComponent(nodeEntities[bestIdx], new ResourceNode
|
||||
SystemAPI.SetComponent(tgtEntity[bestIdx], new ResourceNode
|
||||
{
|
||||
ResourceId = nodeResource[bestIdx],
|
||||
ResourceId = tgtYieldId[bestIdx],
|
||||
Remaining = rem,
|
||||
HarvestPerHit = nodePerHit[bestIdx],
|
||||
HarvestPerHit = tgtYieldPerHit[bestIdx],
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -123,12 +159,14 @@ namespace ProjectM.Server
|
||||
ecb.Playback(state.EntityManager);
|
||||
ecb.Dispose();
|
||||
destroyed.Dispose();
|
||||
nodeEntities.Dispose();
|
||||
nodePos.Dispose();
|
||||
nodeRadius.Dispose();
|
||||
nodeRemaining.Dispose();
|
||||
nodeResource.Dispose();
|
||||
nodePerHit.Dispose();
|
||||
tgtEntity.Dispose();
|
||||
tgtPos.Dispose();
|
||||
tgtRadius.Dispose();
|
||||
tgtRemaining.Dispose();
|
||||
tgtYieldId.Dispose();
|
||||
tgtYieldPerHit.Dispose();
|
||||
tgtVariant.Dispose();
|
||||
tgtIsClutter.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,6 +17,10 @@ namespace ProjectM.Simulation
|
||||
public const byte Harvester = 2;
|
||||
public const byte Fabricator = 3;
|
||||
public const byte Conveyor = 4;
|
||||
// World-pass structural/cosmetic build-out (additive; these byte values keep PlacedStructure.Type's
|
||||
// [GhostField] serializer identical — no re-bake of existing ghosts). Do NOT reuse 2-4 (M7 automation).
|
||||
public const byte Wall = 5;
|
||||
public const byte Pylon = 6;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
using Unity.Entities;
|
||||
using Unity.NetCode;
|
||||
|
||||
namespace ProjectM.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// Destructible "Blight clutter" scattered across the expedition frontier — an ownerless INTERPOLATED ghost
|
||||
/// (region-tagged Expedition; the <see cref="ResourceNode"/> sibling) that clients see and smash. The
|
||||
/// server-only ResourceHarvestSystem sweeps projectiles against it UNIFIED with node harvesting (so an
|
||||
/// overlapping projectile is consumed exactly once — two separate sweeps would double-DestroyEntity the
|
||||
/// projectile and throw at ECB playback). Each hit deposits <see cref="ScrapPerHit"/> of
|
||||
/// <see cref="ScrapResourceId"/> (a small trickle — "juice + minor scrap", no gating) into the GLOBAL
|
||||
/// resource ledger and decrements <see cref="Remaining"/>; the clutter despawns at <= 0.
|
||||
/// <see cref="Remaining"/>/<see cref="Variant"/> are [GhostField] so clients can show depletion + pick a smash
|
||||
/// visual; <see cref="ScrapResourceId"/>/<see cref="ScrapPerHit"/> are baked, server-only. Distinct from
|
||||
/// <see cref="ResourceNode"/> so it carries its own visuals, scatter density and client "clear" feedback while
|
||||
/// reusing the exact, tunnel-safe harvest hit-test.
|
||||
/// </summary>
|
||||
public struct BlightClutter : IComponentData
|
||||
{
|
||||
/// <summary>Remaining hit-points; the clutter despawns when this reaches 0.</summary>
|
||||
[GhostField] public int Remaining;
|
||||
|
||||
/// <summary>Visual variant id (the client picks a mesh/tint; round-robined by the field spawner).</summary>
|
||||
[GhostField] public byte Variant;
|
||||
|
||||
/// <summary>Scrap resource yielded per hit (baked; server-only) — see <see cref="ResourceId"/> (Biomass).</summary>
|
||||
public byte ScrapResourceId;
|
||||
|
||||
/// <summary>Scrap units yielded per projectile hit (baked; server-only).</summary>
|
||||
public float ScrapPerHit;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dd7823b664bb48e4e89d64439997d147
|
||||
@@ -0,0 +1,24 @@
|
||||
using Unity.Entities;
|
||||
|
||||
namespace ProjectM.Simulation
|
||||
{
|
||||
/// <summary>
|
||||
/// Baked singleton holding the Blight-clutter ghost prefab + field shape. ExpeditionFieldSystem reads it
|
||||
/// (alongside <see cref="ResourceFieldSpawner"/>) to scatter <see cref="Count"/> clutter ghosts within
|
||||
/// <see cref="Radius"/> of the expedition origin on the SAME empty->occupied epoch edge as the resource
|
||||
/// field (seeded distinctly so clutter and nodes don't co-locate), and clears them on occupied->empty.
|
||||
/// OPTIONAL — if the singleton is absent, ExpeditionFieldSystem simply skips clutter. Mirrors
|
||||
/// <see cref="ResourceFieldSpawner"/>; carries no transform.
|
||||
/// </summary>
|
||||
public struct ClutterFieldSpawner : IComponentData
|
||||
{
|
||||
/// <summary>Baked Blight-clutter ghost prefab to instantiate.</summary>
|
||||
public Entity Prefab;
|
||||
|
||||
/// <summary>Number of clutter pieces to scatter per expedition.</summary>
|
||||
public int Count;
|
||||
|
||||
/// <summary>Scatter radius (world units) around the expedition region origin.</summary>
|
||||
public float Radius;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 22d21ff4c74c22443ba94c88db9ec099
|
||||
@@ -129,6 +129,7 @@ GameObject:
|
||||
m_Component:
|
||||
- component: {fileID: 17637047}
|
||||
- component: {fileID: 17637046}
|
||||
- component: {fileID: 17637048}
|
||||
m_Layer: 0
|
||||
m_Name: ResourceFieldSpawner
|
||||
m_TagString: Untagged
|
||||
@@ -166,6 +167,21 @@ Transform:
|
||||
m_Children: []
|
||||
m_Father: {fileID: 0}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!114 &17637048
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 17637045}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 02623cc30f984104b88a75782bf0dd07, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier: ProjectM.Authoring::ProjectM.Authoring.ClutterFieldSpawnerAuthoring
|
||||
ClutterPrefab: {fileID: 3885353946372160549, guid: 6ffeddcc4482c0f44880dc9a555884dd, type: 3}
|
||||
Count: 14
|
||||
Radius: 14
|
||||
--- !u!1 &236770150
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -304,6 +320,10 @@ MonoBehaviour:
|
||||
m_EditorClassIdentifier: ProjectM.Authoring::ProjectM.Authoring.StructureCatalogAuthoring
|
||||
TurretPrefab: {fileID: 3885353946372160549, guid: 5459c9edea89bd94fa6f5043ae00eb40, type: 3}
|
||||
TurretCostOre: 10
|
||||
WallPrefab: {fileID: 3885353946372160549, guid: 1e321aea244cc484f99c1cdd68cb01c4, type: 3}
|
||||
WallCostOre: 4
|
||||
PylonPrefab: {fileID: 3885353946372160549, guid: 7d0637ef90f120a4c9e2ba637dfc00af, type: 3}
|
||||
PylonCostOre: 2
|
||||
--- !u!4 &380046995
|
||||
Transform:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
@@ -113,5 +113,117 @@ namespace ProjectM.Tests
|
||||
Assert.IsTrue(em.Exists(proj), "A projectile that hits no node survives (no destroy-on-miss).");
|
||||
}
|
||||
}
|
||||
|
||||
static Entity MakeClutter(EntityManager em, float3 pos, float hitRadius, int remaining, float scrapPerHit)
|
||||
{
|
||||
var e = em.CreateEntity();
|
||||
em.AddComponentData(e, LocalTransform.FromPosition(pos));
|
||||
em.AddComponentData(e, new HitRadius { Value = hitRadius });
|
||||
em.AddComponentData(e, new BlightClutter { Remaining = remaining, Variant = 0, ScrapResourceId = ResourceId.Biomass, ScrapPerHit = scrapPerHit });
|
||||
return e;
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Clutter_Hit_Deposits_Scrap_Decrements_And_Consumes_Projectile()
|
||||
{
|
||||
var (world, group, ledger) = MakeWorld("ClutterHit");
|
||||
using (world)
|
||||
{
|
||||
var em = world.EntityManager;
|
||||
var clutter = MakeClutter(em, new float3(10, 1, 10), hitRadius: 1f, remaining: 8, scrapPerHit: 2f);
|
||||
var proj = MakeProjectile(em, new float3(10, 1, 10), new float2(1, 0), lastStep: 5f);
|
||||
|
||||
group.Update();
|
||||
|
||||
Assert.AreEqual(2, LedgerCount(em, ledger, ResourceId.Biomass), "Smashing clutter deposits ScrapPerHit Biomass.");
|
||||
Assert.AreEqual(6, em.GetComponentData<BlightClutter>(clutter).Remaining, "Clutter Remaining decrements by the scrap amount.");
|
||||
Assert.IsTrue(em.Exists(clutter), "Clutter with hit-points left survives.");
|
||||
Assert.IsFalse(em.Exists(proj), "The smashing projectile is consumed.");
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Clutter_Two_Projectiles_Shatter_It_At_Most_Once()
|
||||
{
|
||||
var (world, group, ledger) = MakeWorld("ClutterShatter");
|
||||
using (world)
|
||||
{
|
||||
var em = world.EntityManager;
|
||||
var clutter = MakeClutter(em, new float3(10, 1, 10), hitRadius: 1f, remaining: 3, scrapPerHit: 2f);
|
||||
var p1 = MakeProjectile(em, new float3(10, 1, 10), new float2(1, 0), lastStep: 5f);
|
||||
var p2 = MakeProjectile(em, new float3(10, 1, 10), new float2(0, 1), lastStep: 5f);
|
||||
|
||||
group.Update();
|
||||
|
||||
Assert.AreEqual(4, LedgerCount(em, ledger, ResourceId.Biomass), "Both hits deposit scrap, even though the second over-clears.");
|
||||
Assert.IsFalse(em.Exists(clutter), "Shattered clutter is destroyed exactly once (a double destroy would throw at playback).");
|
||||
Assert.IsFalse(em.Exists(p1));
|
||||
Assert.IsFalse(em.Exists(p2));
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Overlapping_Node_And_Clutter_Consume_Projectile_Once_Hitting_Nearest()
|
||||
{
|
||||
var (world, group, ledger) = MakeWorld("OverlapNearest");
|
||||
using (world)
|
||||
{
|
||||
var em = world.EntityManager;
|
||||
// Segment runs +X from x=0 (segStart = pos - dir*lastStep) to x=10 (pos). Clutter at x=4 is nearer
|
||||
// along the segment (t=0.4) than the node at x=9 (t=0.9), so the unified best-t sweep hits clutter.
|
||||
var clutter = MakeClutter(em, new float3(4, 1, 0), hitRadius: 1f, remaining: 100, scrapPerHit: 2f);
|
||||
var node = MakeNode(em, new float3(9, 1, 0), hitRadius: 1f, resourceId: ResourceId.Ore, remaining: 100, perHit: 25f);
|
||||
var proj = MakeProjectile(em, new float3(10, 1, 0), new float2(1, 0), lastStep: 10f);
|
||||
|
||||
group.Update();
|
||||
|
||||
Assert.AreEqual(2, LedgerCount(em, ledger, ResourceId.Biomass), "The nearest target (clutter) is harvested.");
|
||||
Assert.AreEqual(0, LedgerCount(em, ledger, ResourceId.Ore), "The farther target (node) is NOT hit — one projectile, one target.");
|
||||
Assert.AreEqual(98, em.GetComponentData<BlightClutter>(clutter).Remaining);
|
||||
Assert.AreEqual(100, em.GetComponentData<ResourceNode>(node).Remaining, "Node untouched.");
|
||||
Assert.IsFalse(em.Exists(proj), "The projectile is consumed exactly once (no double-destroy across the two target types).");
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Fractional_ScrapPerHit_Still_Deposits_And_Depletes_Never_Immortal()
|
||||
{
|
||||
var (world, group, ledger) = MakeWorld("FractionalScrap");
|
||||
using (world)
|
||||
{
|
||||
var em = world.EntityManager;
|
||||
// A sub-1.0 per-hit yield must NOT truncate to 0 (that would make the target immortal + eat shots).
|
||||
var clutter = MakeClutter(em, new float3(10, 1, 10), hitRadius: 1f, remaining: 2, scrapPerHit: 0.5f);
|
||||
var proj = MakeProjectile(em, new float3(10, 1, 10), new float2(1, 0), lastStep: 5f);
|
||||
|
||||
group.Update();
|
||||
|
||||
Assert.AreEqual(1, LedgerCount(em, ledger, ResourceId.Biomass), "A positive sub-1.0 yield deposits at least 1 (math.max(1, (int)...)).");
|
||||
Assert.AreEqual(1, em.GetComponentData<BlightClutter>(clutter).Remaining, "Remaining decrements by at least 1, so depletion always progresses.");
|
||||
Assert.IsTrue(em.Exists(clutter), "Still alive after one hit (2 -> 1), not immortal.");
|
||||
Assert.IsFalse(em.Exists(proj), "The projectile is consumed.");
|
||||
}
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void Second_Projectile_On_A_SameTick_Cleared_Target_Is_Consumed_Without_Double_Deposit()
|
||||
{
|
||||
var (world, group, ledger) = MakeWorld("SameTickCleared");
|
||||
using (world)
|
||||
{
|
||||
var em = world.EntityManager;
|
||||
// Both projectiles overlap one clutter that the FIRST hit shatters (remaining == scrapPerHit).
|
||||
var clutter = MakeClutter(em, new float3(10, 1, 10), hitRadius: 1f, remaining: 2, scrapPerHit: 2f);
|
||||
var p1 = MakeProjectile(em, new float3(10, 1, 10), new float2(1, 0), lastStep: 5f);
|
||||
var p2 = MakeProjectile(em, new float3(10, 1, 10), new float2(0, 1), lastStep: 5f);
|
||||
|
||||
group.Update();
|
||||
|
||||
Assert.AreEqual(2, LedgerCount(em, ledger, ResourceId.Biomass), "Only the first hit deposits; the second strikes the already-cleared spot (no double-deposit).");
|
||||
Assert.IsFalse(em.Exists(clutter), "The clutter is shattered exactly once.");
|
||||
Assert.IsFalse(em.Exists(p1), "First projectile consumed (harvested).");
|
||||
Assert.IsFalse(em.Exists(p2), "Second projectile is still consumed — a hit always spends the shot, even on a same-tick-cleared target.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user