Map Updates
This commit is contained in:
@@ -12,10 +12,13 @@ namespace ProjectM.Server
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/// counts players whose server-only <see cref="RegionTag"/> is the Expedition region, and on the
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/// empty->occupied edge (a new sortie) bumps <see cref="CycleRuntime.ExpeditionEpoch"/> and scatters
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/// <see cref="ResourceFieldSpawner.Count"/> resource-node ghosts (seeded by the epoch) around the expedition
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/// origin, each RegionTag{Expedition}; on the occupied->empty edge (the LAST player left) it destroys every
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/// node. So the field lives as long as anyone is out there, not on a global timer. Plain server
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/// SimulationSystemGroup. Server-authoritative; clients despawn nodes via GhostDespawnSystem. Per-epoch
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/// reproducible (the seed is the monotonic int epoch, compared by equality — never tick math, never 0).
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/// origin — PLUS, if a <see cref="ClutterFieldSpawner"/> singleton is present,
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/// <see cref="ClutterFieldSpawner.Count"/> Blight-clutter ghosts (seeded DISTINCTLY so clutter and nodes don't
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/// co-locate, Variant round-robined), each RegionTag{Expedition}; on the occupied->empty edge (the LAST
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/// player left) it destroys every node AND every clutter piece. So the field lives as long as anyone is out
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/// there, not on a global timer. Plain server SimulationSystemGroup. Server-authoritative; clients despawn
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/// ghosts via GhostDespawnSystem. Per-epoch reproducible (the seed is the monotonic int epoch, compared by
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/// equality — never tick math, never 0).
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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@@ -80,14 +83,42 @@ namespace ProjectM.Server
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rn.ResourceId = (byte)(ResourceId.Aether + (byte)(i % 3));
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ecb.SetComponent(node, rn);
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}
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// Blight clutter (OPTIONAL singleton): scatter alongside the nodes with a DISTINCT seed so the
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// two fields don't co-locate. Round-robin Variant for client visual variety.
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if (SystemAPI.TryGetSingleton<ClutterFieldSpawner>(out var clutterSpawner)
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&& clutterSpawner.Prefab != Entity.Null)
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{
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var clutterXform = SystemAPI.GetComponent<LocalTransform>(clutterSpawner.Prefab);
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var prefabClutter = SystemAPI.GetComponent<BlightClutter>(clutterSpawner.Prefab);
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var crng = new Random((uint)math.max(1, runtime.ExpeditionEpoch * 2 + 1));
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int ccount = math.max(1, clutterSpawner.Count);
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for (int i = 0; i < ccount; i++)
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{
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var piece = ecb.Instantiate(clutterSpawner.Prefab);
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float ang = crng.NextFloat(0f, math.PI * 2f);
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float rad = clutterSpawner.Radius * math.sqrt(crng.NextFloat(0f, 1f));
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var xform = clutterXform;
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xform.Position = origin + new float3(math.cos(ang) * rad, 0f, math.sin(ang) * rad);
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ecb.SetComponent(piece, xform);
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var bc = prefabClutter;
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bc.Variant = (byte)(i % 3);
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ecb.SetComponent(piece, bc);
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}
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}
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runtime.LastSpawnedEpoch = runtime.ExpeditionEpoch;
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}
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// DESTROY: the last player left the expedition — clear the whole field.
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// DESTROY: the last player left the expedition — clear the whole field (nodes + clutter).
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if (wasOccupied && !occupied)
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{
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foreach (var (rn, e) in SystemAPI.Query<RefRO<ResourceNode>>().WithEntityAccess())
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ecb.DestroyEntity(e);
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foreach (var (bc, e) in SystemAPI.Query<RefRO<BlightClutter>>().WithEntityAccess())
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ecb.DestroyEntity(e);
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}
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runtime.PrevExpeditionOccupied = (byte)(occupied ? 1 : 0);
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@@ -9,18 +9,21 @@ using Unity.Transforms;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-only resource harvest: sweeps each surviving projectile's this-tick travel segment against
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/// resource-node ghosts and deposits <see cref="ResourceNode.HarvestPerHit"/> of the node's
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/// <see cref="ResourceNode.ResourceId"/> into the GLOBAL resource ledger (the CycleDirector's
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/// <see cref="StorageEntry"/> buffer, resolved via <see cref="ResourceLedger"/> — NEVER
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/// GetSingleton<StorageEntry>, which would collide with the base storage container). Runs in the plain
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/// server SimulationSystemGroup <c>[UpdateAfter(PredictedSimulationSystemGroup)]</c> — after
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/// ProjectileDamageSystem has already consumed Health-target hits and range-expired projectiles, so this
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/// only sees true survivors. The swept segment is reconstructed from <see cref="Projectile.LastStep"/>
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/// (written by ProjectileMoveSystem in the fixed-step group), so it is tunnelling-safe WITHOUT depending on
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/// this plain group's variable-frame DeltaTime. A node hit by two projectiles in one tick deposits twice
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/// but is destroyed exactly once. Relies on the asserted ~1000-unit base/expedition coordinate gap so a
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/// base projectile can never geometrically reach an expedition node.
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/// Server-only resource harvest + Blight-clutter clearing: sweeps each surviving projectile's this-tick travel
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/// segment against a UNIFIED target set of resource-node ghosts AND Blight-clutter ghosts, deposits the hit
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/// target's yield into the GLOBAL resource ledger (the CycleDirector's <see cref="StorageEntry"/> buffer,
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/// resolved via <see cref="ResourceLedger"/> — NEVER GetSingleton<StorageEntry>, which would collide with
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/// the base storage container) and decrements its Remaining; the target despawns at <= 0. Nodes deposit
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/// <see cref="ResourceNode.ResourceId"/> @ HarvestPerHit; clutter deposits <see cref="BlightClutter.ScrapResourceId"/>
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/// @ ScrapPerHit (a small "minor scrap" trickle — carving through the frontier). UNIFYING the two into one sweep
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/// is a CORRECTNESS requirement: two separate sweeps would each DestroyEntity a projectile that overlaps a node
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/// AND a clutter piece — a double DestroyEntity throws at ECB playback. Runs in the plain server
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/// SimulationSystemGroup <c>[UpdateAfter(PredictedSimulationSystemGroup)]</c> — after ProjectileDamageSystem has
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/// consumed Health-target hits and range-expired projectiles, so this only sees true survivors. The swept
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/// segment is reconstructed from <see cref="Projectile.LastStep"/> (written by ProjectileMoveSystem in the
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/// fixed-step group), so it is tunnelling-safe WITHOUT depending on this plain group's variable-frame DeltaTime.
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/// A target hit by two projectiles in one tick deposits twice but is destroyed exactly once. Relies on the
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/// asserted ~1000-unit base/expedition coordinate gap so a base projectile can never reach an expedition target.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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@@ -34,7 +37,6 @@ namespace ProjectM.Server
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<Projectile>();
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state.RequireForUpdate<ResourceNode>();
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state.RequireForUpdate<ResourceLedger>();
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}
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@@ -44,26 +46,43 @@ namespace ProjectM.Server
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var ledgerEntity = SystemAPI.GetSingletonEntity<ResourceLedger>();
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var ledger = SystemAPI.GetBuffer<StorageEntry>(ledgerEntity);
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// Snapshot all nodes once this tick.
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var nodeEntities = new NativeList<Entity>(Allocator.Temp);
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var nodePos = new NativeList<float2>(Allocator.Temp);
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var nodeRadius = new NativeList<float>(Allocator.Temp);
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var nodeRemaining = new NativeList<int>(Allocator.Temp);
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var nodeResource = new NativeList<byte>(Allocator.Temp);
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var nodePerHit = new NativeList<float>(Allocator.Temp);
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// Snapshot all harvest/clear targets (nodes + clutter) once this tick into a UNIFIED set.
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var tgtEntity = new NativeList<Entity>(Allocator.Temp);
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var tgtPos = new NativeList<float2>(Allocator.Temp);
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var tgtRadius = new NativeList<float>(Allocator.Temp);
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var tgtRemaining = new NativeList<int>(Allocator.Temp);
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var tgtYieldId = new NativeList<byte>(Allocator.Temp);
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var tgtYieldPerHit = new NativeList<float>(Allocator.Temp);
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var tgtVariant = new NativeList<byte>(Allocator.Temp);
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var tgtIsClutter = new NativeList<bool>(Allocator.Temp);
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foreach (var (xform, hr, node, e) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<HitRadius>, RefRO<ResourceNode>>().WithEntityAccess())
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{
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nodeEntities.Add(e);
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nodePos.Add(xform.ValueRO.Position.xz);
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nodeRadius.Add(hr.ValueRO.Value);
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nodeRemaining.Add(node.ValueRO.Remaining);
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nodeResource.Add(node.ValueRO.ResourceId);
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nodePerHit.Add(node.ValueRO.HarvestPerHit);
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tgtEntity.Add(e);
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tgtPos.Add(xform.ValueRO.Position.xz);
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tgtRadius.Add(hr.ValueRO.Value);
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tgtRemaining.Add(node.ValueRO.Remaining);
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tgtYieldId.Add(node.ValueRO.ResourceId);
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tgtYieldPerHit.Add(node.ValueRO.HarvestPerHit);
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tgtVariant.Add(0);
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tgtIsClutter.Add(false);
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}
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var destroyed = new NativeArray<bool>(nodeEntities.Length, Allocator.Temp);
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foreach (var (xform, hr, clutter, e) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<HitRadius>, RefRO<BlightClutter>>().WithEntityAccess())
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{
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tgtEntity.Add(e);
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tgtPos.Add(xform.ValueRO.Position.xz);
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tgtRadius.Add(hr.ValueRO.Value);
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tgtRemaining.Add(clutter.ValueRO.Remaining);
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tgtYieldId.Add(clutter.ValueRO.ScrapResourceId);
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tgtYieldPerHit.Add(clutter.ValueRO.ScrapPerHit);
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tgtVariant.Add(clutter.ValueRO.Variant);
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tgtIsClutter.Add(true);
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}
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var destroyed = new NativeArray<bool>(tgtEntity.Length, Allocator.Temp);
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (xform, proj, projEntity) in
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@@ -77,27 +96,34 @@ namespace ProjectM.Server
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int bestIdx = -1;
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float bestT = float.MaxValue;
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for (int i = 0; i < nodeEntities.Length; i++)
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bool overlappedCleared = false; // struck a target a sibling projectile already cleared THIS tick
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for (int i = 0; i < tgtEntity.Length; i++)
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{
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if (destroyed[i]) continue;
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float2 tp = nodePos[i];
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float2 tp = tgtPos[i];
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float t = segLenSq > 1e-8f ? math.saturate(math.dot(tp - segStart, seg) / segLenSq) : 0f;
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float2 closest = segStart + t * seg;
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float hitDist = nodeRadius[i] + k_ProjectileRadius;
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if (math.distancesq(tp, closest) <= hitDist * hitDist && t < bestT)
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{
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bestT = t;
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bestIdx = i;
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}
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float hitDist = tgtRadius[i] + k_ProjectileRadius;
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if (math.distancesq(tp, closest) > hitDist * hitDist)
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continue;
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if (destroyed[i]) { overlappedCleared = true; continue; }
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if (t < bestT) { bestT = t; bestIdx = i; }
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}
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if (bestIdx < 0)
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{
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// No LIVE target on the segment. If the shot still overlapped a target a sibling projectile
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// cleared this same tick, consume it anyway (a hit always spends the shot); else it's a miss.
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if (overlappedCleared)
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ecb.DestroyEntity(projEntity);
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continue;
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}
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int amount = (int)nodePerHit[bestIdx];
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StorageMath.Deposit(ledger, nodeResource[bestIdx], amount);
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int rem = nodeRemaining[bestIdx] - amount;
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nodeRemaining[bestIdx] = rem;
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// A positive baked yield must always make progress: a raw (int) truncation of a sub-1.0 per-hit
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// value would deposit 0 AND never decrement Remaining -> an immortal target that silently eats shots.
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int amount = math.max(1, (int)tgtYieldPerHit[bestIdx]);
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StorageMath.Deposit(ledger, tgtYieldId[bestIdx], amount);
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int rem = tgtRemaining[bestIdx] - amount;
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tgtRemaining[bestIdx] = rem;
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ecb.DestroyEntity(projEntity);
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if (rem <= 0)
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@@ -105,17 +131,27 @@ namespace ProjectM.Server
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if (!destroyed[bestIdx])
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{
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destroyed[bestIdx] = true;
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ecb.DestroyEntity(nodeEntities[bestIdx]);
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ecb.DestroyEntity(tgtEntity[bestIdx]);
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}
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}
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else if (tgtIsClutter[bestIdx])
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{
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// Persist the decremented Remaining (replicated GhostField) so depletion carries across ticks.
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SystemAPI.SetComponent(tgtEntity[bestIdx], new BlightClutter
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{
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Remaining = rem,
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Variant = tgtVariant[bestIdx],
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ScrapResourceId = tgtYieldId[bestIdx],
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ScrapPerHit = tgtYieldPerHit[bestIdx],
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});
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}
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else
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{
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// Persist the decremented Remaining (replicated GhostField) so depletion carries across ticks.
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SystemAPI.SetComponent(nodeEntities[bestIdx], new ResourceNode
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SystemAPI.SetComponent(tgtEntity[bestIdx], new ResourceNode
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{
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ResourceId = nodeResource[bestIdx],
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ResourceId = tgtYieldId[bestIdx],
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Remaining = rem,
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HarvestPerHit = nodePerHit[bestIdx],
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HarvestPerHit = tgtYieldPerHit[bestIdx],
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});
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}
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}
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@@ -123,12 +159,14 @@ namespace ProjectM.Server
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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destroyed.Dispose();
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nodeEntities.Dispose();
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nodePos.Dispose();
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nodeRadius.Dispose();
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nodeRemaining.Dispose();
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nodeResource.Dispose();
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nodePerHit.Dispose();
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tgtEntity.Dispose();
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tgtPos.Dispose();
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tgtRadius.Dispose();
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tgtRemaining.Dispose();
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tgtYieldId.Dispose();
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tgtYieldPerHit.Dispose();
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tgtVariant.Dispose();
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tgtIsClutter.Dispose();
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}
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}
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}
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