Run Re-Do
This commit is contained in:
@@ -0,0 +1,146 @@
|
||||
using ProjectM.Simulation;
|
||||
using Unity.Burst;
|
||||
using Unity.Collections;
|
||||
using Unity.Entities;
|
||||
using Unity.Mathematics;
|
||||
using Unity.Transforms;
|
||||
|
||||
namespace ProjectM.Server
|
||||
{
|
||||
/// <summary>
|
||||
/// Server-only per-ROOM field seeder — the Step-5 successor of the presence-keyed <c>ExpeditionFieldSystem</c>.
|
||||
/// When the run FSM has a room active (<see cref="RunInfo.Lifecycle"/> == InRoom) and
|
||||
/// <see cref="RunRuntime.RoomEpoch"/> has advanced past the epoch this system last seeded (int equality, never
|
||||
/// tick math), it resolves the active room's <see cref="RoomPlan"/> from the map node RunDirectorSystem published
|
||||
/// (<see cref="RunRuntime.CurrentNodeId"/> — the single plan authority; NEVER re-derived here) and scatters
|
||||
/// <c>plan.NodeCount</c> resource nodes — FLOORED by the run-wide scarcity budget
|
||||
/// <see cref="RunRuntime.NodeBudgetRemaining"/>, which this system spends down (documented co-write: RunDirector
|
||||
/// STAGES the budget at launch; this system only decrements it) — plus a light Blight-clutter dressing, all
|
||||
/// inside the room's shape at <see cref="RegionMath.ExpeditionRoomOrigin"/>(base, ActiveSubSlot). Every spawn is
|
||||
/// stamped <see cref="RoomTag"/>{room} (the teardown contract) on top of the prefab-baked RegionTag{Expedition};
|
||||
/// Scale is preserved via <c>baked.WithPosition</c> (never FromPosition).
|
||||
///
|
||||
/// Teardown: room-advance/return teardown belongs to RunDirectorSystem (RoomTeardown, Step 7). This system keeps
|
||||
/// ONE defensive sweep — Staging with any <see cref="RoomTag"/> alive → destroy them all (idempotent; covers
|
||||
/// abort/disconnect edges). Untagged ghosts (base field, structures) are structurally untouchable.
|
||||
///
|
||||
/// Ordering: <c>[UpdateAfter(RunDirectorSystem)]</c> so it reads the freshly-advanced room state same-tick.
|
||||
/// The old inherited <c>[UpdateAfter(CyclePhaseSystem)]</c> is deliberately DROPPED and NO CyclePhase edge may
|
||||
/// ever return to the room chain (the Play-only sort-cycle rule — invisible to EditMode).
|
||||
/// </summary>
|
||||
[BurstCompile]
|
||||
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
|
||||
[UpdateInGroup(typeof(SimulationSystemGroup))]
|
||||
[UpdateAfter(typeof(RunDirectorSystem))]
|
||||
public partial struct RoomFieldSystem : ISystem
|
||||
{
|
||||
/// <summary>Max clutter pieces per room — cosmetic ghosts still cost relevancy, keep the dressing light.</summary>
|
||||
const int MaxClutterPerRoom = 6;
|
||||
|
||||
EntityQuery m_RoomTagged;
|
||||
|
||||
[BurstCompile]
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
state.RequireForUpdate<ResourceFieldSpawner>();
|
||||
state.RequireForUpdate<RunInfo>();
|
||||
state.RequireForUpdate<RunRuntime>();
|
||||
m_RoomTagged = state.GetEntityQuery(ComponentType.ReadOnly<RoomTag>());
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
var dirEntity = SystemAPI.GetSingletonEntity<RunInfo>();
|
||||
var info = SystemAPI.GetComponent<RunInfo>(dirEntity);
|
||||
var run = SystemAPI.GetComponent<RunRuntime>(dirEntity);
|
||||
|
||||
var spawnerEntity = SystemAPI.GetSingletonEntity<ResourceFieldSpawner>();
|
||||
var spawner = SystemAPI.GetComponent<ResourceFieldSpawner>(spawnerEntity);
|
||||
|
||||
// One-shot: attach this system's server-only bookkeeping beside the baked spawner singleton.
|
||||
if (!SystemAPI.HasComponent<RoomFieldState>(spawnerEntity))
|
||||
{
|
||||
state.EntityManager.AddComponentData(spawnerEntity, new RoomFieldState());
|
||||
return; // structural change — clean re-read next tick
|
||||
}
|
||||
var rf = SystemAPI.GetComponent<RoomFieldState>(spawnerEntity);
|
||||
|
||||
var ecb = new EntityCommandBuffer(Allocator.Temp);
|
||||
|
||||
if (info.Lifecycle == RunLifecycle.InRoom)
|
||||
{
|
||||
if (rf.LastSpawnedRoomEpoch != run.RoomEpoch && spawner.Prefab != Entity.Null)
|
||||
{
|
||||
float3 baseCenter = new float3(0f, 1f, 0f);
|
||||
if (SystemAPI.TryGetSingleton<BaseAnchor>(out var anchor))
|
||||
baseCenter = BaseGridMath.PlotCenter(anchor);
|
||||
float3 origin = RegionMath.ExpeditionRoomOrigin(baseCenter, run.ActiveSubSlot);
|
||||
|
||||
// Single plan authority: the node RunDirector published — never re-derived from the col/path.
|
||||
var map = RunMapMath.Generate(run.RunSeed);
|
||||
var node = map.NodeAt(run.CurrentNodeId);
|
||||
var plan = RoomLayoutMath.Plan(node, info.CurrentRoom, info.RoomCount);
|
||||
byte room = (byte)(info.CurrentRoom & 0xFF);
|
||||
|
||||
// Scarcity: the run-wide budget floors this room's count and is spent down (never negative).
|
||||
int count = math.min(plan.NodeCount, math.max(0, run.NodeBudgetRemaining));
|
||||
if (count > 0)
|
||||
{
|
||||
var baked = SystemAPI.GetComponent<LocalTransform>(spawner.Prefab);
|
||||
var prefabNode = SystemAPI.GetComponent<ResourceNode>(spawner.Prefab);
|
||||
var rng = new Random(RunMapMath.Hash(run.RunSeed, (uint)run.CurrentNodeId, 0x0DEu) | 1u);
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
var e = ecb.Instantiate(spawner.Prefab);
|
||||
float3 pos = RoomLayoutMath.ScatterInShape(plan.ShapeId, origin, i, count, ref rng);
|
||||
ecb.SetComponent(e, baked.WithPosition(pos));
|
||||
// Rarity-weighted resource type (Step 11): Ore 45% (building) / Biomass 40% (walls,
|
||||
// fabricator) / AETHER 15% — the scarce permanent-meta currency, felt when it drops.
|
||||
var rn = prefabNode;
|
||||
int roll = rng.NextInt(0, 100);
|
||||
rn.ResourceId = roll < 15 ? ResourceId.Aether : roll < 60 ? ResourceId.Ore : ResourceId.Biomass;
|
||||
ecb.SetComponent(e, rn);
|
||||
ecb.AddComponent(e, new RoomTag { Room = room });
|
||||
}
|
||||
run.NodeBudgetRemaining -= count;
|
||||
SystemAPI.SetComponent(dirEntity, run); // the documented budget co-write (spend only)
|
||||
}
|
||||
|
||||
// Clutter dressing (OPTIONAL singleton) — a DISTINCT seed so it never co-locates with nodes.
|
||||
if (SystemAPI.TryGetSingleton<ClutterFieldSpawner>(out var clutter)
|
||||
&& clutter.Prefab != Entity.Null)
|
||||
{
|
||||
var cBaked = SystemAPI.GetComponent<LocalTransform>(clutter.Prefab);
|
||||
var cProto = SystemAPI.GetComponent<BlightClutter>(clutter.Prefab);
|
||||
var crng = new Random(RunMapMath.Hash(run.RunSeed, (uint)run.CurrentNodeId, 0xC17u) | 1u);
|
||||
int cCount = math.min(math.max(1, clutter.Count), MaxClutterPerRoom);
|
||||
for (int i = 0; i < cCount; i++)
|
||||
{
|
||||
var e = ecb.Instantiate(clutter.Prefab);
|
||||
float3 pos = RoomLayoutMath.ScatterInShape(plan.ShapeId, origin, i, cCount, ref crng);
|
||||
ecb.SetComponent(e, cBaked.WithPosition(pos));
|
||||
var bc = cProto;
|
||||
bc.Variant = (byte)(i % 3);
|
||||
ecb.SetComponent(e, bc);
|
||||
ecb.AddComponent(e, new RoomTag { Room = room });
|
||||
}
|
||||
}
|
||||
|
||||
rf.LastSpawnedRoomEpoch = run.RoomEpoch;
|
||||
SystemAPI.SetComponent(spawnerEntity, rf);
|
||||
}
|
||||
}
|
||||
else if (info.Lifecycle == RunLifecycle.Staging && !m_RoomTagged.IsEmpty)
|
||||
{
|
||||
// Defensive sweep: no run active but room ghosts linger (abort/disconnect edge) — clear every room.
|
||||
var ents = m_RoomTagged.ToEntityArray(Allocator.Temp);
|
||||
for (int i = 0; i < ents.Length; i++)
|
||||
ecb.DestroyEntity(ents[i]);
|
||||
ents.Dispose();
|
||||
}
|
||||
|
||||
ecb.Playback(state.EntityManager);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user