Slice 3: Expedition Combat Spine — epoch-seeded zone waves (DR-040)

Reactivate the dormant Expedition region as a procedural combat venue.
v1 loop: walk the gate -> fight an epoch-seeded enemy wave in the
expedition -> clear -> return -> flat Ore reward (once per epoch) ->
escalated retaliation base siege.

- New sim types: ZoneEnemyTag, ZoneEnemyDirector (+ ZoneEnemyPrefab
  buffer), ZoneEnemyState, ZoneEnemyMath (grunt->charger composition
  by epoch). ZoneEnemyDirectorSystem (server, Burst): drip-spawns the
  wave at a deterministic ring under a MaxAlive cap while a player is
  out and the base is Calm; marks ClearedThisEpoch on a real clear.
  [UpdateAfter(ExpeditionFieldSystem)] only (avoids a sort cycle).
- BLOCKER 1: EnemyAISystem region-filters target selection (player +
  structure snapshots gain parallel region lists; no base structures /
  no Core fallback for expedition husks).
- BLOCKER 3: WaveSystem, ThreatDirectorSystem timeout cull, and
  CyclePhaseSystem DefendCleared + Core-breach cull all count/cull
  RegionTag{Base} husks only (the breach cull was caught region-blind
  by the post-impl review: a base breach wiped the live expedition
  wave and spuriously paid the reward).
- BLOCKER 4: reward de-duped via CycleRuntime.LastRewardedEpoch +
  ClearedThisEpoch; ExpeditionGateSystem deposits RewardOre once/epoch.
- ExpeditionFieldSystem teardown also culls zone enemies + region-
  guards the clutter loop. Subscene wired with the director + roster.

368/368 EditMode green + clean netcode Play smoke. Docs: DR-040 ->
built, session log, CLAUDE.md cross-region tag-reaudit rule.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-21 22:58:26 -07:00
parent cf45ec82ae
commit 3109b86d71
33 changed files with 1044 additions and 161 deletions
@@ -40,8 +40,9 @@ namespace ProjectM.Server
// Snapshot living player targets once this tick (stable query order).
var playerEntities = new NativeList<Entity>(Allocator.Temp);
var playerPositions = new NativeList<float3>(Allocator.Temp);
foreach (var (xform, health, entity) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
var playerRegions = new NativeList<byte>(Allocator.Temp);
foreach (var (xform, health, region, entity) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>, RefRO<RegionTag>>()
.WithAll<PlayerTag>()
.WithEntityAccess())
{
@@ -49,6 +50,7 @@ namespace ProjectM.Server
continue; // don't chase or strike a corpse
playerEntities.Add(entity);
playerPositions.Add(xform.ValueRO.Position);
playerRegions.Add(region.ValueRO.Region);
}
// EB-1 fortress aggro: also snapshot live structures (Turret/Wall/Pylon carry Health; automation
@@ -56,8 +58,9 @@ namespace ProjectM.Server
// the base even with every player dead/away (the locked 'push for structures' fork).
var structureEntities = new NativeList<Entity>(Allocator.Temp);
var structurePositions = new NativeList<float3>(Allocator.Temp);
foreach (var (sx, sh, se) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
var structureRegions = new NativeList<byte>(Allocator.Temp);
foreach (var (sx, sh, sr, se) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>, RefRO<RegionTag>>()
.WithAll<PlacedStructure>()
.WithEntityAccess())
{
@@ -65,6 +68,7 @@ namespace ProjectM.Server
continue; // skip a structure already at 0 (pending destroy this tick)
structureEntities.Add(se);
structurePositions.Add(sx.ValueRO.Position);
structureRegions.Add(sr.ValueRO.Region);
}
// END-1: the Engine Core is a FALLBACK target. When no living player/structure remains, undefended
@@ -77,8 +81,10 @@ namespace ProjectM.Server
{
playerEntities.Dispose();
playerPositions.Dispose();
playerRegions.Dispose();
structureEntities.Dispose();
structurePositions.Dispose();
structureRegions.Dispose();
return;
}
@@ -95,12 +101,14 @@ namespace ProjectM.Server
bool sweep = havePhysics && envMask != 0u;
const float SweepRadius = 0.5f; // collide-and-slide sphere radius for Husk movement
foreach (var (xform, stats, cooldown, knockback, windup) in
foreach (var (xform, stats, cooldown, knockback, windup, region) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyAttackCooldown>,
RefRW<KnockbackState>, RefRW<AttackWindup>>()
RefRW<KnockbackState>, RefRW<AttackWindup>, RefRO<RegionTag>>()
.WithAll<EnemyTag>().WithNone<LungeState>())
{
float3 pos = xform.ValueRO.Position;
byte huskRegion = region.ValueRO.Region;
bool huskCoreAlive = coreAlive && huskRegion == RegionId.Base;
// Knockback overrides seek/strike for its window — EnemyAISystem stays the SOLE writer of Position.
var kb = knockback.ValueRO;
@@ -122,8 +130,8 @@ namespace ProjectM.Server
// EB-1 fortress aggro: nearest of players (weight 1) + structures (StructureAggroWeight) — a wall/
// turret is the preferred target unless a player is in the way (closer after weighting).
EnemyAIMath.PickWeightedNearest(pos, playerPositions, structurePositions, structAggro, out bool tgtIsStruct, out int tgtIdx);
if (tgtIdx < 0 && !coreAlive)
EnemyAIMath.PickWeightedNearest(pos, playerPositions, playerRegions, structurePositions, structureRegions, huskRegion, structAggro, out bool tgtIsStruct, out int tgtIdx);
if (tgtIdx < 0 && !huskCoreAlive)
continue; // no player/structure and no Core -> nothing to seek
Entity targetEntity = tgtIdx < 0 ? Entity.Null
: (tgtIsStruct ? structureEntities[tgtIdx] : playerEntities[tgtIdx]);
@@ -201,12 +209,14 @@ namespace ProjectM.Server
uint ChargerWindupTicks = (uint)math.max(1f, tune.ChargerWindupTicks); // readable telegraph lead
uint ChargerWhiffStaggerTicks = (uint)math.max(1f, tune.ChargerWhiffStaggerTicks); // punish window
uint chargerWhiffsThisTick = 0;
foreach (var (xform, stats, cooldown, knockback, windup, lunge) in
foreach (var (xform, stats, cooldown, knockback, windup, lunge, region) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyAttackCooldown>,
RefRW<KnockbackState>, RefRW<AttackWindup>, RefRW<LungeState>>()
RefRW<KnockbackState>, RefRW<AttackWindup>, RefRW<LungeState>, RefRO<RegionTag>>()
.WithAll<EnemyTag>())
{
float3 pos = xform.ValueRO.Position;
byte cHuskRegion = region.ValueRO.Region;
bool cHuskCoreAlive = coreAlive && cHuskRegion == RegionId.Base;
// 1. Knockback wins (and cancels any in-flight lunge so Position keeps a single writer).
var kb = knockback.ValueRO;
@@ -227,8 +237,8 @@ namespace ProjectM.Server
}
// EB-1 fortress aggro: same weighted target selection as the Grunt pass (shared helper).
EnemyAIMath.PickWeightedNearest(pos, playerPositions, structurePositions, structAggro, out bool cIsStruct, out int cIdx);
if (cIdx < 0 && !coreAlive)
EnemyAIMath.PickWeightedNearest(pos, playerPositions, playerRegions, structurePositions, structureRegions, cHuskRegion, structAggro, out bool cIsStruct, out int cIdx);
if (cIdx < 0 && !cHuskCoreAlive)
continue;
Entity cTargetEntity = cIdx < 0 ? Entity.Null
: (cIsStruct ? structureEntities[cIdx] : playerEntities[cIdx]);
@@ -340,8 +350,10 @@ namespace ProjectM.Server
ecb.Dispose();
playerEntities.Dispose();
playerPositions.Dispose();
playerRegions.Dispose();
structureEntities.Dispose();
structurePositions.Dispose();
structureRegions.Dispose();
}
// Swept collide-and-slide for server-authoritative Husk movement: sphere-cast the intended step against