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:
@@ -28,7 +28,6 @@ namespace ProjectM.Server
|
||||
[UpdateBefore(typeof(CyclePhaseSystem))]
|
||||
public partial struct ThreatDirectorSystem : ISystem
|
||||
{
|
||||
EntityQuery m_Husks;
|
||||
|
||||
[BurstCompile]
|
||||
public void OnCreate(ref SystemState state)
|
||||
@@ -37,7 +36,6 @@ namespace ProjectM.Server
|
||||
state.RequireForUpdate<CycleState>();
|
||||
state.RequireForUpdate<ThreatState>();
|
||||
state.RequireForUpdate<ThreatConfig>();
|
||||
m_Husks = state.GetEntityQuery(ComponentType.ReadOnly<EnemyTag>());
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
@@ -109,17 +107,14 @@ namespace ProjectM.Server
|
||||
var start = new NetworkTick(threat.SiegeStartTick);
|
||||
if (start.IsValid && serverTick.TicksSince(start) > (int)config.SiegeTimeoutTicks)
|
||||
{
|
||||
// Collapse the siege: cull every remaining Husk (a cached tag query, never RefRO on a tag).
|
||||
var husks = m_Husks.ToEntityArray(Allocator.Temp);
|
||||
if (husks.Length > 0)
|
||||
{
|
||||
var ecb = new EntityCommandBuffer(Allocator.Temp);
|
||||
for (int i = 0; i < husks.Length; i++)
|
||||
ecb.DestroyEntity(husks[i]);
|
||||
ecb.Playback(state.EntityManager);
|
||||
ecb.Dispose();
|
||||
}
|
||||
husks.Dispose();
|
||||
// Collapse the siege: cull every remaining BASE Husk only (expedition zone enemies are also
|
||||
// EnemyTag but RegionTag{Expedition}; the timeout must not destroy them — DR-040 BLOCKER 3).
|
||||
var ecb = new EntityCommandBuffer(Allocator.Temp);
|
||||
foreach (var (hr, he) in SystemAPI.Query<RefRO<RegionTag>>().WithAll<EnemyTag>().WithEntityAccess())
|
||||
if (hr.ValueRO.Region == RegionId.Base)
|
||||
ecb.DestroyEntity(he);
|
||||
ecb.Playback(state.EntityManager);
|
||||
ecb.Dispose();
|
||||
|
||||
if (SystemAPI.TryGetSingletonEntity<WaveState>(out var waveEntity))
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user