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>
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using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Marker on a runtime-spawned EXPEDITION combat enemy (a Husk variant the server's ZoneEnemyDirectorSystem
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/// instantiates in the expedition region). Distinguishes zone enemies from base-siege Husks for the single
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/// teardown point in ExpeditionFieldSystem and for the per-epoch clear count. Zone enemies ALSO keep
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/// <c>EnemyTag</c> + <c>RegionTag{Expedition}</c>, so Slice-1 readability/health-bars/telegraphs/damage and the
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/// per-region AI target filter all work for them unchanged.
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/// </summary>
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public struct ZoneEnemyTag : IComponentData { }
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/// <summary>
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/// Baked config for the expedition zone-enemy director (one singleton in the gameplay subscene; the server-only
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/// ZoneEnemyDirectorSystem reads it). One epoch-seeded wave per sortie: a <see cref="GruntsPerWave"/> +
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/// <see cref="ChargersPerWave"/> baseline that shifts grunt->charger as the expedition epoch climbs (the
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/// highest-leverage variety lever), spawned one every <see cref="SpawnIntervalTicks"/> at a deterministic ring of
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/// <see cref="RingSlots"/> slots / <see cref="RingRadius"/> around the expedition origin, capped at
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/// <see cref="MaxAlive"/> concurrent (the v1 ghost-relevancy mitigation). On a real clear the returning player
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/// banks <see cref="RewardOre"/> to the shared ledger, once per epoch.
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/// </summary>
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public struct ZoneEnemyDirector : IComponentData
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{
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public int MaxAlive;
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public float RingRadius;
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public int RingSlots;
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public int SpawnIntervalTicks;
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public int GruntsPerWave;
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public int ChargersPerWave;
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public int RewardOre;
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}
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/// <summary>
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/// Baked pool of zone-enemy prefab variants the director draws from by composition. Index 0 = Grunt variant,
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/// index 1 = Charger variant (see <see cref="ZoneEnemyMath.IsChargerSlot"/>). Aliases the existing Husk ghost
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/// prefabs so zone enemies reuse the whole combat/readability stack with no new ghost type.
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/// </summary>
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public struct ZoneEnemyPrefab : IBufferElementData
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{
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public Entity Prefab;
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}
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/// <summary>
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/// Runtime state of the zone-enemy director (server-only singleton; NOT replicated). Tracks its OWN spawn
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/// counter (never WaveState.SpawnCounter), how many enemies remain to spawn for the current epoch's wave, the
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/// next spawn tick, and the epoch the current wave was seeded for (re-syncs when CycleRuntime.ExpeditionEpoch
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/// bumps). All session-scoped: 0-defaults safely on load (no SaveData field — DR-040 defers SaveData v6).
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/// </summary>
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public struct ZoneEnemyState : IComponentData
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{
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public uint SpawnCounter;
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public int RemainingToSpawn;
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public uint NextSpawnTick;
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public int SeededEpoch;
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}
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}
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