LANTERN P1 Group B: 5-Spark systems — Aoe/Hitscan dispatch + reel/zone/decoy

Aoe/Hitscan archetype dispatch in AbilityFireSystem (both-worlds cooldown;
server-only ecb.Instantiate — the client-never-instantiates invariant; ZoneEffect
vs DecoyTag chosen by prefab membership). Harpooner REEL as a homing state
(ReelState + ReelSystem re-aim the hit Husk's KnockbackState toward the caster's
live position each tick; EnemyAISystem stays sole Position writer), stamped by
ProjectileDamageSystem on a Reel-flag hit. ZonePulseSystem (enemy-only periodic
AoE, caster attribution, no friendly fire, Vortex pull, born-0 lazy-stamp).
Decoy aggro in EnemyAISystem + DecoySystem despawn. AbilityDefBlob gains
EffectFlags (Reel) + DurationTicks. +3 ZonePulseSystem EditMode tests (497 green).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-15 00:00:41 -07:00
parent 8f070ff83c
commit 36950ca21d
24 changed files with 738 additions and 20 deletions
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using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for a decoy-wisp ghost (the LANTERN Aoe/spawn Spark). Bakes an inert <see cref="DecoyTag"/>
/// (lifetime stamped at spawn) plus the damageable set (Health + DamageEvent buffer) so Husks path to and
/// "kill" it — drawing aggro off the players (EnemyAISystem targets DecoyTag entities). NO HitRadius: the
/// decoy is NOT a projectile target, so the caster's own shots pass through it. <c>DecoySystem</c> despawns
/// it on Health &lt;= 0 or lifetime elapse. Ghost setup (interpolated, ownerless) is inherited by duplicating
/// an existing ownerless interpolated ghost, so position replicates via the stock LocalTransform variant.
/// </summary>
public class DecoyAuthoring : MonoBehaviour
{
[Min(1f), Tooltip("Decoy hit points — how much aggro/melee it soaks before popping.")]
public float MaxHealth = 60f;
private class DecoyBaker : Baker<DecoyAuthoring>
{
public override void Bake(DecoyAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent<DecoyTag>(entity); // ExpireTick stamped at spawn by AbilityFireSystem
AddComponent(entity, new Health { Current = authoring.MaxHealth, Max = authoring.MaxHealth });
AddBuffer<DamageEvent>(entity);
}
}
}
}