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:
@@ -0,0 +1,133 @@
|
||||
using ProjectM.Simulation;
|
||||
using Unity.Burst;
|
||||
using Unity.Collections;
|
||||
using Unity.Entities;
|
||||
using Unity.Mathematics;
|
||||
using Unity.NetCode;
|
||||
using Unity.Transforms;
|
||||
|
||||
namespace ProjectM.Server
|
||||
{
|
||||
/// <summary>
|
||||
/// SERVER-ONLY player-cast zone driver (Vortex / LightZone — the LANTERN Aoe/zone Sparks). Borrows the
|
||||
/// <see cref="GeyserEruptSystem"/> skeleton — the INVERTED invalid-tick guard (a born-0 <see cref="ZoneEffect.NextTick"/>
|
||||
/// is lazy-stamped born-correct, never storm-fires) and the <c>= now + period</c> reschedule — but is
|
||||
/// ENEMY-ONLY (NO friendly fire), stamps <see cref="DamageEvent.SourceNetworkId"/> = the caster's NetworkId
|
||||
/// (kills credit the caster — NOT the -1 environment convention), and has NO region gate (a no-world gym).
|
||||
/// A <see cref="ZoneEffectFlag.Vortex"/> zone ALSO writes a gentle inward <see cref="KnockbackState"/> every
|
||||
/// tick (EnemyAISystem drives it, sole Position writer), so runs BEFORE EnemyAISystem. DestroyEntity when
|
||||
/// <see cref="ZoneEffect.ExpireTick"/> elapses (server-authoritative ghost despawn). Ticks via
|
||||
/// <see cref="TickUtil.NonZero"/>; compared with <see cref="NetworkTick"/> only.
|
||||
/// </summary>
|
||||
[BurstCompile]
|
||||
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
|
||||
[UpdateInGroup(typeof(SimulationSystemGroup))]
|
||||
[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
|
||||
[UpdateBefore(typeof(EnemyAISystem))]
|
||||
public partial struct ZonePulseSystem : ISystem
|
||||
{
|
||||
const uint k_PulsePeriodTicks = 30u; // damage cadence (~0.5s at 60 ticks/sec)
|
||||
const float k_VortexPullSpeed = 4f; // gentle inward drift for a Vortex (world units/sec)
|
||||
const float k_VortexDeadzoneSq = 0.25f; // don't re-aim (or NaN) an enemy already at the zone centre
|
||||
|
||||
ComponentLookup<KnockbackState> m_KnockbackLookup;
|
||||
ComponentLookup<BossState> m_BossLookup;
|
||||
|
||||
[BurstCompile]
|
||||
public void OnCreate(ref SystemState state)
|
||||
{
|
||||
state.RequireForUpdate<NetworkTime>();
|
||||
state.RequireForUpdate<ZoneEffect>();
|
||||
m_KnockbackLookup = state.GetComponentLookup<KnockbackState>(isReadOnly: false);
|
||||
m_BossLookup = state.GetComponentLookup<BossState>(isReadOnly: true);
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
public void OnUpdate(ref SystemState state)
|
||||
{
|
||||
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
|
||||
if (!serverTick.IsValid) return;
|
||||
uint now = serverTick.TickIndexForValidTick;
|
||||
uint stamp = TickUtil.NonZero(now);
|
||||
uint reschedule = TickUtil.NonZero(now + k_PulsePeriodTicks);
|
||||
m_KnockbackLookup.Update(ref state);
|
||||
m_BossLookup.Update(ref state);
|
||||
|
||||
// Living enemies once this tick (entities + positions; stable query order).
|
||||
var enemyEntities = new NativeList<Entity>(Allocator.Temp);
|
||||
var enemyPositions = new NativeList<float3>(Allocator.Temp);
|
||||
foreach (var (lt, hp, e) in
|
||||
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
|
||||
.WithAll<EnemyTag>().WithNone<Dying>().WithEntityAccess())
|
||||
{
|
||||
if (hp.ValueRO.Current <= 0f) continue;
|
||||
enemyEntities.Add(e);
|
||||
enemyPositions.Add(lt.ValueRO.Position);
|
||||
}
|
||||
|
||||
var ecb = new EntityCommandBuffer(Allocator.Temp);
|
||||
|
||||
foreach (var (zone, lt, zoneEntity) in
|
||||
SystemAPI.Query<RefRW<ZoneEffect>, RefRO<LocalTransform>>().WithEntityAccess())
|
||||
{
|
||||
var ze = zone.ValueRO;
|
||||
|
||||
// Lifetime: despawn the zone ghost when the leash elapses (server-authoritative).
|
||||
if (ze.ExpireTick != 0u && !new NetworkTick(ze.ExpireTick).IsNewerThan(serverTick))
|
||||
{
|
||||
ecb.DestroyEntity(zoneEntity);
|
||||
continue;
|
||||
}
|
||||
|
||||
float3 center = lt.ValueRO.Position;
|
||||
float radiusSq = ze.Radius * ze.Radius;
|
||||
bool vortex = (ze.Flags & ZoneEffectFlag.Vortex) != 0;
|
||||
|
||||
// Vortex pull: gentle inward drift EVERY tick (re-stamped, one tick; EnemyAISystem applies it).
|
||||
if (vortex)
|
||||
{
|
||||
for (int i = 0; i < enemyEntities.Length; i++)
|
||||
{
|
||||
float2 to = center.xz - enemyPositions[i].xz;
|
||||
float d2 = math.lengthsq(to);
|
||||
if (d2 > radiusSq || d2 <= k_VortexDeadzoneSq) continue;
|
||||
var e = enemyEntities[i];
|
||||
if (!m_KnockbackLookup.HasComponent(e) || m_BossLookup.HasComponent(e)) continue;
|
||||
m_KnockbackLookup[e] = new KnockbackState
|
||||
{
|
||||
Dir = math.normalize(to),
|
||||
Speed = k_VortexPullSpeed,
|
||||
UntilTick = TickUtil.NonZero(now + 1u),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Damage pulse: INVERTED invalid-tick guard (a born-0 NextTick lazy-stamps born-correct, never storms).
|
||||
uint next = ze.NextTick;
|
||||
if (next == 0u || !new NetworkTick(next).IsValid)
|
||||
{
|
||||
zone.ValueRW.NextTick = reschedule;
|
||||
continue;
|
||||
}
|
||||
if (new NetworkTick(next).IsNewerThan(serverTick)) continue; // still counting down
|
||||
|
||||
for (int i = 0; i < enemyEntities.Length; i++)
|
||||
{
|
||||
if (math.distancesq(enemyPositions[i].xz, center.xz) > radiusSq) continue;
|
||||
ecb.AppendToBuffer(enemyEntities[i], new DamageEvent
|
||||
{
|
||||
Amount = ze.DamagePerPulse,
|
||||
SourceNetworkId = ze.CasterNetworkId,
|
||||
SourceTick = stamp,
|
||||
});
|
||||
}
|
||||
zone.ValueRW.NextTick = reschedule;
|
||||
}
|
||||
|
||||
ecb.Playback(state.EntityManager);
|
||||
ecb.Dispose();
|
||||
enemyEntities.Dispose();
|
||||
enemyPositions.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user