Phase 1 B3: enemies die with a corpse window instead of popping out of existence

Server: HealthApplyDamageSystem marks EnemyTag Dying{UntilTick} (TickUtil.
NonZero, ~54 ticks) on the lethal 0-crossing instead of instant destroy,
zeroes every live cue (replicated AttackWindup, LungeState + IsLunging bit,
KnockbackState), destroys on expiry; plain-world tests keep instant destroy
(no NetworkTime) so the suite's assertions stay meaningful.

Every consumer now ignores corpses (all confirmed entity-count/unfiltered by
the design review): EnemyAISystem all 4 passes, BossAISystem brain + summon
cap, RoomEnemyDirector room-clear + MaxAlive fit, WaveSystem cap + cleared,
CyclePhaseSystem breach wipe + DefendCleared, ThreatDirector timeout cull,
TurretFire targeting, CoreDamage drain, ProjectileDamage snapshot (corpses
are not shields), AbilityFire auto-aim candidates, debug cull + telemetry.
Wipe passes skip Dying to avoid cross-ECB double-destroys.

Client: EnemyAnimationDriveSystem finally drives the controller's IsDead
param (Health.Current<=0 is the replicated death read; corpse locomotion
zeroed); CombatFeedbackSystem moves the kill CRUNCH to the 0-crossing (the
prune-edge timing would land it ~1 s late) - the prune keeps a small
dissolve puff for corpses and the legacy full read for alive-vanish culls.

456/456 EditMode.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-06 18:34:12 -07:00
parent 358ac14b06
commit 3836e9c842
18 changed files with 125 additions and 33 deletions
@@ -98,7 +98,7 @@ namespace ProjectM.Server
// Live BASE husks for the entity cap (expedition zone enemies are EnemyTag too -> excluded).
int aliveBase = 0;
foreach (var hr in SystemAPI.Query<RefRO<RegionTag>>().WithAll<EnemyTag>())
foreach (var hr in SystemAPI.Query<RefRO<RegionTag>>().WithAll<EnemyTag>().WithNone<Dying>())
if (hr.ValueRO.Region == RegionId.Base) aliveBase++;
// MaxAlive counts ENTITIES; spawn the whole pack only if it fits (else WAIT — don't consume the slot).
@@ -134,7 +134,7 @@ namespace ProjectM.Server
// Wave fully spawned: cleared only when no BASE husk remains. Expedition zone enemies are also
// EnemyTag but RegionTag{Expedition}; they must NOT hold the base siege open (DR-040 BLOCKER 3).
int baseHusks = 0;
foreach (var hr in SystemAPI.Query<RefRO<RegionTag>>().WithAll<EnemyTag>())
foreach (var hr in SystemAPI.Query<RefRO<RegionTag>>().WithAll<EnemyTag>().WithNone<Dying>())
if (hr.ValueRO.Region == RegionId.Base) baseHusks++;
if (baseHusks == 0)
{