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:
@@ -98,7 +98,7 @@ namespace ProjectM.Server
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// Live BASE husks for the entity cap (expedition zone enemies are EnemyTag too -> excluded).
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int aliveBase = 0;
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foreach (var hr in SystemAPI.Query<RefRO<RegionTag>>().WithAll<EnemyTag>())
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foreach (var hr in SystemAPI.Query<RefRO<RegionTag>>().WithAll<EnemyTag>().WithNone<Dying>())
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if (hr.ValueRO.Region == RegionId.Base) aliveBase++;
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// MaxAlive counts ENTITIES; spawn the whole pack only if it fits (else WAIT — don't consume the slot).
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@@ -134,7 +134,7 @@ namespace ProjectM.Server
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// Wave fully spawned: cleared only when no BASE husk remains. Expedition zone enemies are also
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// EnemyTag but RegionTag{Expedition}; they must NOT hold the base siege open (DR-040 BLOCKER 3).
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int baseHusks = 0;
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foreach (var hr in SystemAPI.Query<RefRO<RegionTag>>().WithAll<EnemyTag>())
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foreach (var hr in SystemAPI.Query<RefRO<RegionTag>>().WithAll<EnemyTag>().WithNone<Dying>())
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if (hr.ValueRO.Region == RegionId.Base) baseHusks++;
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if (baseHusks == 0)
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{
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