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:
@@ -26,7 +26,7 @@ namespace ProjectM.Server
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public void OnCreate(ref SystemState state)
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{
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m_Husks = state.GetEntityQuery(ComponentType.ReadOnly<EnemyTag>());
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m_Husks = state.GetEntityQuery(ComponentType.ReadOnly<EnemyTag>(), ComponentType.Exclude<Dying>()); // corpses expire on their own (B3; avoids a cross-ECB double-destroy)
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var builder = new EntityQueryBuilder(Allocator.Temp)
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.WithAll<DebugCommandRequest, ReceiveRpcCommandRequest>();
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state.RequireForUpdate(state.GetEntityQuery(builder));
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@@ -24,7 +24,7 @@ namespace ProjectM.Server
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<NetworkTime>();
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m_Husks = state.GetEntityQuery(ComponentType.ReadOnly<EnemyTag>());
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m_Husks = state.GetEntityQuery(ComponentType.ReadOnly<EnemyTag>(), ComponentType.Exclude<Dying>()); // telemetry counts LIVING (B3)
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if (state.GetEntityQuery(ComponentType.ReadWrite<DevTelemetry>()).IsEmpty)
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state.EntityManager.CreateEntity(typeof(DevTelemetry));
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}
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