Boss becomes a real fight + readable-but-fair enemy threat
BossState (server-only) + BossAISystem: sole mover, seek -> telegraphed radial slam (AttackWindup) -> phase-2 speed + swarmer summon. Excluded from the EnemyAISystem Charger pass; knockback-immune at all 3 stamp sites; arena-anchored spawn; scaled Health/HitRadius/AttackRange. Grunt windup now commits in its last ~30% (whiffs out-of-range); Charger stagger roots; grunt speed 4.2->5.2; swarmer telegraph synced. SweptMove + zone-enemy spawn-stamp extracted to shared helpers. Zero new [GhostField]. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -43,6 +43,11 @@ namespace ProjectM.Server
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/// <summary>RW lookup to stamp server-only knockback on a hit Husk (Husks bake KnockbackState; players/dummies don't).</summary>
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ComponentLookup<KnockbackState> m_KnockbackLookup;
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/// <summary>Read-only lookup so a BOSS (BossState) is skipped by the knockback stamp — the boss is
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/// knockback-immune (A4) so a solo player can't perma-stunlock it out of its slam wind-ups.</summary>
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ComponentLookup<BossState> m_BossLookup;
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/// <summary>Extra forgiveness added to a target's hit radius to approximate the projectile's own size.</summary>
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const float k_ProjectileRadius = 0.2f;
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@@ -51,6 +56,8 @@ namespace ProjectM.Server
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{
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m_GhostOwnerLookup = state.GetComponentLookup<GhostOwner>(isReadOnly: true);
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m_KnockbackLookup = state.GetComponentLookup<KnockbackState>(isReadOnly: false);
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m_BossLookup = state.GetComponentLookup<BossState>(isReadOnly: true);
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// No projectiles → nothing to expire or hit-test; skip the tick (and its allocations) entirely.
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state.RequireForUpdate<Projectile>();
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@@ -61,6 +68,8 @@ namespace ProjectM.Server
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{
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m_GhostOwnerLookup.Update(ref state);
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m_KnockbackLookup.Update(ref state);
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m_BossLookup.Update(ref state);
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bool haveTick = SystemAPI.TryGetSingleton<NetworkTime>(out var nt);
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float dt = SystemAPI.Time.DeltaTime;
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@@ -133,7 +142,7 @@ namespace ProjectM.Server
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SourceTick = haveTick ? TickUtil.NonZero(nt.ServerTick.TickIndexForValidTick) : 0u,
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});
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var hitTarget = targetEntities[bestIdx];
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if (haveTick && Tuning.KnockbackSpeed > 0f && m_KnockbackLookup.HasComponent(hitTarget))
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if (haveTick && Tuning.KnockbackSpeed > 0f && m_KnockbackLookup.HasComponent(hitTarget) && !m_BossLookup.HasComponent(hitTarget))
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{
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m_KnockbackLookup[hitTarget] = new KnockbackState
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{
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