Fix: dying on an expedition soft-bricked the player — respawn now resets RegionTag to Base
PlayerRespawnSystem teleported a recovered player to base coords but never reset its server-only RegionTag (every other region-mover flips RegionTag + Position together). So dying ON an expedition left you at base still tagged Expedition: GhostRelevancy hid all base ghosts from you, base enemies ignored you, and the expedition field/zone-director kept counting you as "still out there" (waves never stopped). No self-recovery. - PlayerRespawnSystem: add RefRW<RegionTag> to the recovery query + set Region=Base alongside the reposition. - Harden: drop the hard RequireForUpdate<PlayerSpawner> (a transiently-missing spawner could strand dead players downed forever) -> TryGetSingleton with a BaseAnchor fallback, early-return only if both are absent. - PlayerRespawnSystemTests: add RegionTag to the harness + a regression (expedition death -> respawn at base with RegionTag reset to Base). 390/390 EditMode. Investigation: combat-overhaul workflow wf_c6c87dc5-9c3 (death lane). Base-death case was already correct. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -26,7 +26,6 @@ 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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state.RequireForUpdate<PlayerSpawner>();
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}
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[BurstCompile]
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@@ -37,14 +36,20 @@ namespace ProjectM.Server
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return;
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uint now = serverTick.TickIndexForValidTick;
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var spawner = SystemAPI.GetSingleton<PlayerSpawner>();
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float3 center = spawner.SpawnPoint;
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if (SystemAPI.TryGetSingleton<BaseAnchor>(out var baseAnchor))
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// Resilient spawn reference: prefer the BaseAnchor plot center, fall back to the PlayerSpawner. NEVER
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// hard-require PlayerSpawner (a transiently-missing singleton must not strand dead players downed forever).
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bool haveSpawner = SystemAPI.TryGetSingleton<PlayerSpawner>(out var spawner);
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bool haveAnchor = SystemAPI.TryGetSingleton<BaseAnchor>(out var baseAnchor);
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if (!haveSpawner && !haveAnchor)
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return; // no spawn reference at all this tick — re-try next tick rather than mis-place
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float3 center = haveAnchor ? BaseGridMath.PlotCenter(baseAnchor) : spawner.SpawnPoint;
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float ringRadius = haveSpawner ? spawner.SpawnRingRadius : 2f;
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int ringSlots = haveSpawner ? spawner.RingSlots : 4;
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center = BaseGridMath.PlotCenter(baseAnchor);
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foreach (var (health, respawn, invuln, xform, owner, eff) in
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foreach (var (health, respawn, invuln, xform, region, owner, eff) in
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SystemAPI.Query<RefRW<Health>, RefRW<RespawnState>, RefRW<RespawnInvuln>, RefRW<LocalTransform>,
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RefRO<GhostOwner>, RefRO<EffectiveCharacterStats>>()
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RefRW<RegionTag>, RefRO<GhostOwner>, RefRO<EffectiveCharacterStats>>()
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.WithAll<PlayerTag>())
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{
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if (health.ValueRO.Current > 0f)
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@@ -66,8 +71,12 @@ namespace ProjectM.Server
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health.ValueRW.Current = maxHealth;
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float3 pos = center + PlayerSpawnMath.SpawnOffset(
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owner.ValueRO.NetworkId, spawner.SpawnRingRadius, spawner.RingSlots);
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owner.ValueRO.NetworkId, ringRadius, ringSlots);
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xform.ValueRW.Position = pos;
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// Death fix: respawn is at BASE, so the player's server-only RegionTag MUST return to Base too
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// (every other mover flips RegionTag + Position together). Dying on an expedition otherwise leaves
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// you at base coords still tagged Expedition -> RegionRelevancy hides all base ghosts (soft-brick).
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region.ValueRW.Region = RegionId.Base;
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// Grant brief post-respawn damage immunity so the swarm can't instantly re-kill.
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invuln.ValueRW.UntilTick = TickUtil.NonZero(now + (uint)math.max(0, respawn.ValueRO.InvulnTicks));
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