Hazard: Blight geyser — permanent periodic both-sides AoE (Phase 1.5b bundle 3)

Review-first netcode slice (design review wf_900e9965-8f0 -> 11 folded;
post-impl wf_5c8299f8-299 clean). A PERMANENT periodic telegraphed AoE in
Blight-biome rooms only; one new [GhostField] uint NextEruptTick.

- Geyser component + GeyserEruptSystem (server): inverted invalid-tick guard
  (a baked-0 tick must NEVER erupt -> lazy-stamps born-correct instead of the
  party-wiping per-tick barrage), inline both-sides gather (SourceNetworkId=-1),
  reschedule = now + period (never +=), never destroyed.
- GeyserTelegraphSystem (client): absolute-tick growing warning disc +
  erupt burst on the >0->=<0 crossing, latched per NextEruptTick + arm-guard
  (never edge-detects the replicated field -> no phantom on 0->stamp /
  relevancy re-entry). Reuses ScorchDecalSystem + DynamicLightSystem.
- Seeded in RoomFieldSystem (Blight-gated on plan.Biome, born-correct staggered
  stamp from live ServerTick), GeyserFieldSpawner + authoring wired into the
  Gameplay subscene. Geyser.prefab duplicated from ResourceNode (no collider).
- BuildDisc promoted to FeedbackFx (shared with the barrel fuse ring).
- 474/474 EditMode incl. the unstamped-storm regression; live no-storm end-to-end.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-12 13:53:48 -07:00
parent f271d5f47f
commit 4febf3dfe2
21 changed files with 826 additions and 21 deletions
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using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// A PERMANENT periodic BLIGHT hazard fixture (Phase 1.5b bundle 3; see Geyser_Build_Spec). An ownerless
/// INTERPOLATED ghost placed only in Blight-biome expedition rooms. <see cref="NextEruptTick"/> is the ABSOLUTE
/// server tick of the next eruption — the ONLY replicated field; the client derives its telegraph countdown and
/// erupt-fire from it against its own predicted ServerTick (absolute-tick, NEVER an edge on the field — so it
/// survives snapshot loss + relevancy re-entry; the design-review-hardened contract, see Geyser_Build_Spec §7).
/// Server-only <see cref="ProjectM.Server"/> GeyserEruptSystem radius-damages LIVING players AND enemies (friendly
/// fire, like exploding barrels — also a tactical lure) when it elapses, then reschedules one period ahead of NOW
/// (never destroyed; RoomTag teardown removes it). Born-correct: RoomFieldSystem stamps NextEruptTick from the
/// live ServerTick at spawn, so the first snapshot never carries the 0 "ready/unstamped" sentinel (a baked 0 must
/// be treated as not-ready and NEVER erupted — the inverted invalid-tick guard).
/// </summary>
public struct Geyser : IComponentData
{
/// <summary>Absolute server tick of the next eruption (via TickUtil.NonZero; 0 = unstamped = never erupt).</summary>
[GhostField] public uint NextEruptTick;
}
}
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fileFormatVersion: 2
guid: 686fc215cf5ebd84ab06f560f9a16d9e
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using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Baked singleton holding the BLIGHT-GEYSER ghost prefab (Geyser_Build_Spec; a ResourceNode sibling — a
/// <see cref="Geyser"/> carrier with RegionTag{Expedition} and NO collider). RoomFieldSystem scatters
/// <see cref="Count"/> geysers per room epoch ONLY in Blight-biome rooms (plan.Biome == Blight) and NEVER in
/// Boss rooms, with a keep-out ring around the room origin (player landing + portal). OPTIONAL: absent
/// singleton = no geysers. Mirrors <see cref="CoverFieldSpawner"/>; carries no transform.
/// </summary>
public struct GeyserFieldSpawner : IComponentData
{
/// <summary>Baked geyser ghost prefab to instantiate.</summary>
public Entity Prefab;
/// <summary>Geysers per Blight-biome room (Boss rooms get none).</summary>
public int Count;
}
}
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fileFormatVersion: 2
guid: 3e7f72ba05b64124fbe572dbadb2a05f
@@ -121,6 +121,22 @@ namespace ProjectM.Simulation
/// <summary>Detonation damage — hits LIVING enemies AND players alike (friendly fire = the bait mechanic).</summary>
public const float BarrelExplodeDamage = 26f;
// ---- Blight geyser (Phase 1.5b bundle-3 hazard; periodic BOTH-SIDES AoE — see Geyser_Build_Spec) ----
/// <summary>Ticks between eruptions (~5 s @60). Server reschedules NextEruptTick = now + this each erupt
/// (never +=, per the review — anchored += catch-up-storms after a skip).</summary>
public const uint GeyserPeriodTicks = 300;
/// <summary>Telegraph window (ticks, ~1.3 s @60): the client grows the warning disc over the last this-many
/// ticks before an eruption (int so the client lead comparison stays signed).</summary>
public const int GeyserTelegraphTicks = 78;
/// <summary>Eruption AoE radius (world units, XZ) — hits LIVING players AND enemies (friendly fire = lure bait).</summary>
public const float GeyserEruptRadius = 3.0f;
/// <summary>Eruption damage per hit.</summary>
public const float GeyserEruptDamage = 22f;
// ---- Expedition BOSS (a scaled Charger given a real kit by BossAISystem; server-only feel consts) ----
/// <summary>Radial SLAM AoE radius (world units): a player inside this ring at wind-up elapse eats the hit