Slice Combat Depth (MC-2): enemy-variety server spine — Spitter, Swarmer, 4-type mix (DR-041)
Adds the server-authoritative mechanics for three new enemy archetypes on top of the Grunt/Charger base, plus the weighted wave-composition that introduces them: - Spitter: a ranged Husk variant (SpitterState) that holds a preferred range-band (advance/retreat/hold via EnemyAIMath.BandVelocity) and fires a telegraphed, dodgeable EnemyProjectile. New server EnemyProjectileMoveSystem (integrate + store LastStep) + EnemyProjectileDamageSystem (region-filtered swept hit-test rebuilt from LastStep — DR-018 anti-tunnelling; players use HitRadius, structures a const radius; at-most-once destroy). Concurrent-spit soft cap, soft-fail retry. - Swarmer: marker tag + deterministic cluster spawn (1 slot = 1 pack; EnemyAIMath.ClusterOffset), MaxAlive counts ENTITIES so a pack defers if it won't fit. - 4-type weighted mix: MixBands -> ZoneEnemyMath.WaveSlots/KindForSlot/ PackSizeForSlot drives both the expedition director and (fork-4a) the base siege, with a mandatory MaxAlive cap. Legacy WaveSize/IsChargerSlot kept + parity-tested. - Discriminator stays component-presence (no enum in Bursted systems): query- partition guards keep each enemy moved by exactly one EnemyAISystem pass (sole-Position-writer). EnemyTelegraph.IsCharger -> Kind byte for the client cue. New authoring (Spitter/Swarmer/EnemyProjectile) + expanded director authorings with tunable mix/cluster defaults. 13 new EditMode tests (mix composition + legacy parity, band/cluster math, projectile move + cross-region + swept anti-tunnelling regressions); full suite green before commit. Dormant until the prefab/subscene wiring lands (next): the new systems guard on TryGetSingleton/RequireForUpdate, so with no prefabs wired the new types stay inert. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// MC-2 — marks a Husk prefab as a SPITTER variant (the ranged "reposition" question). Compose WITH
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/// <see cref="EnemyAuthoring"/> on the prefab root: EnemyAuthoring bakes the common Husk components + the spit's
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/// damage/cooldown (EnemyStats.AttackDamage / AttackCooldownTicks), this bakes the server-only
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/// <see cref="SpitterState"/> (zeroed NextShotTick = ready). Component-PRESENCE is the discriminator EnemyAISystem
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/// branches on (no enum); the Grunt + Charger passes exclude it via <c>.WithNone<SpitterState>()</c>. The
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/// actual spit projectile is a SEPARATE ghost configured by the SpitterProjectilePrefab subscene singleton.
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/// </summary>
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public class SpitterAuthoring : MonoBehaviour
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{
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[Min(0f), Tooltip("Distance the Spitter tries to hold from its target (band centre).")]
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public float PreferredRange = 9f;
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[Min(0f), Tooltip("Half-width dead-zone around PreferredRange where it holds and fires.")]
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public float RangeTolerance = 1.5f;
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[Min(0f), Tooltip("Muzzle speed of the spit (world units/second). Slow enough to be dodgeable at range.")]
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public float ProjectileSpeed = 11f;
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[Min(0f), Tooltip("If the target closes within this AND the Spitter can't retreat, it fires point-blank.")]
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public float CorneredRange = 3f;
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[Min(1), Tooltip("Telegraph wind-up before the spit fires (ticks). Keep >= ~24 (> interp delay) to stay dodgeable.")]
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public int WindupTicks = 26;
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private class SpitterBaker : Baker<SpitterAuthoring>
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{
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public override void Bake(SpitterAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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AddComponent(entity, new SpitterState
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{
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PreferredRange = authoring.PreferredRange,
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RangeTolerance = authoring.RangeTolerance,
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ProjectileSpeed = authoring.ProjectileSpeed,
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CorneredRange = authoring.CorneredRange,
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WindupTicks = authoring.WindupTicks,
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NextShotTick = 0,
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});
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}
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}
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}
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}
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