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.Burst;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.Transforms;
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namespace ProjectM.Server
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{
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/// <summary>
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/// MC-2 — integrates hostile Spitter projectiles (<see cref="EnemyProjectile"/>) server-only in the plain
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/// <see cref="SimulationSystemGroup"/> (the spits are ownerless INTERPOLATED ghosts, not predicted — like the
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/// Husks that fire them). Advances each spit along its locked Direction at Speed*dt, accumulates
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/// DistanceTravelled, and STORES <see cref="EnemyProjectile.LastStep"/> = Speed*dt so
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/// <see cref="EnemyProjectileDamageSystem"/> can rebuild the exact swept segment it traversed this tick
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/// (cur - Direction*LastStep) WITHOUT re-reading a delta in that separate system (the DR-018 swept-tunnelling
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/// discipline — a fresh delta in the damage pass is the trap). Ordered <c>[UpdateAfter(EnemyAISystem)]</c> (the
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/// spawner) so a spit moves the same tick it is born. Writes LocalTransform (replicated via the stock variant);
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/// structural-free. dt is the server fixed step here, exactly as <see cref="EnemyAISystem"/> reads it.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(SimulationSystemGroup))]
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[UpdateAfter(typeof(EnemyAISystem))]
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public partial struct EnemyProjectileMoveSystem : ISystem
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{
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<EnemyProjectile>();
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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float dt = SystemAPI.Time.DeltaTime; // server fixed step in the plain group, same as EnemyAISystem
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foreach (var (xform, proj) in SystemAPI.Query<RefRW<LocalTransform>, RefRW<EnemyProjectile>>())
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{
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float step = proj.ValueRO.Speed * dt;
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float3 dir = new float3(proj.ValueRO.Direction.x, 0f, proj.ValueRO.Direction.y);
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float3 from = xform.ValueRO.Position;
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float3 pos = from + dir * step;
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pos.y = from.y; // hold the movement plane
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xform.ValueRW.Position = pos;
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proj.ValueRW.LastStep = step;
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proj.ValueRW.DistanceTravelled = proj.ValueRO.DistanceTravelled + step;
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}
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}
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}
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}
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