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>
This commit is contained in:
2026-06-24 20:06:56 -07:00
parent 3109b86d71
commit 56cf60cce3
34 changed files with 1204 additions and 64 deletions
@@ -71,58 +71,82 @@ namespace ProjectM.Server
var runtime = SystemAPI.GetComponent<CycleRuntime>(cycleEntity);
int epoch = runtime.ExpeditionEpoch;
// (Re)seed this epoch's wave once — its OWN counter, never WaveState's.
// MC-2: build the 4-type weighted mix band from the director's baked weights (shared math with the base
// siege). GruntsPerWave/ChargersPerWave are the Grunt/Charger base counts.
var bands = new MixBands
{
GruntBase = dir.GruntsPerWave,
ChargerBase = dir.ChargersPerWave,
SpitterBase = dir.SpitterBase,
SwarmerSlotBase = dir.SwarmerSlotBase,
ChargerPerEpoch = dir.ChargerPerEpoch,
SpitterPerEpoch = dir.SpitterPerEpoch,
SwarmerSlotPerEpoch = dir.SwarmerSlotPerEpoch,
SwarmerPackPerEpoch = dir.SwarmerPackPerEpoch,
};
// (Re)seed this epoch's wave once — its OWN counter (in SLOTS; a swarmer slot is one pack).
if (zs.SeededEpoch != epoch)
{
zs.SeededEpoch = epoch;
zs.SpawnCounter = 0;
zs.RemainingToSpawn = ZoneEnemyMath.WaveSize(epoch, dir.GruntsPerWave, dir.ChargersPerWave);
zs.NextSpawnTick = TickUtil.NonZero(now); // first enemy this tick
zs.RemainingToSpawn = ZoneEnemyMath.WaveSlots(epoch, bands);
zs.NextSpawnTick = TickUtil.NonZero(now); // first slot this tick
}
int aliveZone = m_ZoneEnemies.CalculateEntityCount();
if (zs.RemainingToSpawn > 0)
{
// Spawn only in Calm (a base Siege pauses the expedition wave; it resumes when the base is safe), one
// per cadence, and only while under the concurrent cap.
// Spawn only in Calm (a base Siege pauses the expedition wave), one SLOT per cadence, under the cap.
bool calm = cycle.Phase == CyclePhase.Calm;
bool dueNow = zs.NextSpawnTick == 0 || !new NetworkTick(zs.NextSpawnTick).IsNewerThan(serverTick);
if (calm && dueNow && aliveZone < math.max(1, dir.MaxAlive))
if (calm && dueNow)
{
float3 baseCenter = new float3(0f, 1f, 0f);
if (SystemAPI.TryGetSingleton<BaseAnchor>(out var anchor))
baseCenter = BaseGridMath.PlotCenter(anchor);
float3 origin = RegionMath.RegionOrigin(RegionId.Expedition, baseCenter);
int slot = (int)zs.SpawnCounter;
bool charger = ZoneEnemyMath.IsChargerSlot(epoch, slot, dir.GruntsPerWave, dir.ChargersPerWave);
int prefabIdx = charger ? 1 : 0;
if (prefabIdx >= prefabs.Length) prefabIdx = prefabs.Length - 1;
var prefab = prefabs[prefabIdx].Prefab;
byte kind = ZoneEnemyMath.KindForSlot(epoch, slot, bands);
int packSize = kind == ZoneEnemyMath.KindSwarmer
? ZoneEnemyMath.PackSizeForSlot(epoch, slot, bands, dir.SwarmerPackSize) : 1;
float3 pos = EnemyAIMath.RingPosition(origin, slot, math.max(1, dir.RingSlots), dir.RingRadius);
pos.y = origin.y;
// MaxAlive counts ENTITIES; spawn the whole pack only if it fits (else WAIT — don't consume the slot).
if (aliveZone + packSize <= math.max(1, dir.MaxAlive))
{
float3 baseCenter = new float3(0f, 1f, 0f);
if (SystemAPI.TryGetSingleton<BaseAnchor>(out var anchor))
baseCenter = BaseGridMath.PlotCenter(anchor);
float3 origin = RegionMath.RegionOrigin(RegionId.Expedition, baseCenter);
float3 center = EnemyAIMath.RingPosition(origin, slot, math.max(1, dir.RingSlots), dir.RingRadius);
center.y = origin.y;
var ecb = new EntityCommandBuffer(Allocator.Temp);
var enemy = ecb.Instantiate(prefab);
// Preserve the prefab's baked Scale ([GhostField]) + rotation — FromPosition would reset Scale->1.
var baked = state.EntityManager.GetComponentData<LocalTransform>(prefab);
ecb.SetComponent(enemy, baked.WithPosition(pos));
ecb.AddComponent(enemy, new RegionTag { Region = RegionId.Expedition });
ecb.AddComponent<ZoneEnemyTag>(enemy);
ecb.Playback(state.EntityManager);
ecb.Dispose();
int prefabIdx = kind;
if (prefabIdx >= prefabs.Length) prefabIdx = 0; // 4-entry buffer expected; clamp defensively
var prefab = prefabs[prefabIdx].Prefab;
// Preserve the prefab's baked Scale ([GhostField]) — FromPosition would reset Scale->1.
var baked = state.EntityManager.GetComponentData<LocalTransform>(prefab);
zs.SpawnCounter += 1;
zs.RemainingToSpawn -= 1;
zs.NextSpawnTick = TickUtil.NonZero(now + (uint)math.max(1, dir.SpawnIntervalTicks));
var ecb = new EntityCommandBuffer(Allocator.Temp);
for (int k = 0; k < packSize; k++)
{
float3 pos = packSize > 1
? EnemyAIMath.ClusterOffset(center, k, packSize, dir.ClusterTightRadius) : center;
pos.y = origin.y;
var enemy = ecb.Instantiate(prefab);
ecb.SetComponent(enemy, baked.WithPosition(pos));
ecb.AddComponent(enemy, new RegionTag { Region = RegionId.Expedition });
ecb.AddComponent<ZoneEnemyTag>(enemy);
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
zs.SpawnCounter += 1; // ONE slot consumed even for a pack
zs.RemainingToSpawn -= 1;
zs.NextSpawnTick = TickUtil.NonZero(now + (uint)math.max(1, dir.SpawnIntervalTicks));
}
}
}
else if (aliveZone == 0 && runtime.ClearedThisEpoch == 0)
{
// Wave fully spawned AND every zone enemy dead -> a REAL clear (the player killed them; the empty-edge
// teardown can't reach here because we early-return when no one is out). Mark once; the gate pays the
// Wave fully spawned AND every zone enemy dead -> a REAL clear. Mark once; the gate pays the
// once-per-epoch Ore reward on the player's return to base.
runtime.ClearedThisEpoch = 1;
SystemAPI.SetComponent(cycleEntity, runtime);