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
@@ -29,7 +29,8 @@ namespace ProjectM.Simulation
/// <summary>Per-variant wind-up DURATION in ticks (the client danger-ramp denominator).</summary>
public byte WindupTicks;
/// <summary>0 = Grunt-style; 1 = Charger (committed-lunge tell).</summary>
public byte IsCharger;
/// <summary>Enemy kind for the client telegraph look: 0=Grunt, 1=Charger, 2=Spitter, 3=Swarmer (the
/// ZoneEnemyMath.Kind* bytes). Baked per variant by EnemyBaker (the SOLE writer); never a [GhostField].</summary>
public byte Kind;
}
}
@@ -126,5 +126,42 @@ namespace ProjectM.Simulation
if (sq < bestSq) { bestSq = sq; index = i; isStructure = true; }
}
}
/// <summary>
/// MC-2 Spitter range-band velocity (planar XZ): ADVANCE toward <paramref name="to"/> at
/// <paramref name="speed"/> when farther than <paramref name="preferred"/> + <paramref name="tolerance"/>,
/// RETREAT directly away when closer than <paramref name="preferred"/> - <paramref name="tolerance"/>, and
/// HOLD (zero) inside the dead-zone band. Y forced to 0. Returns zero when the points coincide. Pure /
/// Burst-safe / EditMode-testable; keeps the Spitter at its firing distance instead of closing to melee.
/// </summary>
public static float3 BandVelocity(float3 from, float3 to, float speed, float preferred, float tolerance)
{
float3 d = to - from;
d.y = 0f;
float distSq = math.lengthsq(d);
if (distSq < 1e-8f)
return float3.zero;
float dist = math.sqrt(distSq);
float3 dir = d / dist;
float tol = math.max(0f, tolerance);
if (dist > preferred + tol)
return dir * speed; // too far -> close in
if (dist < preferred - tol)
return -dir * speed; // too close -> back off
return float3.zero; // in band -> hold and fire
}
/// <summary>
/// Deterministic tight-cluster offset for swarmer <paramref name="index"/> of a pack of
/// <paramref name="packSize"/> around <paramref name="center"/> at <paramref name="tightRadius"/> (reuses the
/// <see cref="RingPosition"/> even-angle math at a small radius). A single swarmer (packSize&lt;=1) spawns at
/// the centre. Stable per index so a replayed pack lands identically. Pure.
/// </summary>
public static float3 ClusterOffset(float3 center, int index, int packSize, float tightRadius)
{
if (packSize <= 1)
return center;
return RingPosition(center, index, packSize, tightRadius);
}
}
}
@@ -0,0 +1,53 @@
using Unity.Entities;
using Unity.Mathematics;
namespace ProjectM.Simulation
{
/// <summary>
/// MC-2 — a hostile Spitter projectile: a server-spawned, OWNERLESS INTERPOLATED ghost moved server-only in the
/// plain SimulationSystemGroup (NOT predicted — like the Husks that fire it). It replicates ONLY the stock
/// LocalTransform (no hand-written [GhostField]); this component is server-only state. It deliberately carries NO
/// Health, so it is invisible to every WithAll&lt;Health&gt; target loop (player melee/projectile hit-tests can
/// never see it — fork 2a: spits are pure dodge/dash checks, NOT shootable). Integrated by
/// EnemyProjectileMoveSystem and swept-hit-tested against players + structures by EnemyProjectileDamageSystem.
/// </summary>
public struct EnemyProjectile : IComponentData
{
/// <summary>Planar heading (world XZ -> float2 x,y), unit length, locked at spawn.</summary>
public float2 Direction;
/// <summary>Travel speed (world units/second).</summary>
public float Speed;
/// <summary>Damage applied to the first valid same-region target hit.</summary>
public float Damage;
/// <summary>Max travel distance before it expires (world units).</summary>
public float Range;
/// <summary>Accumulated travelled distance (server-only; drives range-expiry).</summary>
public float DistanceTravelled;
/// <summary>Distance moved on the LAST tick (= Speed * the server fixed step). The damage system rebuilds the
/// swept segment as cur - Direction*LastStep — NEVER a fresh SystemAPI.Time.DeltaTime (this system runs in the
/// PLAIN group where that dt is the wall-frame delta, not the fixed step). Prevents high-speed tunnelling.</summary>
public float LastStep;
/// <summary>Region byte (RegionId.Base/Expedition), copied from the firing Spitter. The damage system skips any
/// target whose RegionTag.Region != this — relevancy hides cross-region ghosts from CLIENTS, but the SERVER
/// world holds base + expedition players 1000u apart, so server damage needs its OWN region guard.</summary>
public byte Region;
}
/// <summary>
/// Baked subscene singleton: the Spitter projectile ghost prefab + the concurrent soft-cap. The server reads it
/// via GetSingleton (the prefab Entity lives HERE, never per-Spitter — mirrors AbilityDatabase / WaveEnemyPrefab).
/// MaxLiveProjectiles bounds the RegionRelevancySystem O(ghosts x conn)/tick loop: a Spitter at/over the cap
/// soft-fails its shot (no cooldown burn — the EB-2 turret soft-fail pattern).
/// </summary>
public struct SpitterProjectilePrefab : IComponentData
{
public Entity Prefab;
public int MaxLiveProjectiles;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8a31a7b0c834ae24db480005ffdb6a15
@@ -0,0 +1,30 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// MC-2 — baked weighted-composition table shared by BOTH enemy directors (the expedition
/// ZoneEnemyDirectorSystem and the base-siege WaveSystem). Pure integer weights consumed by the deterministic
/// <see cref="ZoneEnemyMath"/>.{WaveSlots, KindForSlot, PackSizeForSlot} functions (no enum, no RNG -&gt;
/// replay/save-stable). Per kind: a base count + a per-epoch ramp; the Grunt count is the REMAINDER (slots minus
/// the others) so it stays a fixed floor while chargers / spitters / swarmer-slots grow as the epoch (expedition)
/// or wave (base siege) climbs. A "swarmer slot" expands to a PackSize cluster at spawn (PackSizeForSlot), so one
/// slot = one pack. The LEGACY band {GruntBase=g, ChargerBase=c, ChargerPerEpoch=1, rest 0} reproduces the old
/// 2-type <see cref="ZoneEnemyMath.WaveSize"/> / <see cref="ZoneEnemyMath.IsChargerSlot"/> exactly (a parity test
/// pins this, so the base-siege size curve is provably unchanged where it must be).
/// </summary>
public struct MixBands : IComponentData
{
public int GruntBase;
public int ChargerBase;
public int SpitterBase;
public int SwarmerSlotBase;
public int ChargerPerEpoch;
public int SpitterPerEpoch;
public int SwarmerSlotPerEpoch;
/// <summary>Exposed-but-default-0 epoch ramp for the swarmer PACK size (PackSizeForSlot adds
/// SwarmerPackPerEpoch*(epoch-1) to the director's base pack size). v1 keeps it 0 = fixed pack size.</summary>
public int SwarmerPackPerEpoch;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 850f904d96b1c7d41959dddbdbf0b4b5
@@ -0,0 +1,45 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// MC-2 — server-only Spitter "reposition" brain state. Component PRESENCE is the Spitter discriminator (no
/// enum / brain byte — honours the Burst cross-assembly-enum rule; EnemyAISystem is Bursted): a Husk variant
/// baked with SpitterState is driven by the ranged range-band branch, mutually exclusive with the Charger
/// branch (the AI partitions Spitter = .WithAll&lt;EnemyTag,SpitterState&gt;().WithNone&lt;LungeState&gt;() so no
/// enemy is ever double-moved). The Spitter holds a PREFERRED RANGE band from its target — retreating if too
/// close, advancing if too far — and fires a TELEGRAPHED, dodgeable projectile on its OWN fire gate. If
/// cornered (no retreat room) within CorneredRange it falls back to the Grunt seek+strike. NOT a [GhostField]
/// (only server systems read it). All ticks via TickUtil.NonZero; compared with NetworkTick only.
/// </summary>
public struct SpitterState : IComponentData
{
/// <summary>Band centre: the distance the Spitter tries to hold from its target (world units).</summary>
public float PreferredRange;
/// <summary>Half-width dead-zone around PreferredRange; inside [pref-tol, pref+tol] the Spitter holds.</summary>
public float RangeTolerance;
/// <summary>Muzzle speed baked onto the spit projectile (world units/second).</summary>
public float ProjectileSpeed;
/// <summary>If the target closes within this distance AND the Spitter can't retreat, it melee-falls-back.</summary>
public float CorneredRange;
/// <summary>Telegraph wind-up lead in ticks before the spit fires (the dodge window). Baked (v1 not
/// live-tunable); keep >= ~24 (> interp delay) so a player reacting to the aim-line can clear the shot.</summary>
public int WindupTicks;
/// <summary>Server-only fire gate: raw tick of the earliest tick it may spit again (NonZero; 0 = ready). Its
/// OWN gate, never EnemyAttackCooldown. Compared via NetworkTick.IsNewerThan.</summary>
public uint NextShotTick;
}
/// <summary>
/// MC-2 — pure marker for a Swarmer "surround" enemy: mechanically a Grunt (NO AI branch — it falls through the
/// Grunt seek+strike pass) with swarm-tuned baked EnemyStats (fast, low-HP, fast frequent low-chip bites). The
/// tag drives only (a) the director's CLUSTER spawn (PackSize swarmers in one tick) and (b) a client tint. Keeps
/// EnemyTag + RegionTag like every Husk, so readability / health-bars / damage / region-AI all work unchanged.
/// </summary>
public struct SwarmerTag : IComponentData { }
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: be9404154fd4f964099918079d2da6b8
@@ -16,6 +16,17 @@ namespace ProjectM.Simulation
public int CountPerWave;
public int SpawnIntervalTicks;
public int LullTicks;
public int MaxAlive; // MC-2 fork-4a: mandatory cap for the 4-type base siege (uncapped packs/spits spike relevancy).
// MC-2 base-siege mix bands (the director builds a ZoneEnemyMath.MixBands): BaseCount above = the Grunt base count.
public int ChargerBase;
public int SpitterBase;
public int SwarmerSlotBase;
public int ChargerPerEpoch;
public int SpitterPerEpoch;
public int SwarmerSlotPerEpoch;
public int SwarmerPackSize;
public int SwarmerPackPerEpoch;
public float ClusterTightRadius;
}
/// <summary>Baked pool of Husk prefab variants the director draws from round-robin (Grunt / Swarmer / Brute / ...).</summary>
@@ -28,6 +28,16 @@ namespace ProjectM.Simulation
public int SpawnIntervalTicks;
public int GruntsPerWave;
public int ChargersPerWave;
// MC-2 mix bands (the director builds a ZoneEnemyMath.MixBands from these): GruntsPerWave/ChargersPerWave
// above are the Grunt/Charger BASE counts; these add the Spitter/Swarmer bases + per-epoch ramps + the pack.
public int SpitterBase;
public int SwarmerSlotBase;
public int ChargerPerEpoch;
public int SpitterPerEpoch;
public int SwarmerSlotPerEpoch;
public int SwarmerPackSize; // swarmers per swarmer-slot cluster (>=1)
public int SwarmerPackPerEpoch; // exposed pack ramp (v1 default 0 = fixed)
public float ClusterTightRadius; // tight ring radius for a swarmer pack
public int RewardOre;
}
@@ -38,5 +38,66 @@ namespace ProjectM.Simulation
int s = ((slot % size) + size) % size;
return s >= size - chargers;
}
// ---- MC-2: 4-type weighted composition (Grunt/Charger/Spitter/Swarmer), shared by both directors ----
// Kind bytes (NO C# enum — directors index a per-Kind prefab buffer by these; EnemyAISystem is Bursted).
public const byte KindGrunt = 0;
public const byte KindCharger = 1;
public const byte KindSpitter = 2;
public const byte KindSwarmer = 3;
/// <summary>
/// Total SLOTS in this epoch/wave under <paramref name="bands"/>: GruntBase + the per-kind ramped counts
/// (charger/spitter/swarmer-slot = base + perEpoch*(epoch-1)). Lower-bounded at 1 so there is always a fight.
/// A swarmer SLOT expands to a pack at spawn (<see cref="PackSizeForSlot"/>), so this counts packs, not
/// individual swarmers. For the LEGACY band it equals <see cref="WaveSize"/> (parity-tested). Pure integer.
/// </summary>
public static int WaveSlots(int epoch, in MixBands bands)
{
int e = math.max(1, epoch);
int grunts = math.max(0, bands.GruntBase);
int chargers = math.max(0, bands.ChargerBase + bands.ChargerPerEpoch * (e - 1));
int spitters = math.max(0, bands.SpitterBase + bands.SpitterPerEpoch * (e - 1));
int swarmers = math.max(0, bands.SwarmerSlotBase + bands.SwarmerSlotPerEpoch * (e - 1));
return math.max(1, grunts + chargers + spitters + swarmers);
}
/// <summary>
/// Deterministic Kind byte for spawn <paramref name="slot"/> of this epoch/wave. Slots are partitioned in a
/// FIXED order — Grunts, then Spitters, then Chargers, then Swarmer-slots last — so the wave skews threat-heavy
/// as the ramped counts climb (Grunts are the remainder = a fixed floor). Any leftover slot (when the kinds
/// under-fill the max(1,..) floor) defaults to Grunt. Stable per (epoch, slot). For the LEGACY band this
/// returns KindCharger on exactly the slots the old <see cref="IsChargerSlot"/> did (parity-tested). Pure.
/// </summary>
public static byte KindForSlot(int epoch, int slot, in MixBands bands)
{
int e = math.max(1, epoch);
int size = WaveSlots(epoch, bands);
int chargers = math.max(0, bands.ChargerBase + bands.ChargerPerEpoch * (e - 1));
int spitters = math.max(0, bands.SpitterBase + bands.SpitterPerEpoch * (e - 1));
int swarmers = math.max(0, bands.SwarmerSlotBase + bands.SwarmerSlotPerEpoch * (e - 1));
int grunts = math.max(0, size - chargers - spitters - swarmers); // remainder = fixed grunt floor
int s = ((slot % size) + size) % size;
if (s < grunts) return KindGrunt;
s -= grunts;
if (s < spitters) return KindSpitter;
s -= spitters;
if (s < chargers) return KindCharger;
s -= chargers;
if (s < swarmers) return KindSwarmer;
return KindGrunt; // defensive: unreachable while counts sum to size
}
/// <summary>
/// Swarmer cluster size for a swarmer slot: <paramref name="basePackSize"/> plus the (default-0)
/// <see cref="MixBands.SwarmerPackPerEpoch"/> ramp. Lower-bounded at 1. v1 bakes the ramp 0 -> a fixed pack;
/// the field is exposed for later tuning.
/// </summary>
public static int PackSizeForSlot(int epoch, int slot, in MixBands bands, int basePackSize)
{
int e = math.max(1, epoch);
return math.max(1, basePackSize + math.max(0, bands.SwarmerPackPerEpoch) * (e - 1));
}
}
}