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 Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// MC-2 — baked weighted-composition table shared by BOTH enemy directors (the expedition
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/// ZoneEnemyDirectorSystem and the base-siege WaveSystem). Pure integer weights consumed by the deterministic
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/// <see cref="ZoneEnemyMath"/>.{WaveSlots, KindForSlot, PackSizeForSlot} functions (no enum, no RNG ->
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/// replay/save-stable). Per kind: a base count + a per-epoch ramp; the Grunt count is the REMAINDER (slots minus
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/// the others) so it stays a fixed floor while chargers / spitters / swarmer-slots grow as the epoch (expedition)
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/// or wave (base siege) climbs. A "swarmer slot" expands to a PackSize cluster at spawn (PackSizeForSlot), so one
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/// slot = one pack. The LEGACY band {GruntBase=g, ChargerBase=c, ChargerPerEpoch=1, rest 0} reproduces the old
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/// 2-type <see cref="ZoneEnemyMath.WaveSize"/> / <see cref="ZoneEnemyMath.IsChargerSlot"/> exactly (a parity test
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/// pins this, so the base-siege size curve is provably unchanged where it must be).
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/// </summary>
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public struct MixBands : IComponentData
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{
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public int GruntBase;
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public int ChargerBase;
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public int SpitterBase;
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public int SwarmerSlotBase;
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public int ChargerPerEpoch;
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public int SpitterPerEpoch;
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public int SwarmerSlotPerEpoch;
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/// <summary>Exposed-but-default-0 epoch ramp for the swarmer PACK size (PackSizeForSlot adds
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/// SwarmerPackPerEpoch*(epoch-1) to the director's base pack size). v1 keeps it 0 = fixed pack size.</summary>
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public int SwarmerPackPerEpoch;
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}
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}
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