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
@@ -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));
}
}
}