Hygiene B5: split HudSystem + CombatFeedbackSystem god-objects
Extract 7 sibling PresentationSystemGroup systems (client-only, observe-only), faithfully relocating methods+fields so behavior is preserved by construction: - HudSystem (2129->1588L): BoonModalHudSystem, RouteMapHudSystem, MetaShopHudSystem, ClassPrepPortalHudSystem — each owns its own runtime UIDocument (MenuUi.LoadPanelSettings + own sortingOrder + EnsureEventSystem), the proven EnemyMarkerSystem/OnboardingSystem pattern; no shared root, no new static bridge. - CombatFeedbackSystem (1300->914L): RoomPortalBeaconSystem, EnemyHealthBarSystem, EnemyDangerTelegraphSystem — each owns its FX-root + mats (via FeedbackFx), self-queries enemies + self-detects its edge (health-bar LastHp; danger _prevWindup), prunes its caches each frame. Verified: compiles clean (0 errors), 466/466 EditMode tests pass, Play world-creation clean (no ComponentSystemSorter cycle, no OnCreate exception, 0 console errors). NOTE: the final VISUAL smoke (panels appear at the right lifecycle; enemy health bars / danger telegraphs / portal beacon render; buttons live) needs a FOCUSED Play pass — the play-mode transition throttles while Unity is unfocused, so I could not drive live frames headlessly. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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using System.Collections.Generic;
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using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.NetCode;
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using Unity.Transforms;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace ProjectM.Client
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{
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/// <summary>
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/// DR-046 base class-select + prep-loadout panels (Staging) + the room-exit portal prompt (RoomExplore) —
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/// extracted from <see cref="HudSystem"/> into their own client-only, observe-only presentation
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/// <see cref="SystemBase"/> in <see cref="PresentationSystemGroup"/>. Owns its own runtime UIDocument sharing
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/// <see cref="MenuUi.LoadPanelSettings"/> (sortingOrder 54). Recomputes the local class + ore/bio/aether + the
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/// Staging gate + the RoomExplore portal proximity locally; clicks enqueue through
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/// <see cref="ClassSelectSendSystem"/> / <see cref="PrepPurchaseSendSystem"/> / <see cref="PortalInteractSendSystem"/>.
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/// NOTE (behavior-preserving): the class/prep Staging gate reproduces the original's FULL condition — it also
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/// requires the <see cref="MetaUpgradeCatalog"/> + <see cref="MetaTierState"/> buffer to be present (the panels
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/// were gated on the same <c>metaShow</c> boolean as the meta shop).
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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[UpdateInGroup(typeof(PresentationSystemGroup))]
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public partial class ClassPrepPortalHudSystem : SystemBase
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{
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GameObject _go;
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UIDocument _doc;
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bool _built;
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VisualElement _classPanel, _prepPanel, _prepRowsHost;
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Label _classTitle, _prepTitle, _portalPrompt;
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Button _classWarBtn, _classRangerBtn;
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bool _classPanelBuilt, _prepPanelBuilt, _portalBuilt;
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int _classShownFor, _prepShownFor;
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protected override void OnStartRunning()
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{
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if (_go != null) return;
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MenuUi.EnsureEventSystem();
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_go = new GameObject("~HUDClassPrepPortal");
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_doc = _go.AddComponent<UIDocument>();
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_doc.panelSettings = MenuUi.LoadPanelSettings();
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_doc.sortingOrder = 54;
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}
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protected override void OnDestroy()
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{
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if (_go != null) Object.Destroy(_go);
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}
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protected override void OnUpdate()
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{
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if (_doc == null) return;
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var root = _doc.rootVisualElement;
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if (root == null) return; // panel not initialised yet (next frame)
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if (!_built)
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{
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root.style.position = Position.Absolute;
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root.style.left = 0; root.style.right = 0; root.style.top = 0; root.style.bottom = 0;
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root.pickingMode = PickingMode.Ignore; // never eat game-world clicks
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_built = true;
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}
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bool haveRun = SystemAPI.TryGetSingleton<RunInfo>(out var runInfo);
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bool haveCycle = SystemAPI.TryGetSingleton<CycleState>(out var cyc);
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bool siege = haveCycle && cyc.Phase == CyclePhase.Siege;
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// Resources from the ledger (last entry per type wins, matching the core loop).
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int aether = 0, ore = 0, bio = 0;
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if (SystemAPI.TryGetSingletonEntity<ResourceLedger>(out var ledgerE))
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{
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var buf = SystemAPI.GetBuffer<StorageEntry>(ledgerE);
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for (int i = 0; i < buf.Length; i++)
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{
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var en = buf[i];
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if (en.ItemId == ResourceId.Aether) aether = en.Count;
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else if (en.ItemId == ResourceId.Ore) ore = en.Count;
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else if (en.ItemId == ResourceId.Biomass) bio = en.Count;
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}
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}
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// Local class from the replicated AbilityRef (tracks the dev class-switch; PlayerClass is server-only).
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byte localClass = ClassTraits.WarriorClass;
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bool haveLocalPlayer = false;
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foreach (var ar in SystemAPI.Query<RefRO<AbilityRef>>().WithAll<PlayerTag, GhostOwnerIsLocal>())
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{
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localClass = ClassTraits.ClassForAbility(ar.ValueRO.Id);
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haveLocalPlayer = true;
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break;
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}
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// Faithful reproduction of the original `metaShow` gate: class/prep were shown on the SAME condition as
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// the meta shop, which requires the meta catalog + tier buffer to exist.
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DynamicBuffer<MetaTierState> metaRecord = default;
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bool metaShow = haveRun && runInfo.Lifecycle == RunLifecycle.Staging && haveLocalPlayer && !siege
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&& SystemAPI.TryGetSingleton<MetaUpgradeCatalog>(out var metaCat) && metaCat.Value.IsCreated
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&& SystemAPI.TryGetSingletonBuffer<MetaTierState>(out metaRecord, true);
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UpdateClassPanel(metaShow, localClass); // DR-046: base class pick (Staging)
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UpdatePrepPanel(metaShow, ore, bio, aether); // DR-046: base prep loadout (Staging)
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UpdatePortalPrompt(haveRun ? runInfo : default, haveRun); // DR-046: room-exit portal prompt (RoomExplore)
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}
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void UpdateClassPanel(bool show, byte classId)
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{
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if (!show) { if (_classPanel != null) _classPanel.style.display = DisplayStyle.None; _classShownFor = 0; return; }
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var root = _doc != null ? _doc.rootVisualElement : null; if (root == null) return;
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if (!_classPanelBuilt) { BuildClassPanel(root); _classPanelBuilt = true; }
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int sig = classId + 1;
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if (_classShownFor != sig)
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{
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bool ranger = classId == ClassTraits.RangerClass;
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_classWarBtn.text = ranger ? "WARRIOR" : "WARRIOR ✓";
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_classRangerBtn.text = ranger ? "RANGER ✓" : "RANGER";
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_classWarBtn.SetEnabled(ranger);
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_classRangerBtn.SetEnabled(!ranger);
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_classShownFor = sig;
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}
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_classPanel.style.display = DisplayStyle.Flex;
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}
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void BuildClassPanel(VisualElement root)
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{
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_classPanel = new VisualElement { pickingMode = PickingMode.Ignore };
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_classPanel.style.position = Position.Absolute;
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_classPanel.style.left = 12; _classPanel.style.top = Length.Percent(22);
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_classPanel.style.display = DisplayStyle.None;
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var box = new VisualElement();
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box.style.backgroundColor = new Color(0.07f, 0.09f, 0.12f, 0.92f);
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MenuUi.Round(box, 10);
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box.style.paddingLeft = 12; box.style.paddingRight = 12; box.style.paddingTop = 10; box.style.paddingBottom = 10;
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_classTitle = new Label("CLASS");
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_classTitle.style.color = MenuUi.Accent; _classTitle.style.fontSize = 14;
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_classTitle.style.unityFontStyleAndWeight = FontStyle.Bold; _classTitle.style.marginBottom = 8;
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box.Add(_classTitle);
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_classWarBtn = MenuUi.Button("WARRIOR", () => ClassSelectSendSystem.RequestClass(ClassTraits.WarriorClass));
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_classWarBtn.style.marginBottom = 4; box.Add(_classWarBtn);
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_classRangerBtn = MenuUi.Button("RANGER", () => ClassSelectSendSystem.RequestClass(ClassTraits.RangerClass));
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box.Add(_classRangerBtn);
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_classPanel.Add(box); root.Add(_classPanel);
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}
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void UpdatePrepPanel(bool show, int ore, int bio, int aether)
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{
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if (!show) { if (_prepPanel != null) _prepPanel.style.display = DisplayStyle.None; _prepShownFor = 0; return; }
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var root = _doc != null ? _doc.rootVisualElement : null; if (root == null) return;
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if (!_prepPanelBuilt) { BuildPrepPanel(root); _prepPanelBuilt = true; }
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uint boughtMask = 0;
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foreach (var mods in SystemAPI.Query<DynamicBuffer<StatModifier>>().WithAll<PlayerTag, GhostOwnerIsLocal>())
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{
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for (int m = 0; m < mods.Length; m++)
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{
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uint sid = mods[m].SourceId;
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if (sid >= Tuning.PrepSourceIdBase && sid < Tuning.PrepSourceIdBase + Tuning.PrepSourceIdSpan)
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boughtMask |= (uint)(1 << (int)(sid - Tuning.PrepSourceIdBase));
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}
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break;
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}
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int sig = ore * 7 ^ bio * 13 ^ aether * 31 ^ (int)boughtMask * 101;
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if (sig == 0) sig = 1;
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if (_prepShownFor != sig)
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{
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_prepRowsHost.Clear();
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for (int i = 0; i < PrepCatalog.Count; i++)
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{
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var r = PrepCatalog.Rows[i];
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int have = r.CostResId == ResourceId.Aether ? aether : r.CostResId == ResourceId.Biomass ? bio : ore;
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bool bought = (boughtMask & (uint)(1 << r.Id)) != 0;
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string resName = r.CostResId == ResourceId.Aether ? "Aether" : r.CostResId == ResourceId.Biomass ? "Biomass" : "Ore";
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string label = PrepLabel(r.Id) + (bought ? " BOUGHT" : " - " + r.Cost + " " + resName);
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byte buyId = r.Id;
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var row = MenuUi.Button(label, () => PrepPurchaseSendSystem.RequestPrep(buyId));
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row.style.width = 240; row.style.marginBottom = 4;
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row.style.whiteSpace = WhiteSpace.Normal; row.style.unityTextAlign = TextAnchor.MiddleLeft;
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row.SetEnabled(!bought && have >= r.Cost);
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_prepRowsHost.Add(row);
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}
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_prepShownFor = sig;
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}
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_prepPanel.style.display = DisplayStyle.Flex;
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}
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static string PrepLabel(byte id) => id == 0 ? "+30 Max HP" : id == 1 ? "+12% Move Speed"
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: id == 2 ? "+20% Melee Damage" : "+20% Ranged Damage";
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void BuildPrepPanel(VisualElement root)
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{
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_prepPanel = new VisualElement { pickingMode = PickingMode.Ignore };
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_prepPanel.style.position = Position.Absolute;
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_prepPanel.style.left = 12; _prepPanel.style.top = Length.Percent(45);
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_prepPanel.style.display = DisplayStyle.None;
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var box = new VisualElement();
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box.style.backgroundColor = new Color(0.07f, 0.09f, 0.12f, 0.92f);
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MenuUi.Round(box, 10);
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box.style.paddingLeft = 12; box.style.paddingRight = 12; box.style.paddingTop = 10; box.style.paddingBottom = 10;
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_prepTitle = new Label("PREP LOADOUT (lasts the run)");
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_prepTitle.style.color = MenuUi.Accent; _prepTitle.style.fontSize = 14;
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_prepTitle.style.unityFontStyleAndWeight = FontStyle.Bold; _prepTitle.style.marginBottom = 8;
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box.Add(_prepTitle);
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_prepRowsHost = new VisualElement(); box.Add(_prepRowsHost);
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_prepPanel.Add(box); root.Add(_prepPanel);
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}
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void UpdatePortalPrompt(RunInfo runInfo, bool haveRun)
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{
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var root = _doc != null ? _doc.rootVisualElement : null; if (root == null) return;
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if (!_portalBuilt) { BuildPortalPrompt(root); _portalBuilt = true; }
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bool show = false, inRange = false;
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if (haveRun && runInfo.Lifecycle == RunLifecycle.RoomExplore
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&& SystemAPI.TryGetSingleton<BaseAnchor>(out var anchor))
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{
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show = true; // room cleared -> ALWAYS steer the player to the (now visible) portal, not only when in range
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float3 portalPos = RegionMath.ExpeditionPortalPos(BaseGridMath.PlotCenter(anchor), (byte)(runInfo.CurrentRoom & 1));
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foreach (var lt in SystemAPI.Query<RefRO<LocalTransform>>().WithAll<PlayerTag, GhostOwnerIsLocal>())
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{
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inRange = math.distance(lt.ValueRO.Position.xz, portalPos.xz) <= Tuning.PortalInteractRange;
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if (inRange)
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{
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var kb = UnityEngine.InputSystem.Keyboard.current;
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if (kb != null && kb.eKey.wasPressedThisFrame) PortalInteractSendSystem.Interact();
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}
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break;
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}
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_portalPrompt.text = inRange
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? "PRESS E TO LEAVE — the haul comes home"
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: "ROOM CLEAR — reach the glowing portal to move on";
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}
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_portalPrompt.style.display = show ? DisplayStyle.Flex : DisplayStyle.None;
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}
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void BuildPortalPrompt(VisualElement root)
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{
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_portalPrompt = HudUi.Display("PRESS E TO LEAVE — the haul comes home", 20, new Color(0.55f, 0.95f, 1f), TextAnchor.MiddleCenter);
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_portalPrompt.style.position = Position.Absolute;
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_portalPrompt.style.left = 0; _portalPrompt.style.right = 0; _portalPrompt.style.bottom = 240;
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_portalPrompt.pickingMode = PickingMode.Ignore;
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_portalPrompt.style.display = DisplayStyle.None;
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root.Add(_portalPrompt);
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}
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}
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}
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