EB-1: machines can die - structures get HP, Husks raze them, wounded base persists
Structures (Turret/Wall/Pylon) reuse the combat spine: authoring bakes Health(GhostField)+DamageEvent buffer+a Destructible tag (no HitRadius -> no friendly projectile fire; no EffectiveCharacterStats -> clamp-to-0). HealthApplyDamageSystem destroys a Destructible at 0 (occupancy auto-frees). EnemyAISystem fortress-targets the weighted-nearest of players+structures via the shared EnemyAIMath.PickWeightedNearest (StructureAggroWeight TuningConfig knob, <1 prefers structures, squared factor; snapshot above the early-return so an undefended base is razed). Persistence v3: per-structure HP threaded through 5 sites (SaveData/PendingStructure/scan-guarded/BaseRestore same-ECB born-correct/WorldLauncher via SaveApply.ToPending); SaveService floor-gate [2,3] loads old saves. Loss feedback: proximity-gated StructureFeedbackSystem; CombatFeedbackSystem suppressed for structures. Pre-code review caught the DamageEvent-buffer crash blocker + 8 majors; post-code review clean. See DR-032. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -51,10 +51,28 @@ namespace ProjectM.Server
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playerPositions.Add(xform.ValueRO.Position);
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}
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if (playerEntities.Length == 0)
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// EB-1 fortress aggro: also snapshot live structures (Turret/Wall/Pylon carry Health; automation
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// machines lack it so the query excludes them). Snapshot ABOVE the early-return so Husks keep razing
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// the base even with every player dead/away (the locked 'push for structures' fork).
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var structureEntities = new NativeList<Entity>(Allocator.Temp);
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var structurePositions = new NativeList<float3>(Allocator.Temp);
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foreach (var (sx, sh, se) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
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.WithAll<PlacedStructure>()
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.WithEntityAccess())
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{
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if (sh.ValueRO.Current <= 0f)
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continue; // skip a structure already at 0 (pending destroy this tick)
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structureEntities.Add(se);
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structurePositions.Add(sx.ValueRO.Position);
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}
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if (playerEntities.Length == 0 && structureEntities.Length == 0)
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{
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playerEntities.Dispose();
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playerPositions.Dispose();
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structureEntities.Dispose();
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structurePositions.Dispose();
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return;
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}
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@@ -63,6 +81,7 @@ namespace ProjectM.Server
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uint now = serverTick.TickIndexForValidTick;
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// Live feel knobs (MC-0): one read, guarded at use. Server-only — clients never simulate enemies.
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var tune = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg) ? tcfg : TuningConfig.Defaults();
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float structAggro = math.max(0f, tune.StructureAggroWeight);
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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bool havePhysics = SystemAPI.TryGetSingleton<PhysicsWorldSingleton>(out var physics);
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uint envMask = SystemAPI.TryGetSingleton<WorldCollisionConfig>(out var worldCol) ? worldCol.EnvironmentMask : 0u;
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@@ -95,21 +114,13 @@ namespace ProjectM.Server
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knockback.ValueRW.UntilTick = 0; // window elapsed
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}
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// Nearest living player (planar XZ).
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int best = -1;
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float bestSq = float.MaxValue;
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for (int i = 0; i < playerPositions.Length; i++)
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{
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float2 d = playerPositions[i].xz - pos.xz;
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float sq = math.lengthsq(d);
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if (sq < bestSq)
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{
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bestSq = sq;
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best = i;
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}
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}
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float3 targetPos = playerPositions[best];
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// EB-1 fortress aggro: nearest of players (weight 1) + structures (StructureAggroWeight) — a wall/
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// turret is the preferred target unless a player is in the way (closer after weighting).
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EnemyAIMath.PickWeightedNearest(pos, playerPositions, structurePositions, structAggro, out bool tgtIsStruct, out int tgtIdx);
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if (tgtIdx < 0)
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continue; // no target (covered by the early-return, but stay safe)
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Entity targetEntity = tgtIsStruct ? structureEntities[tgtIdx] : playerEntities[tgtIdx];
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float3 targetPos = tgtIsStruct ? structurePositions[tgtIdx] : playerPositions[tgtIdx];
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// Seek: stop just inside strike range so the Husk holds position to attack.
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float stopDistance = stats.ValueRO.AttackRange * 0.9f;
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@@ -143,7 +154,7 @@ namespace ProjectM.Server
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var windTick = new NetworkTick(windRaw);
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if (!(windTick.IsValid && windTick.IsNewerThan(serverTick)))
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{
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ecb.AppendToBuffer(playerEntities[best], new DamageEvent
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ecb.AppendToBuffer(targetEntity, new DamageEvent
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{
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Amount = stats.ValueRO.AttackDamage,
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SourceNetworkId = -1, // environment / Husk, not a player
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@@ -207,15 +218,12 @@ namespace ProjectM.Server
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knockback.ValueRW.UntilTick = 0;
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}
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// Nearest living player (reuse the snapshot taken above).
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int cbest = -1; float cbestSq = float.MaxValue;
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for (int i = 0; i < playerPositions.Length; i++)
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{
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float2 dd = playerPositions[i].xz - pos.xz;
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float sq = math.lengthsq(dd);
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if (sq < cbestSq) { cbestSq = sq; cbest = i; }
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}
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float3 cTargetPos = playerPositions[cbest];
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// EB-1 fortress aggro: same weighted target selection as the Grunt pass (shared helper).
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EnemyAIMath.PickWeightedNearest(pos, playerPositions, structurePositions, structAggro, out bool cIsStruct, out int cIdx);
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if (cIdx < 0)
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continue;
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Entity cTargetEntity = cIsStruct ? structureEntities[cIdx] : playerEntities[cIdx];
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float3 cTargetPos = cIsStruct ? structurePositions[cIdx] : playerPositions[cIdx];
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// 2. Lunge active: travel the locked direction; damage on contact, or stagger on a wall-stop whiff.
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var lg = lunge.ValueRO;
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@@ -233,7 +241,7 @@ namespace ProjectM.Server
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if (EnemyAIMath.InAttackRange(moved, cTargetPos, stats.ValueRO.AttackRange))
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{
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ecb.AppendToBuffer(playerEntities[cbest], new DamageEvent
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ecb.AppendToBuffer(cTargetEntity, new DamageEvent
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{
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Amount = stats.ValueRO.AttackDamage,
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SourceNetworkId = -1,
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@@ -312,6 +320,8 @@ namespace ProjectM.Server
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ecb.Dispose();
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playerEntities.Dispose();
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playerPositions.Dispose();
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structureEntities.Dispose();
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structurePositions.Dispose();
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}
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// Swept collide-and-slide for server-authoritative Husk movement: sphere-cast the intended step against
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@@ -132,8 +132,11 @@ namespace ProjectM.Server
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health.ValueRW.Current = newHp;
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// Server-authoritative death: training dummies despawn; player death is deferred (clamp only).
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if (health.ValueRO.Current <= 0f && (SystemAPI.HasComponent<TrainingDummyTag>(entity) || SystemAPI.HasComponent<EnemyTag>(entity)))
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// Server-authoritative death: training dummies + enemies + EB-1 Destructible structures despawn;
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// player death is deferred (clamp only). A structure carries NO EffectiveCharacterStats, so it took
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// the math.max(0,..) branch above and CAN reach 0 — never give a structure stats (it would clamp to
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// a non-zero floor and become immortal).
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if (health.ValueRO.Current <= 0f && (SystemAPI.HasComponent<TrainingDummyTag>(entity) || SystemAPI.HasComponent<EnemyTag>(entity) || SystemAPI.HasComponent<Destructible>(entity)))
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ecb.DestroyEntity(entity);
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}
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if ((negatedThisTick != 0u || punishesThisTick != 0u) && SystemAPI.HasSingleton<DevTelemetry>())
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