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>
This commit is contained in:
2026-06-11 23:53:34 -07:00
parent 35d33f12c1
commit 73cfe2943d
21 changed files with 426 additions and 39 deletions
@@ -51,10 +51,28 @@ namespace ProjectM.Server
playerPositions.Add(xform.ValueRO.Position);
}
if (playerEntities.Length == 0)
// EB-1 fortress aggro: also snapshot live structures (Turret/Wall/Pylon carry Health; automation
// machines lack it so the query excludes them). Snapshot ABOVE the early-return so Husks keep razing
// the base even with every player dead/away (the locked 'push for structures' fork).
var structureEntities = new NativeList<Entity>(Allocator.Temp);
var structurePositions = new NativeList<float3>(Allocator.Temp);
foreach (var (sx, sh, se) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
.WithAll<PlacedStructure>()
.WithEntityAccess())
{
if (sh.ValueRO.Current <= 0f)
continue; // skip a structure already at 0 (pending destroy this tick)
structureEntities.Add(se);
structurePositions.Add(sx.ValueRO.Position);
}
if (playerEntities.Length == 0 && structureEntities.Length == 0)
{
playerEntities.Dispose();
playerPositions.Dispose();
structureEntities.Dispose();
structurePositions.Dispose();
return;
}
@@ -63,6 +81,7 @@ namespace ProjectM.Server
uint now = serverTick.TickIndexForValidTick;
// Live feel knobs (MC-0): one read, guarded at use. Server-only — clients never simulate enemies.
var tune = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg) ? tcfg : TuningConfig.Defaults();
float structAggro = math.max(0f, tune.StructureAggroWeight);
var ecb = new EntityCommandBuffer(Allocator.Temp);
bool havePhysics = SystemAPI.TryGetSingleton<PhysicsWorldSingleton>(out var physics);
uint envMask = SystemAPI.TryGetSingleton<WorldCollisionConfig>(out var worldCol) ? worldCol.EnvironmentMask : 0u;
@@ -95,21 +114,13 @@ namespace ProjectM.Server
knockback.ValueRW.UntilTick = 0; // window elapsed
}
// Nearest living player (planar XZ).
int best = -1;
float bestSq = float.MaxValue;
for (int i = 0; i < playerPositions.Length; i++)
{
float2 d = playerPositions[i].xz - pos.xz;
float sq = math.lengthsq(d);
if (sq < bestSq)
{
bestSq = sq;
best = i;
}
}
float3 targetPos = playerPositions[best];
// EB-1 fortress aggro: nearest of players (weight 1) + structures (StructureAggroWeight) — a wall/
// turret is the preferred target unless a player is in the way (closer after weighting).
EnemyAIMath.PickWeightedNearest(pos, playerPositions, structurePositions, structAggro, out bool tgtIsStruct, out int tgtIdx);
if (tgtIdx < 0)
continue; // no target (covered by the early-return, but stay safe)
Entity targetEntity = tgtIsStruct ? structureEntities[tgtIdx] : playerEntities[tgtIdx];
float3 targetPos = tgtIsStruct ? structurePositions[tgtIdx] : playerPositions[tgtIdx];
// Seek: stop just inside strike range so the Husk holds position to attack.
float stopDistance = stats.ValueRO.AttackRange * 0.9f;
@@ -143,7 +154,7 @@ namespace ProjectM.Server
var windTick = new NetworkTick(windRaw);
if (!(windTick.IsValid && windTick.IsNewerThan(serverTick)))
{
ecb.AppendToBuffer(playerEntities[best], new DamageEvent
ecb.AppendToBuffer(targetEntity, new DamageEvent
{
Amount = stats.ValueRO.AttackDamage,
SourceNetworkId = -1, // environment / Husk, not a player
@@ -207,15 +218,12 @@ namespace ProjectM.Server
knockback.ValueRW.UntilTick = 0;
}
// Nearest living player (reuse the snapshot taken above).
int cbest = -1; float cbestSq = float.MaxValue;
for (int i = 0; i < playerPositions.Length; i++)
{
float2 dd = playerPositions[i].xz - pos.xz;
float sq = math.lengthsq(dd);
if (sq < cbestSq) { cbestSq = sq; cbest = i; }
}
float3 cTargetPos = playerPositions[cbest];
// EB-1 fortress aggro: same weighted target selection as the Grunt pass (shared helper).
EnemyAIMath.PickWeightedNearest(pos, playerPositions, structurePositions, structAggro, out bool cIsStruct, out int cIdx);
if (cIdx < 0)
continue;
Entity cTargetEntity = cIsStruct ? structureEntities[cIdx] : playerEntities[cIdx];
float3 cTargetPos = cIsStruct ? structurePositions[cIdx] : playerPositions[cIdx];
// 2. Lunge active: travel the locked direction; damage on contact, or stagger on a wall-stop whiff.
var lg = lunge.ValueRO;
@@ -233,7 +241,7 @@ namespace ProjectM.Server
if (EnemyAIMath.InAttackRange(moved, cTargetPos, stats.ValueRO.AttackRange))
{
ecb.AppendToBuffer(playerEntities[cbest], new DamageEvent
ecb.AppendToBuffer(cTargetEntity, new DamageEvent
{
Amount = stats.ValueRO.AttackDamage,
SourceNetworkId = -1,
@@ -312,6 +320,8 @@ namespace ProjectM.Server
ecb.Dispose();
playerEntities.Dispose();
playerPositions.Dispose();
structureEntities.Dispose();
structurePositions.Dispose();
}
// Swept collide-and-slide for server-authoritative Husk movement: sphere-cast the intended step against