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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using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// EB-1 — opt-in marker for an entity that <see cref="ProjectM.Server.HealthApplyDamageSystem"/> DESTROYS when
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/// its <see cref="Health"/> hits 0 (alongside <c>TrainingDummyTag</c>/<c>EnemyTag</c>). Baked ONLY on the
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/// player-built structure ghosts (Turret/Wall/Pylon) so "machines can die". DELIBERATELY a distinct tag rather
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/// than gating on bare <see cref="PlacedStructure"/>: that identity is SHARED by the reserved M7 automation
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/// machines (Harvester/Fabricator/Conveyor) whose teardown would silently drop in-flight conveyor cargo — the
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/// tag lets each destructible opt in explicitly (zero-size, ghost-hash-neutral). See [[DR-031]] follow-on EB-1.
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/// </summary>
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public struct Destructible : IComponentData { }
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: a0efc019048795541ba13795d724f331
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@@ -1,3 +1,4 @@
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using Unity.Collections;
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using Unity.Mathematics;
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namespace ProjectM.Simulation
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@@ -68,5 +69,31 @@ namespace ProjectM.Simulation
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math.sincos(angle, out float s, out float c);
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return center + new float3(c * radius, 0f, s * radius);
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}
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/// <summary>
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/// EB-1 fortress aggro: pick a Husk's target as the weighted-nearest of the living players (weight 1) and
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/// the live structures (a SQUARED <paramref name="structureWeight"/> applied to structure distance, so <1
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/// makes structures preferred while a sufficiently-closer player 'in the way' still wins). Planar XZ,
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/// deterministic (no RNG/wall-clock). Sets <paramref name="index"/> = -1 when there are no targets. Pure so
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/// both the Grunt and Charger passes select IDENTICALLY and it is EditMode-unit-testable.
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/// </summary>
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public static void PickWeightedNearest(float3 from, NativeList<float3> playerPositions,
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NativeList<float3> structurePositions, float structureWeight, out bool isStructure, out int index)
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{
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isStructure = false;
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index = -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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float sq = math.lengthsq(playerPositions[i].xz - from.xz);
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if (sq < bestSq) { bestSq = sq; index = i; isStructure = false; }
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}
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float w = math.max(0f, structureWeight);
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float wsq = w * w; // applied to SQUARED distance so the weight scales true distance
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for (int i = 0; i < structurePositions.Length; i++)
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{
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float sq = math.lengthsq(structurePositions[i].xz - from.xz) * wsq;
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if (sq < bestSq) { bestSq = sq; index = i; isStructure = true; }
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}
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}
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}
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}
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@@ -46,6 +46,10 @@ namespace ProjectM.Simulation
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public float MeleeFinisherMult;
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public float MeleeComboLength;
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// EB-1 fortress aggro: a <1 multiplier on a Husk's SQUARED distance to a structure (so structures are
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// preferred targets); a closer player 'in the way' still wins. Read server-side by EnemyAISystem.
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public float StructureAggroWeight;
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/// <summary>The baked feel defaults == the pre-MC-0 consts. Single source of truth for the fallback path.</summary>
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public static TuningConfig Defaults() => new TuningConfig
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{
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@@ -68,6 +72,7 @@ namespace ProjectM.Simulation
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MeleeKnockbackSpeed = 6f,
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MeleeFinisherMult = 1.8f, // finisher (last hit) scales dmg/range/recover/knockback
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MeleeComboLength = 3f, // light, light, finisher
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StructureAggroWeight = 0.7f, // EB-1: <1 prefers structures (fortress aggro); live-tunable
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};
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/// <summary>Clamp a knob to its safe floor: tick knobs >= 1, value knobs >= 0. Used by every write path
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@@ -86,6 +91,7 @@ namespace ProjectM.Simulation
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case TuningKnob.MeleeSwingMoveScale:
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case TuningKnob.MeleeKnockbackSpeed:
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case TuningKnob.MeleeFinisherMult:
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case TuningKnob.StructureAggroWeight:
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return math.max(0f, value);
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// tick knobs: >= 1 (a 0 tick count is degenerate; a 0 i-frame window divides-by-zero in DashSystem)
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default:
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@@ -118,6 +124,7 @@ namespace ProjectM.Simulation
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case TuningKnob.MeleeKnockbackSpeed: c.MeleeKnockbackSpeed = value; break;
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case TuningKnob.MeleeFinisherMult: c.MeleeFinisherMult = value; break;
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case TuningKnob.MeleeComboLength: c.MeleeComboLength = value; break;
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case TuningKnob.StructureAggroWeight: c.StructureAggroWeight = value; break;
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// unknown index -> no-op (matches the no-default switch convention in DebugCommandReceiveSystem)
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}
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}
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@@ -146,6 +153,7 @@ namespace ProjectM.Simulation
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case TuningKnob.MeleeKnockbackSpeed: return c.MeleeKnockbackSpeed;
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case TuningKnob.MeleeFinisherMult: return c.MeleeFinisherMult;
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case TuningKnob.MeleeComboLength: return c.MeleeComboLength;
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case TuningKnob.StructureAggroWeight: return c.StructureAggroWeight;
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default: return 0f;
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}
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}
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@@ -172,6 +180,7 @@ namespace ProjectM.Simulation
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MeleeKnockbackSpeed = c.MeleeKnockbackSpeed,
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MeleeFinisherMult = c.MeleeFinisherMult,
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MeleeComboLength = c.MeleeComboLength,
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StructureAggroWeight = c.StructureAggroWeight,
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};
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/// <summary>Reconstruct the full config from a wire snapshot (FULL state, not a delta).</summary>
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@@ -196,6 +205,7 @@ namespace ProjectM.Simulation
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MeleeKnockbackSpeed = r.MeleeKnockbackSpeed,
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MeleeFinisherMult = r.MeleeFinisherMult,
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MeleeComboLength = r.MeleeComboLength,
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StructureAggroWeight = r.StructureAggroWeight,
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};
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}
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@@ -221,9 +231,10 @@ namespace ProjectM.Simulation
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public const byte MeleeKnockbackSpeed = 16;
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public const byte MeleeFinisherMult = 17;
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public const byte MeleeComboLength = 18;
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public const byte StructureAggroWeight = 19;
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/// <summary>Knob count (overlay iteration bound).</summary>
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public const byte Count = 19;
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public const byte Count = 20;
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}
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/// <summary>
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@@ -253,5 +264,6 @@ namespace ProjectM.Simulation
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public float MeleeKnockbackSpeed;
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public float MeleeFinisherMult;
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public float MeleeComboLength;
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public float StructureAggroWeight;
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}
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}
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@@ -15,5 +15,20 @@ namespace ProjectM.Simulation
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for (int i = 0; i < src.Length; i++)
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dest.Add(new StorageEntry { ItemId = src[i].ItemId, Count = src[i].Count });
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}
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/// <summary>EB-1: map a serialized <see cref="StructureSave"/> to the staged <see cref="PendingStructure"/>
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/// (the menu->ServerWorld copy in WorldLauncher). Pure so the field-for-field copy — including the
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/// easy-to-miss HP — is unit-tested; an omitted field here silently restores every structure at full HP.</summary>
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public static PendingStructure ToPending(in StructureSave s) => new PendingStructure
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{
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Type = s.Type,
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CellX = s.CellX,
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CellZ = s.CellZ,
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Direction = s.Direction,
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RemainingTicks = s.RemainingTicks,
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ConveyorResId = s.ConveyorResId,
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ConveyorCount = s.ConveyorCount,
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HP = s.HP,
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};
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}
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}
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@@ -37,6 +37,7 @@ namespace ProjectM.Simulation
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public uint RemainingTicks;
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public byte ConveyorResId;
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public int ConveyorCount;
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public float HP; // EB-1: staged hit points (BaseRestoreSystem restores 0 -> baked Max)
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}
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/// <summary>One staged machine I/O row (M7), joined to the <see cref="PendingStructure"/> buffer by index.
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@@ -25,6 +25,7 @@ namespace ProjectM.Simulation
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public uint RemainingTicks; // production/cooldown ticks left at save time
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public byte ConveyorResId; // in-flight conveyor item resource (0 = none)
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public int ConveyorCount;
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public float HP; // EB-1: hit points at save time (0 from a pre-v3 save -> restored to baked Max)
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}
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/// <summary>
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@@ -50,7 +51,10 @@ namespace ProjectM.Simulation
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[Serializable]
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public class SaveData
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{
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public const int CurrentVersion = 2;
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public const int CurrentVersion = 3; // EB-1: v3 adds StructureSave.HP
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/// <summary>Oldest save schema the loader accepts (additive); a v2 save loads with structures at full HP.</summary>
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public const int MinLoadableVersion = 2;
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public int Version = CurrentVersion;
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public int GoalCharge;
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@@ -23,7 +23,9 @@ namespace ProjectM.Simulation
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{
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if (!File.Exists(FilePath)) return null;
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var data = JsonUtility.FromJson<SaveData>(File.ReadAllText(FilePath));
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if (data == null || data.Version != SaveData.CurrentVersion) return null;
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// EB-1: additive floor [MinLoadableVersion, CurrentVersion] so OLD v2 saves still load (a missing HP
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// field 0-defaults and the restore guard maps 0 -> baked Max); v0/v1 garbage is still rejected.
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if (data == null || data.Version < SaveData.MinLoadableVersion || data.Version > SaveData.CurrentVersion) return null;
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data.Ledger ??= Array.Empty<LedgerRow>();
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return data;
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}
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@@ -35,6 +35,8 @@ namespace ProjectM.Simulation
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CellX = ps.Cell.x,
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CellZ = ps.Cell.y,
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RemainingTicks = ProductionMath.RemainingTicks(ps.NextTick, nowTick),
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// EB-1: guarded so automation machines (no Health) don't crash the autosave path (no try/catch).
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HP = em.HasComponent<Health>(e) ? em.GetComponentData<Health>(e).Current : 0f,
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};
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if (em.HasComponent<Conveyor>(e))
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