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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@@ -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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