Core Game Loop Additions

This commit is contained in:
2026-06-03 22:41:27 -07:00
parent 79ff06a7df
commit 8e9b4412ce
70 changed files with 3084 additions and 2 deletions
@@ -0,0 +1,85 @@
using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
namespace ProjectM.Server
{
/// <summary>
/// Server-only walk-in gate transit: a player who walks within a gate's radius (and whose region matches the
/// gate's <see cref="ExpeditionGate.FromRegion"/>) is transited to the gate's ToRegion at its ArrivalPos
/// (RegionTag flipped + LocalTransform teleported — GhostRelevancy re-scopes their ghosts, as in
/// <c>RegionTransitSystem</c>). Returning to the BASE during the Expedition phase expires the Expedition
/// timer so Defend starts early ("timer cap + early return"). Plain server SimulationSystemGroup
/// <c>[UpdateAfter(CyclePhaseSystem)]</c>. Arrival points are offset from the destination gate so a transited
/// player does not immediately re-trigger.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
[UpdateAfter(typeof(CyclePhaseSystem))]
public partial struct ExpeditionGateSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<ExpeditionGate>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
// Snapshot gates once.
var gateFrom = new NativeList<byte>(Allocator.Temp);
var gateTo = new NativeList<byte>(Allocator.Temp);
var gateRadiusSq = new NativeList<float>(Allocator.Temp);
var gatePos = new NativeList<float2>(Allocator.Temp);
var gateArrival = new NativeList<float3>(Allocator.Temp);
foreach (var (gate, xform) in SystemAPI.Query<RefRO<ExpeditionGate>, RefRO<LocalTransform>>())
{
gateFrom.Add(gate.ValueRO.FromRegion);
gateTo.Add(gate.ValueRO.ToRegion);
gateRadiusSq.Add(gate.ValueRO.Radius * gate.ValueRO.Radius);
gatePos.Add(xform.ValueRO.Position.xz);
gateArrival.Add(gate.ValueRO.ArrivalPos);
}
bool returnedToBase = false;
foreach (var (region, xform) in
SystemAPI.Query<RefRW<RegionTag>, RefRW<LocalTransform>>().WithAll<PlayerTag>())
{
byte r = region.ValueRO.Region;
float2 pp = xform.ValueRO.Position.xz;
for (int i = 0; i < gateFrom.Length; i++)
{
if (gateFrom[i] != r) continue;
if (math.distancesq(pp, gatePos[i]) > gateRadiusSq[i]) continue;
region.ValueRW.Region = gateTo[i];
xform.ValueRW.Position = gateArrival[i];
if (gateTo[i] == RegionId.Base)
returnedToBase = true;
break;
}
}
gateFrom.Dispose();
gateTo.Dispose();
gateRadiusSq.Dispose();
gatePos.Dispose();
gateArrival.Dispose();
// Early return: a player came back to base mid-Expedition -> expire the Expedition timer (-> Defend).
if (returnedToBase && SystemAPI.TryGetSingletonEntity<CycleState>(out var cycleEntity))
{
var cs = SystemAPI.GetComponent<CycleState>(cycleEntity);
if (cs.Phase == CyclePhase.Expedition)
{
cs.PhaseEndTick = 1; // CyclePhaseSystem sees timedPhaseDue next tick -> Defend
SystemAPI.SetComponent(cycleEntity, cs);
}
}
}
}
}