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
@@ -35,5 +35,9 @@ namespace ProjectM.Simulation
/// <summary>Integrated distance travelled (predicted on client + authoritative on server). Not replicated.</summary>
public float DistanceTravelled;
/// <summary>This tick's travel step (Speed*dt), written by ProjectileMoveSystem so a plain-group harvest
/// sweep is tunnelling-safe without depending on its own variable-frame clock. Server-local; not replicated.</summary>
public float LastStep;
}
}
@@ -32,6 +32,7 @@ namespace ProjectM.Simulation
.WithAll<Simulate>())
{
float step = projectile.ValueRO.Speed * dt;
projectile.ValueRW.LastStep = step;
float3 dir = new float3(projectile.ValueRO.Direction.x, 0f, projectile.ValueRO.Direction.y);
transform.ValueRW.Position += dir * step;
@@ -0,0 +1,8 @@
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@@ -0,0 +1,17 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Tag marking the single GLOBAL shared-resource ledger — the entity whose [GhostField]
/// <see cref="StorageEntry"/> buffer holds harvested resources (Aether/ore/biomass) replicated to ALL
/// connections. It lives on the ownerless interpolated CycleDirector ghost, which carries NO
/// <see cref="RegionTag"/>, so GhostRelevancy (SetIsIrrelevant) keeps it relevant to players in EVERY
/// region — base AND expedition — unlike the region-tagged base storage container (which relevancy hides
/// from expedition players). Server systems resolve the ledger via
/// <c>GetSingletonEntity&lt;ResourceLedger&gt;()</c> then <c>GetBuffer&lt;StorageEntry&gt;()</c> — NEVER
/// <c>GetSingleton&lt;StorageEntry&gt;</c> (the base container owns a second StorageEntry buffer, so a
/// buffer-typed singleton query would throw "multiple instances").
/// </summary>
public struct ResourceLedger : IComponentData { }
}
@@ -0,0 +1,2 @@
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@@ -0,0 +1,21 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Baked singleton holding the resource-node ghost prefab + field shape. ExpeditionFieldSystem reads it to
/// scatter <see cref="Count"/> nodes within <see cref="Radius"/> of the expedition region origin on each
/// Expedition phase entry (seeded by the cycle number). Mirrors <see cref="StorageSpawner"/>.
/// </summary>
public struct ResourceFieldSpawner : IComponentData
{
/// <summary>Baked resource-node ghost prefab to instantiate.</summary>
public Entity Prefab;
/// <summary>Number of nodes to scatter per expedition.</summary>
public int Count;
/// <summary>Scatter radius (world units) around the expedition region origin.</summary>
public float Radius;
}
}
@@ -0,0 +1,2 @@
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@@ -0,0 +1,41 @@
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>Resource-type ids for harvested materials (a byte, not an enum, per the cross-assembly enum-in-Burst hazard).</summary>
public static class ResourceId
{
/// <summary>Unused / empty sentinel (aligns with StorageMath's 0-itemId no-op).</summary>
public const byte None = 0;
/// <summary>Magic energy — powers abilities / charging.</summary>
public const byte Aether = 1;
/// <summary>Raw ore — structures / building.</summary>
public const byte Ore = 2;
/// <summary>Biomass — misc / crafting.</summary>
public const byte Biomass = 3;
}
/// <summary>
/// A harvestable resource node in the procedural expedition field — an ownerless INTERPOLATED ghost
/// (region-tagged Expedition) that clients see and shoot. The server-only ResourceHarvestSystem sweeps
/// projectiles against it; each hit deposits <see cref="HarvestPerHit"/> of <see cref="ResourceId"/> into
/// the GLOBAL resource ledger and decrements <see cref="Remaining"/>; the node despawns at &lt;= 0.
/// ResourceId/Remaining are [GhostField] so clients can tint by type and (later) show depletion;
/// HarvestPerHit is baked, server-only.
/// </summary>
public struct ResourceNode : IComponentData
{
/// <summary>Which resource this node yields (see <see cref="ResourceId"/>).</summary>
[GhostField] public byte ResourceId;
/// <summary>Remaining resource units; the node despawns when this reaches 0.</summary>
[GhostField] public int Remaining;
/// <summary>Units yielded per projectile hit (baked; server-only).</summary>
public float HarvestPerHit;
}
}
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@@ -0,0 +1,61 @@
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Macro-loop state for "The Aether Cycle": which phase the run is in, the cycle number, and the server
/// tick the current (timed) phase ends. Server-authoritative, maintained by CyclePhaseSystem. Currently a
/// server-side singleton; the [GhostField]s below are inert until it is moved onto the runtime-spawned
/// CycleDirector ghost (when the client HUD is wired), at which point the same struct replicates unchanged.
/// The Defend phase is NOT timed — it ends when the base-defense wave is cleared — so PhaseEndTick is only
/// meaningful in Expedition/Build (0 during Defend).
/// </summary>
public struct CycleState : IComponentData
{
/// <summary>Current phase (see <see cref="CyclePhase"/>).</summary>
[GhostField] public byte Phase;
/// <summary>1-based cycle counter (increments when a new Expedition begins).</summary>
[GhostField] public int CycleNumber;
/// <summary>Server tick the current timed phase ends (Expedition/Build only; 0 in Defend).</summary>
[GhostField] public uint PhaseEndTick;
}
/// <summary>Phase constants for <see cref="CycleState.Phase"/> (a byte, not an enum, for trivial Burst/serialization).</summary>
public static class CyclePhase
{
/// <summary>Out in the procedural field gathering resources (timed).</summary>
public const byte Expedition = 0;
/// <summary>The base is under assault by a Husk wave (ends when the wave is cleared).</summary>
public const byte Defend = 1;
/// <summary>Calm at base: spend resources to build/upgrade (timed).</summary>
public const byte Build = 2;
/// <summary>Expedition phase duration in server ticks (SimulationTickRate = 60). Tunable; short for the M6 slice.</summary>
public const uint ExpeditionTicks = 3600; // ~60s cap (early return via the gate ends it sooner)
/// <summary>Build phase duration in server ticks.</summary>
public const uint BuildTicks = 1200; // ~20s
}
/// <summary>
/// Server-only bookkeeping for the cycle state machine that must NOT replicate (kept separate from the
/// replicated <see cref="CycleState"/>). Records the wave number captured when the Defend phase began so
/// the director can detect "this Defend's wave has now been spawned and cleared".
/// </summary>
public struct CycleRuntime : IComponentData
{
/// <summary>WaveState.WaveNumber captured at the moment the current Defend phase started.</summary>
public int DefendStartWave;
/// <summary>Cycle phase from the previous tick — lets ExpeditionFieldSystem edge-detect entering/leaving Expedition.</summary>
public byte PrevPhase;
/// <summary>CycleNumber the expedition field was last seeded for (compared by int equality, never tick math).</summary>
public int LastSpawnedCycle;
}
}
@@ -0,0 +1,2 @@
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@@ -0,0 +1,16 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Singleton baked into the gameplay subscene holding the cycle-director ghost prefab. A one-shot server
/// system (<c>CycleDirectorSpawnSystem</c>) instantiates the prefab — the GLOBAL <see cref="CycleState"/>
/// + shared resource-ledger ghost — exactly once, then destroys this singleton. Mirrors
/// <see cref="StorageSpawner"/>. Carries no transform; only the prefab needs one.
/// </summary>
public struct CycleDirectorSpawner : IComponentData
{
/// <summary>Baked cycle-director ghost prefab to instantiate.</summary>
public Entity Prefab;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e0fcb1bcbea82cc419d4f134c9589619
@@ -0,0 +1,28 @@
using Unity.Entities;
using Unity.Mathematics;
namespace ProjectM.Simulation
{
/// <summary>
/// A walk-in travel gate between world regions. A baked entity (visible mesh + this component) at a fixed
/// position; the server <c>ExpeditionGateSystem</c> transits a player who walks within <see cref="Radius"/>
/// and whose region matches <see cref="FromRegion"/> to <see cref="ToRegion"/>, placing them at
/// <see cref="ArrivalPos"/> (offset from the destination gate so they do not immediately re-trigger).
/// Returning to the base during the Expedition phase also starts Defend early (the "timer cap + early
/// return" pacing).
/// </summary>
public struct ExpeditionGate : IComponentData
{
/// <summary>Region a player must currently be in for this gate to act on them (see <see cref="RegionId"/>).</summary>
public byte FromRegion;
/// <summary>Region the player is transited to.</summary>
public byte ToRegion;
/// <summary>Planar (XZ) trigger radius in world units.</summary>
public float Radius;
/// <summary>World position the player arrives at in the destination region.</summary>
public float3 ArrivalPos;
}
}
@@ -0,0 +1,2 @@
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@@ -0,0 +1,49 @@
using Unity.Entities;
using Unity.Mathematics;
namespace ProjectM.Simulation
{
/// <summary>
/// Identifies which world REGION an entity belongs to. M6 splits the single server world into two
/// spatial regions at a large coordinate offset — the persistent home <see cref="RegionId.Base"/> and
/// the procedurally-arranged <see cref="RegionId.Expedition"/> — and uses per-connection GhostRelevancy
/// to replicate each region only to the connections whose player is currently in it. Server-side only
/// (NOT a [GhostField]; the server makes all relevancy decisions). Added to players on spawn and to
/// every region-scoped ghost the server spawns. Untagged ghosts are global (relevant to everyone).
/// </summary>
public struct RegionTag : IComponentData
{
/// <summary>Region id (see <see cref="RegionId"/>): 0 = base, 1 = expedition.</summary>
public byte Region;
}
/// <summary>Region ids for <see cref="RegionTag.Region"/> (a byte, not an enum, to keep server/Burst code trivial).</summary>
public static class RegionId
{
/// <summary>The persistent, shared home base.</summary>
public const byte Base = 0;
/// <summary>The procedural expedition field (offset far from the base on +X).</summary>
public const byte Expedition = 1;
}
/// <summary>
/// Deterministic mapping of a region id to its world-space origin. The base region keeps the existing
/// home-base coordinates; the expedition region lives at a large +X offset so the two never overlap in
/// the single shared PhysicsWorld. Pure (no RNG/wall-clock) — server-authoritative teleports and field
/// spawners resolve region positions through here.
/// </summary>
public static class RegionMath
{
/// <summary>World-space X offset of the expedition region from the base region.</summary>
public const float ExpeditionOffsetX = 1000f;
/// <summary>World-space origin of <paramref name="region"/>, given the base center (BaseGridMath.PlotCenter).</summary>
public static float3 RegionOrigin(byte region, float3 baseCenter)
{
return region == RegionId.Expedition
? baseCenter + new float3(ExpeditionOffsetX, 0f, 0f)
: baseCenter;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
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@@ -0,0 +1,17 @@
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Client -&gt; server request to move the sender's player between world regions (base &lt;-&gt; expedition).
/// A one-off action, so an RPC (not a per-tick predicted input), mirroring <see cref="StorageOpRequest"/>.
/// TargetRegion is a byte (see <see cref="RegionId"/>) to keep the generated serializer trivial. The
/// server teleports the sender's player to the region origin and flips its <see cref="RegionTag"/>, which
/// re-scopes GhostRelevancy so the client gains the target region's ghosts and drops the old region's.
/// </summary>
public struct RegionTransitRequest : IRpcCommand
{
/// <summary>Destination region id (see <see cref="RegionId"/>).</summary>
public byte TargetRegion;
}
}
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