This commit is contained in:
2026-07-07 20:51:18 -07:00
parent d2203c8aa1
commit cc2e7ad95e
20 changed files with 794 additions and 35 deletions
@@ -51,6 +51,7 @@ namespace ProjectM.Authoring
});
AddComponent(entity, new EnemyAttackCooldown { NextAttackTick = 0 });
AddComponent<KnockbackState>(entity); // server-only recoil state (zero = not knocked)
AddComponent(entity, new EnemyNavState { LastPos = float.MaxValue }); // server-only anti-stuck nav state (not replicated); sentinel LastPos forces a first-tick reset
AddComponent<AttackWindup>(entity); // replicated telegraph signal (zero = not winding up)
// Slice 1 (Feature C): client-safe baked telegraph metadata. EnemyBaker is the SOLE writer of
// EnemyTelegraph even on a Charger (the prefab composes both authorings on one entity); reading the
@@ -0,0 +1,205 @@
#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
namespace ProjectM.Client
{
/// <summary>
/// EDITOR-ONLY live tuner for the "3D pixel art" full-screen render style — the
/// <c>Hidden/ProjectM/PixelOutline</c> shader driven by <c>PixelOutline.mat</c> via the
/// PC_Renderer <c>FullScreenPassRendererFeature</c>. Self-spawns on Play (no scene wiring),
/// so it works in Game.unity and DevSandbox.unity alike. Toggle the panel with <b>F3</b>.
///
/// It writes straight to the shared material ASSET, so every drag applies to the running
/// game instantly AND sticks after you exit Play mode (material assets aren't reverted the
/// way scene objects are). "Save Asset" force-writes to disk now; "Reset" restores the
/// shader's shipped defaults. Stripped from player builds (#if UNITY_EDITOR).
/// </summary>
public class PixelArtDevControls : MonoBehaviour
{
const string MaterialPath = "Assets/_Project/Shaders/PixelOutline.mat";
static PixelArtDevControls _instance;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void Bootstrap()
{
if (_instance != null)
return;
var go = new GameObject("~PixelArtDevControls") { hideFlags = HideFlags.HideAndDontSave };
DontDestroyOnLoad(go);
_instance = go.AddComponent<PixelArtDevControls>();
}
Material _mat;
bool _open;
Vector2 _scroll;
GUIStyle _wrap;
Material Mat
{
get
{
if (_mat == null)
_mat = AssetDatabase.LoadAssetAtPath<Material>(MaterialPath);
return _mat;
}
}
GUIStyle Wrap => _wrap ??= new GUIStyle(GUI.skin.label) { wordWrap = true, fontSize = 10 };
void OnDisable() => AimPresentation.ForceCursorVisible = false;
void Update()
{
if (Input.GetKeyDown(KeyCode.F3))
_open = !_open;
}
void OnGUI()
{
if (GUI.Button(new Rect(10, 10, 128, 24), _open ? "PIXEL ▲ (F3)" : "PIXEL ▼ (F3)"))
_open = !_open;
if (!_open)
return;
AimPresentation.ForceCursorVisible = true;
var mat = Mat;
if (mat == null)
{
GUILayout.BeginArea(new Rect(10, 40, 270, 64), GUI.skin.box);
GUILayout.Label("PixelOutline.mat not found at\n" + MaterialPath, Wrap);
GUILayout.EndArea();
return;
}
float panelH = Mathf.Min(660f, Screen.height - 60f);
GUILayout.BeginArea(new Rect(10, 40, 272, panelH), GUI.skin.box);
GUILayout.Label("PIXEL-ART RENDER STYLE (live)");
_scroll = GUILayout.BeginScrollView(_scroll);
Toggle(mat, "_MasterEnabled", "MASTER (whole effect on/off)");
GUILayout.Space(6);
GUILayout.Label("- Toggles -");
Toggle(mat, "_PixelateEnabled", "Pixelate");
Toggle(mat, "_PosterizeEnabled", "Posterize (banded color)");
Toggle(mat, "_DepthEdgesEnabled", "Depth edges (silhouette)");
Toggle(mat, "_NormalEdgesEnabled", "Normal edges (creases)");
GUILayout.Space(6);
GUILayout.Label("- Pixelation -");
Slider(mat, "_PixelHeight", "Grid height (px)", 40f, 720f, "0");
GUILayout.Space(6);
GUILayout.Label("- Color / tone -");
Slider(mat, "_ColorLevels", "Posterize levels", 2f, 64f, "0");
Slider(mat, "_Brightness", "Brightness", 0.5f, 2f, "0.00");
Slider(mat, "_Contrast", "Contrast", 0.5f, 2f, "0.00");
Slider(mat, "_Saturation", "Saturation", 0f, 2f, "0.00");
GUILayout.Space(6);
GUILayout.Label("- Outlines -");
Slider(mat, "_DepthThreshold", "Depth threshold", 0f, 1f, "0.000");
Slider(mat, "_NormalThreshold", "Normal threshold", 0f, 4f, "0.00");
Slider(mat, "_OutlineThickness", "Thickness (texels)", 0.25f, 4f, "0.00");
Slider(mat, "_EdgeStrength", "Edge strength", 0f, 1f, "0.00");
ColorRow(mat, "_OutlineColorOuter", "Silhouette color");
ColorRow(mat, "_OutlineColorInner", "Crease color");
GUILayout.Space(8);
GUILayout.BeginHorizontal();
if (GUILayout.Button("Reset defaults"))
ResetDefaults(mat);
if (GUILayout.Button("Save Asset"))
SaveAsset(mat);
GUILayout.EndHorizontal();
GUILayout.Label("Drags apply live and persist after Play. 'Save Asset' writes to disk now.", Wrap);
GUILayout.EndScrollView();
GUILayout.EndArea();
}
static void Toggle(Material mat, string prop, string label)
{
bool cur = mat.GetFloat(prop) > 0.5f;
bool now = GUILayout.Toggle(cur, " " + label);
if (now != cur)
{
mat.SetFloat(prop, now ? 1f : 0f);
EditorUtility.SetDirty(mat);
}
}
static void Slider(Material mat, string prop, string label, float min, float max, string fmt)
{
float cur = mat.GetFloat(prop);
GUILayout.BeginHorizontal();
GUILayout.Label(label, GUILayout.Width(126));
GUILayout.Label(cur.ToString(fmt), GUILayout.Width(48));
GUILayout.EndHorizontal();
float now = GUILayout.HorizontalSlider(cur, min, max);
if (!Mathf.Approximately(now, cur))
{
mat.SetFloat(prop, now);
EditorUtility.SetDirty(mat);
}
}
static void ColorRow(Material mat, string prop, string label)
{
Color c = mat.GetColor(prop);
GUILayout.Label(label);
Color n = c;
n.r = ChannelSlider("R", c.r);
n.g = ChannelSlider("G", c.g);
n.b = ChannelSlider("B", c.b);
if (n != c)
{
n.a = 1f;
mat.SetColor(prop, n);
EditorUtility.SetDirty(mat);
}
}
static float ChannelSlider(string label, float v)
{
GUILayout.BeginHorizontal();
GUILayout.Label(label, GUILayout.Width(14));
float r = GUILayout.HorizontalSlider(v, 0f, 1f);
GUILayout.EndHorizontal();
return r;
}
// Shipped defaults from PixelOutline.shader / .mat.
static void ResetDefaults(Material mat)
{
mat.SetFloat("_MasterEnabled", 1f);
mat.SetFloat("_PixelHeight", 200f);
mat.SetFloat("_PosterizeEnabled", 1f);
mat.SetFloat("_ColorLevels", 12f);
mat.SetFloat("_Brightness", 1.1f);
mat.SetFloat("_Contrast", 1.05f);
mat.SetFloat("_Saturation", 1.35f);
mat.SetFloat("_DepthThreshold", 0.08f);
mat.SetFloat("_NormalThreshold", 1f);
mat.SetFloat("_OutlineThickness", 1f);
mat.SetFloat("_EdgeStrength", 1f);
mat.SetFloat("_PixelateEnabled", 1f);
mat.SetFloat("_DepthEdgesEnabled", 1f);
mat.SetFloat("_NormalEdgesEnabled", 1f);
mat.SetColor("_OutlineColorOuter", Color.black);
mat.SetColor("_OutlineColorInner", Color.black);
EditorUtility.SetDirty(mat);
}
static void SaveAsset(Material mat)
{
EditorUtility.SetDirty(mat);
AssetDatabase.SaveAssetIfDirty(mat);
}
}
}
#endif
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e197a9add2f5e9845bac0bddd950232a
@@ -0,0 +1,184 @@
using System.Collections.Generic;
using ProjectM.Simulation;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
using UnityEngine;
using UnityEngine.UIElements;
namespace ProjectM.Client
{
/// <summary>
/// Client-only ENEMY VISIBILITY markers — makes living enemies (especially the last one) easy to find so a room
/// never devolves into hunting an unseen straggler. Observe-only presentation <see cref="SystemBase"/> in
/// <see cref="PresentationSystemGroup"/> (same shape as <see cref="OnboardingSystem"/> / <see cref="HudSystem"/>:
/// reads replicated state, never mutates the sim, never destroys a ghost). Owns its own runtime UIDocument
/// (sortingOrder 48 — just under the HUD's 50) and a POOL of marker glyphs: each living enemy within
/// <see cref="FeelConfig.EnemyMarkerRange"/> of the local player gets either a clamped EDGE ARROW when off-screen
/// (rotated toward it — the "it's over here" cue, reusing OnboardingSystem's WorldToScreen edge math) or a subtle
/// overhead PIP when on-screen. The pips fade toward <see cref="FeelConfig.EnemyMarkerMinAlpha"/> as the on-screen
/// enemy count rises (declutter a swarm); off-screen arrows always stay full so a straggler is never missed. The
/// boss is excluded (it has its own HUD presence bar); corpses (<see cref="Dying"/>) are excluded.
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class EnemyMarkerSystem : SystemBase
{
const int MaxMarkers = 32; // pool cap (a room never fields this many; when few remain, all are marked)
const float Margin = 48f; // screen-edge inset for off-screen arrows (panel units)
GameObject _go;
UIDocument _doc;
bool _built;
readonly List<Label> _pool = new();
readonly List<float3> _positions = new();
protected override void OnStartRunning()
{
if (_go != null) return;
_go = new GameObject("~EnemyMarkers");
_doc = _go.AddComponent<UIDocument>();
_doc.panelSettings = MenuUi.LoadPanelSettings();
_doc.sortingOrder = 48; // just below the HUD (50)
}
protected override void OnDestroy()
{
if (_go != null) Object.Destroy(_go);
}
protected override void OnUpdate()
{
if (_doc == null) return;
var root = _doc.rootVisualElement;
if (root == null) return;
if (!_built)
{
root.style.position = Position.Absolute;
root.style.left = 0; root.style.right = 0; root.style.top = 0; root.style.bottom = 0;
root.pickingMode = PickingMode.Ignore; // never eat world clicks
_built = true;
}
var cam = Camera.main;
if (!FeelConfig.EnemyMarkerEnabled || cam == null)
{
HideFrom(0);
return;
}
// Local player position (range gate — scopes markers to the current room / region).
bool haveLocal = false; float3 localPos = default;
foreach (var lt in SystemAPI.Query<RefRO<LocalTransform>>().WithAll<GhostOwnerIsLocal, PlayerTag>())
{ haveLocal = true; localPos = lt.ValueRO.Position; break; }
// Collect living enemies within range (nearest-capped by MaxMarkers).
_positions.Clear();
float rangeSq = FeelConfig.EnemyMarkerRange * FeelConfig.EnemyMarkerRange;
foreach (var lt in SystemAPI.Query<RefRO<LocalTransform>>().WithAll<EnemyTag>().WithNone<Dying, BossState>())
{
float3 p = lt.ValueRO.Position;
if (haveLocal && math.distancesq(p, localPos) > rangeSq) continue;
_positions.Add(p);
if (_positions.Count >= MaxMarkers) break;
}
float pw = root.layout.width, ph = root.layout.height;
if (pw <= 1f || ph <= 1f) { HideFrom(0); return; }
// First pass: how many are on-screen (drives the pip declutter fade).
int onScreen = 0;
for (int i = 0; i < _positions.Count; i++)
if (!IsOffScreen(cam, _positions[i], pw, ph)) onScreen++;
int fadeStart = math.max(1, FeelConfig.EnemyMarkerFadeStartCount);
float pipAlpha = math.lerp(1f, math.clamp(FeelConfig.EnemyMarkerMinAlpha, 0f, 1f),
math.saturate((onScreen - fadeStart) / (float)fadeStart));
// Second pass: place each marker.
Color baseCol = FeelConfig.EnemyMarkerColor;
float size = FeelConfig.EnemyMarkerSize;
for (int i = 0; i < _positions.Count; i++)
{
var lbl = GetMarker(i, root);
Place(lbl, cam, _positions[i], pw, ph, baseCol, size, pipAlpha);
}
HideFrom(_positions.Count);
}
bool IsOffScreen(Camera cam, float3 world, float pw, float ph)
{
Vector3 sp = cam.WorldToScreenPoint((Vector3)world);
bool behind = sp.z < 0f;
float px = (sp.x / Mathf.Max(1f, Screen.width)) * pw;
float py = (1f - sp.y / Mathf.Max(1f, Screen.height)) * ph;
if (behind) { px = pw - px; py = ph - py; }
return behind || px < Margin || px > pw - Margin || py < Margin || py > ph - Margin;
}
void Place(Label lbl, Camera cam, float3 world, float pw, float ph, Color baseCol, float size, float pipAlpha)
{
Vector3 sp = cam.WorldToScreenPoint((Vector3)world);
bool behind = sp.z < 0f;
float px = (sp.x / Mathf.Max(1f, Screen.width)) * pw;
float py = (1f - sp.y / Mathf.Max(1f, Screen.height)) * ph;
if (behind) { px = pw - px; py = ph - py; }
bool off = behind || px < Margin || px > pw - Margin || py < Margin || py > ph - Margin;
float cx = pw * 0.5f, cy = ph * 0.5f;
float dx = px - cx, dy = py - cy;
float len = Mathf.Sqrt(dx * dx + dy * dy);
if (len < 0.001f) { dx = 0f; dy = -1f; len = 1f; }
float ndx = dx / len, ndy = dy / len;
lbl.style.fontSize = size;
if (off)
{
// Clamp to the margin rectangle along the center->enemy ray, rotate a triangle toward it.
float tx = (ndx > 0 ? (pw - Margin - cx) : (Margin - cx)) / (Mathf.Abs(ndx) < 1e-4f ? (ndx < 0 ? -1e-4f : 1e-4f) : ndx);
float ty = (ndy > 0 ? (ph - Margin - cy) : (Margin - cy)) / (Mathf.Abs(ndy) < 1e-4f ? (ndy < 0 ? -1e-4f : 1e-4f) : ndy);
float tt = Mathf.Min(Mathf.Abs(tx), Mathf.Abs(ty));
float ax = cx + ndx * tt, ay = cy + ndy * tt;
float angle = Mathf.Atan2(dy, dx) * Mathf.Rad2Deg; // "▶" points +x at 0 deg
lbl.text = "▶";
lbl.style.left = ax - size * 0.5f;
lbl.style.top = ay - size * 0.5f;
lbl.style.rotate = new StyleRotate(new Rotate(new Angle(angle)));
lbl.style.color = new Color(baseCol.r, baseCol.g, baseCol.b, baseCol.a); // arrows stay full alpha
}
else
{
// Overhead pip pointing down at the enemy; fades when the screen is crowded.
lbl.text = "▾";
lbl.style.left = px - size * 0.5f;
lbl.style.top = py - size - 20f; // float above the enemy
lbl.style.rotate = new StyleRotate(new Rotate(new Angle(0f)));
lbl.style.color = new Color(baseCol.r, baseCol.g, baseCol.b, baseCol.a * pipAlpha);
}
lbl.style.display = DisplayStyle.Flex;
}
Label GetMarker(int i, VisualElement root)
{
while (_pool.Count <= i)
{
var l = new Label("▶");
l.style.position = Position.Absolute;
l.style.unityFontStyleAndWeight = FontStyle.Bold;
l.style.unityTextAlign = TextAnchor.MiddleCenter;
l.pickingMode = PickingMode.Ignore;
l.style.display = DisplayStyle.None;
root.Add(l);
_pool.Add(l);
}
return _pool[i];
}
void HideFrom(int start)
{
for (int i = start; i < _pool.Count; i++)
_pool[i].style.display = DisplayStyle.None;
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5b754936521bd1443b6daa41a9ae0fc8
@@ -161,6 +161,20 @@ namespace ProjectM.Client
public static float StrikeBeepMaxDistSq;
// ---- Enemy visibility markers (EnemyMarkerSystem: off-screen edge arrows + on-screen overhead pips) ----
/// <summary>Master gate for the enemy visibility markers.</summary>
public static bool EnemyMarkerEnabled;
/// <summary>Only mark living enemies within this world distance of the local player (scopes to the current room; avoids cross-region arrow spam).</summary>
public static float EnemyMarkerRange;
/// <summary>On-screen enemy count above which the overhead pips fade toward EnemyMarkerMinAlpha (declutter a swarm; off-screen arrows stay full).</summary>
public static int EnemyMarkerFadeStartCount;
/// <summary>Faded pip alpha once the on-screen count is well past EnemyMarkerFadeStartCount.</summary>
public static float EnemyMarkerMinAlpha;
/// <summary>Marker tint (pip + off-screen arrow).</summary>
public static Color EnemyMarkerColor;
/// <summary>Marker glyph font size (px).</summary>
public static float EnemyMarkerSize;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
public static void ResetDefaults()
{
@@ -240,6 +254,13 @@ namespace ProjectM.Client
StrikeBeepLeadTicks = 8;
StrikeBeepMaxDistSq = 225f; // 15 m
// Enemy visibility markers (EnemyMarkerSystem)
EnemyMarkerEnabled = true;
EnemyMarkerRange = 140f;
EnemyMarkerFadeStartCount = 6;
EnemyMarkerMinAlpha = 0.28f;
EnemyMarkerColor = new Color(1f, 0.86f, 0.3f, 1f); // warm amber, reads over the cool world
EnemyMarkerSize = 24f;
}
}
}
@@ -0,0 +1,103 @@
using System.Collections.Generic;
using ProjectM.Simulation;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
namespace ProjectM.Client
{
/// <summary>
/// Client-only harvest BODY feedback for resource nodes + Blight clutter — the "you're mining this down" cue that
/// complements <see cref="WorldFeedbackSystem"/>'s chip particles/SFX. Observe-only presentation (SystemBase, main
/// thread, no Burst) in <see cref="PresentationSystemGroup"/>: it edge-detects each node/clutter ghost's replicated
/// <c>Remaining</c> and drives a CLIENT-OWNED <see cref="PostTransformMatrix"/> scale on the ghost root so the node
/// (1) SHRINKS as Remaining falls toward 0 and (2) POPS briefly larger on each hit — a clear per-hit reaction plus
/// a running "how much is left" read. PostTransformMatrix composes on top of the replicated LocalTransform and is
/// NOT a ghost field, so this is pure client cosmetics: no wire change, no sim mutation, and it never destroys a
/// ghost (GhostDespawnSystem owns despawn; the shatter burst is WorldFeedbackSystem's prune path). Uses a scale
/// reaction rather than a <c>_BaseColor</c> flash because node materials (unlike the white-based enemy/player
/// bodies) aren't guaranteed white, so a base-color override could clobber their rest tint. Knobs in
/// <see cref="WorldFeelConfig"/> (<c>NodeMinScale</c> / <c>NodeHitPopScale</c> / <c>NodePopDurationSec</c>).
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class NodeFeedbackSystem : SystemBase
{
class Entry
{
public int LastRemaining;
public int MaxRemaining; // client "full" reference = the largest Remaining ever seen for this node
public float Pop; // 1 on a fresh hit, decays to 0 (the per-hit scale-up)
}
readonly Dictionary<Entity, Entry> _tracked = new();
readonly HashSet<Entity> _seen = new();
readonly List<Entity> _stale = new();
protected override void OnUpdate()
{
if (!WorldFeelConfig.Enabled) { RestoreAll(); return; }
float dt = SystemAPI.Time.DeltaTime;
EntityManager.CompleteDependencyBeforeRO<ResourceNode>();
EntityManager.CompleteDependencyBeforeRO<BlightClutter>();
_seen.Clear();
var ecb = new EntityCommandBuffer(Unity.Collections.Allocator.Temp);
float popDecay = dt / math.max(0.01f, WorldFeelConfig.NodePopDurationSec);
float minScale = math.clamp(WorldFeelConfig.NodeMinScale, 0.05f, 1f);
float popAmt = math.max(0f, WorldFeelConfig.NodeHitPopScale);
foreach (var (node, entity) in SystemAPI.Query<RefRO<ResourceNode>>().WithEntityAccess())
Drive(entity, node.ValueRO.Remaining, popDecay, minScale, popAmt, ecb);
foreach (var (clut, entity) in SystemAPI.Query<RefRO<BlightClutter>>().WithEntityAccess())
Drive(entity, clut.ValueRO.Remaining, popDecay, minScale, popAmt, ecb);
ecb.Playback(EntityManager);
ecb.Dispose();
// Prune despawned (depleted/shattered) nodes — their PostTransformMatrix dies with the ghost.
if (_tracked.Count != _seen.Count)
{
_stale.Clear();
foreach (var kv in _tracked) if (!_seen.Contains(kv.Key)) _stale.Add(kv.Key);
for (int i = 0; i < _stale.Count; i++) _tracked.Remove(_stale[i]);
}
}
void Drive(Entity e, int remaining, float popDecay, float minScale, float popAmt, EntityCommandBuffer ecb)
{
_seen.Add(e);
if (!_tracked.TryGetValue(e, out var entry))
{
entry = new Entry { LastRemaining = remaining, MaxRemaining = math.max(1, remaining), Pop = 0f };
_tracked[e] = entry;
if (!EntityManager.HasComponent<PostTransformMatrix>(e))
ecb.AddComponent(e, new PostTransformMatrix { Value = float4x4.Scale(1f) }); // present next frame
}
else
{
if (remaining < entry.LastRemaining) entry.Pop = 1f; // a hit landed
entry.LastRemaining = remaining;
if (remaining > entry.MaxRemaining) entry.MaxRemaining = remaining;
}
entry.Pop = math.max(0f, entry.Pop - popDecay);
// Progressive shrink toward NodeMinScale as Remaining -> 0, plus a brief per-hit pop.
float frac = math.saturate(remaining / (float)math.max(1, entry.MaxRemaining));
float scale = math.lerp(minScale, 1f, frac) * (1f + entry.Pop * popAmt);
if (EntityManager.HasComponent<PostTransformMatrix>(e))
EntityManager.SetComponentData(e, new PostTransformMatrix { Value = float4x4.Scale(scale) });
}
// Toggled off (WorldFeelConfig.Enabled=false) -> restore every tracked node to full size and stop tracking.
void RestoreAll()
{
foreach (var kv in _tracked)
if (EntityManager.Exists(kv.Key) && EntityManager.HasComponent<PostTransformMatrix>(kv.Key))
EntityManager.SetComponentData(kv.Key, new PostTransformMatrix { Value = float4x4.Scale(1f) });
_tracked.Clear();
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1fca48a6fde1ed94b9f2445b4d9c73d3
@@ -81,7 +81,7 @@ namespace ProjectM.Client
SystemAPI.Query<RefRO<ResourceNode>, RefRO<LocalTransform>>().WithEntityAccess())
{
_seen.Add(e);
Observe(e, node.ValueRO.Remaining, xf.ValueRO.Position, false, TintForResource(node.ValueRO.ResourceId));
Observe(e, node.ValueRO.Remaining, xf.ValueRO.Position, false, TintForResource(node.ValueRO.ResourceId), haveLocal && math.distancesq(xf.ValueRO.Position, localPos) <= WorldFeelConfig.ProximityRange * WorldFeelConfig.ProximityRange);
}
// Blight clutter — chip on damage.
@@ -89,7 +89,7 @@ namespace ProjectM.Client
SystemAPI.Query<RefRO<BlightClutter>, RefRO<LocalTransform>>().WithEntityAccess())
{
_seen.Add(e);
Observe(e, clutter.ValueRO.Remaining, xf.ValueRO.Position, true, WorldFeelConfig.WildTint);
Observe(e, clutter.ValueRO.Remaining, xf.ValueRO.Position, true, WorldFeelConfig.WildTint, haveLocal && math.distancesq(xf.ValueRO.Position, localPos) <= WorldFeelConfig.ProximityRange * WorldFeelConfig.ProximityRange);
}
// Prune: a despawn = the server destroyed it (node depleted / clutter shattered). Gate on proximity so
@@ -119,12 +119,17 @@ namespace ProjectM.Client
}
}
void Observe(Entity e, int remaining, float3 pos, bool isClutter, Color tint)
void Observe(Entity e, int remaining, float3 pos, bool isClutter, Color tint, bool nearLocal)
{
if (_cache.TryGetValue(e, out var prev) && remaining < prev.Remaining)
{
EmitTinted(_chipFx, (Vector3)pos + Vector3.up * 0.6f, WorldFeelConfig.ChipBurstCount, tint);
PlayClip(_chipClip, (Vector3)pos, WorldFeelConfig.ChipSfxVolume);
if (nearLocal) // tiny per-hit camera impact, only for harvesting near the local player (not a teammate's far node)
{
if (WorldFeelConfig.ChipFovKick > 0f) PrototypeCameraRig.PunchFov(WorldFeelConfig.ChipFovKick, 90f);
if (WorldFeelConfig.ChipShake > 0f) PrototypeCameraRig.AddShake(WorldFeelConfig.ChipShake);
}
}
_cache[e] = new Cache { Remaining = remaining, Pos = pos, IsClutter = isClutter, Tint = tint };
}
@@ -42,13 +42,25 @@ namespace ProjectM.Client
/// <summary>Tint for Biomass-node chips (HDR sickly green).</summary>
public static Color BiomassTint;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
// ---- Node harvest BODY feedback (NodeFeedbackSystem: client-only PostTransformMatrix scale). ----
/// <summary>Smallest a node/clutter shrinks to just before it depletes (fraction of its full size).</summary>
public static float NodeMinScale;
/// <summary>Brief extra scale-up on each harvest hit (the per-hit "reaction" pop); decays over NodePopDurationSec.</summary>
public static float NodeHitPopScale;
/// <summary>Seconds for the per-hit scale-pop to decay back.</summary>
public static float NodePopDurationSec;
/// <summary>Tiny camera FOV kick per harvest hit near the player (impact); 0 = off.</summary>
public static float ChipFovKick;
/// <summary>Tiny camera shake per harvest hit near the player.</summary>
public static float ChipShake;
public static void ResetDefaults()
{
Enabled = true;
ChipBurstCount = 6;
ClearBurstCount = 18;
ChipSfxVolume = 0.30f;
ChipBurstCount = 12; // beefed from 6 -> a clearly visible chip spray per harvest hit
ClearBurstCount = 22;
ChipSfxVolume = 0.42f; // beefed from 0.30 -> a punchier "tink"
ClearSfxVolume = 0.55f;
ClearFovKick = 0.8f;
ClearShake = 0.12f;
@@ -56,6 +68,11 @@ namespace ProjectM.Client
WildTint = new Color(3.0f, 1.1f, 0.25f);
OreTint = new Color(2.6f, 1.9f, 0.7f);
BiomassTint = new Color(0.9f, 2.4f, 0.8f);
NodeMinScale = 0.35f; // node shrinks to ~1/3 size as it nears depletion
NodeHitPopScale = 0.16f; // brief +16% pop on each hit
NodePopDurationSec = 0.16f;
ChipFovKick = 0.35f; // subtle per-hit camera impact near the player
ChipShake = 0.05f;
}
}
}
@@ -105,6 +105,17 @@ namespace ProjectM.Server
bool sweep = havePhysics && sweepMask != 0u;
const float SweepRadius = 0.5f; // collide-and-slide sphere radius for Husk movement
// Anti-stuck (1/2): DEPENETRATE every living enemy out of any env/cover it overlaps BEFORE seeking, so a
// Husk spawned inside or shoved into a cover rock isn't frozen by a zero-fraction sweep (the sweep cannot
// move a mover that STARTS already penetrating). One point-distance query per living enemy (<=~15/room).
// Boss excluded (BossAISystem owns it at a larger radius).
if (sweep)
{
foreach (var depenXform in SystemAPI.Query<RefRW<LocalTransform>>()
.WithAll<EnemyTag>().WithNone<Dying, BossState>())
depenXform.ValueRW.Position = EnemyMoveUtil.Depenetrate(in physics, depenXform.ValueRO.Position, SweepRadius, envFilter);
}
foreach (var (xform, stats, cooldown, knockback, windup, region) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyAttackCooldown>,
RefRW<KnockbackState>, RefRW<AttackWindup>, RefRO<RegionTag>>()
@@ -548,6 +559,84 @@ namespace ProjectM.Server
sepEnt.Dispose(); sepPos.Dispose(); sepRad.Dispose(); sepMov.Dispose();
}
// Anti-stuck (2/2): the GUARANTEED backstop. An enemy that WANTS to close on its target (outside attack
// range, not knocked/lunging/staggered) but hasn't gained ground on it for StuckUnstickTicks is phase-
// nudged toward the nearest target (collide-and-slide bypassed) until it escapes -> a room can never
// soft-lock on one Husk wedged in geometry the reactive slide can't solve. Progress is measured as
// distance CLOSED toward the target (not raw displacement) so the separation jiggle can't mask a stuck
// Husk. Server-only; EnemyNavState is not replicated. Spitters hold at range by design (excluded); the
// boss is driven by BossAISystem (excluded).
{
const float StuckMinProgressPerTick = 0.02f;
const uint StuckUnstickTicks = 90u; // ~1.5s of no ground gained before the nudge triggers
const uint NudgeBurstTicks = 45u; // ~0.75s of phasing toward the target per trigger
const float UnstickNudgeSpeed = 4.5f; // units/s while phase-nudging out of geometry
float nudgeStep = UnstickNudgeSpeed * dt;
foreach (var (nxform, nstats, nav, nregion, nent) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyNavState>, RefRO<RegionTag>>()
.WithAll<EnemyTag>().WithNone<SpitterState, BossState, Dying>().WithEntityAccess())
{
float3 npos = nxform.ValueRO.Position;
byte nRegion = nregion.ValueRO.Region;
bool committed = false;
if (SystemAPI.HasComponent<KnockbackState>(nent))
{
var k = SystemAPI.GetComponent<KnockbackState>(nent);
committed |= k.UntilTick != 0 && new NetworkTick(k.UntilTick).IsNewerThan(serverTick);
}
if (SystemAPI.HasComponent<LungeState>(nent))
{
var l = SystemAPI.GetComponent<LungeState>(nent);
committed |= (l.UntilTick != 0 && new NetworkTick(l.UntilTick).IsNewerThan(serverTick))
|| (l.StaggerUntilTick != 0 && new NetworkTick(l.StaggerUntilTick).IsNewerThan(serverTick));
}
EnemyAIMath.PickWeightedNearest(npos, playerPositions, playerRegions, structurePositions, structureRegions, nRegion, structAggro, out bool nIsStruct, out int nIdx);
bool nCoreAlive = coreAlive && nRegion == RegionId.Base;
bool hasTarget = nIdx >= 0 || nCoreAlive;
float3 nTarget = nIdx < 0 ? corePos : (nIsStruct ? structurePositions[nIdx] : playerPositions[nIdx]);
bool wantsToClose = hasTarget && !committed
&& math.distance(npos.xz, nTarget.xz) > nstats.ValueRO.AttackRange * 1.15f;
bool nudging = nav.ValueRO.NudgeUntilTick != 0 && new NetworkTick(nav.ValueRO.NudgeUntilTick).IsNewerThan(serverTick);
if (nudging)
{
if (wantsToClose)
{
float3 toT = nTarget - npos; toT.y = 0f;
float l2 = math.lengthsq(toT);
if (l2 > 1e-6f)
{
float3 step = math.normalize(toT) * math.min(nudgeStep, math.sqrt(l2));
float3 np = npos + step; np.y = npos.y;
nxform.ValueRW.Position = np;
nav.ValueRW.LastPos = np;
continue;
}
}
nav.ValueRW.NudgeUntilTick = 0; // reached range / lost target -> stop nudging
}
if (!wantsToClose)
{
nav.ValueRW.StuckTicks = 0u;
nav.ValueRW.LastPos = npos;
continue;
}
float progressToward = math.distance(nav.ValueRO.LastPos.xz, nTarget.xz) - math.distance(npos.xz, nTarget.xz);
uint st = progressToward < StuckMinProgressPerTick ? nav.ValueRO.StuckTicks + 1u : 0u;
nav.ValueRW.LastPos = npos;
if (st >= StuckUnstickTicks)
{
nav.ValueRW.NudgeUntilTick = TickUtil.NonZero(now + NudgeBurstTicks);
st = 0u;
}
nav.ValueRW.StuckTicks = st;
}
}
if (chargerWhiffsThisTick != 0 && SystemAPI.HasSingleton<DevTelemetry>())
SystemAPI.GetSingletonRW<DevTelemetry>().ValueRW.ChargerWhiffWindowsOpened += chargerWhiffsThisTick;
@@ -13,8 +13,10 @@ namespace ProjectM.Server
public static class EnemyMoveUtil
{
/// <summary>Collide-and-slide sphere-cast for server-authoritative enemy movement: sweep the intended step
/// against the static environment (boundary ring + landmarks + player-built walls) and stop at / glance along
/// the first wall hit. Y is held flat (top-down movement plane).</summary>
/// against the static environment (boundary ring + landmarks + cover rocks + player-built walls) and stop at /
/// glance along wall hits. Runs up to TWO slide iterations so a concave pocket (a cover rock meeting the
/// boundary rim) glances along BOTH surfaces instead of dead-stopping at the first (a single iteration left
/// enemies parked in pockets). Y is held flat (top-down movement plane).</summary>
public static float3 SweptMove(in PhysicsWorldSingleton physics, float3 from, float3 to, float radius, CollisionFilter filter)
{
float3 delta = to - from;
@@ -22,27 +24,62 @@ namespace ProjectM.Server
float dist = math.length(delta);
if (dist < 1e-5f)
return to;
float3 dir = delta / dist;
const float skin = 0.05f;
var cw = physics.CollisionWorld;
float3 dir = delta / dist;
if (!cw.SphereCast(from, radius, dir, dist, out var hit, filter))
return to;
float allowed = math.max(0f, hit.Fraction * dist - skin);
float3 stop = from + dir * allowed;
stop.y = from.y;
float3 pos = from + dir * allowed;
pos.y = from.y;
float3 remaining = to - pos;
// Slide the unused motion along the wall, then sweep the slide so we don't tunnel a second wall.
float3 slide = EnemyAIMath.SlideVelocity(to - stop, hit.SurfaceNormal);
for (int i = 0; i < 2; i++)
{
float3 slide = EnemyAIMath.SlideVelocity(remaining, hit.SurfaceNormal);
float slideDist = math.length(slide);
if (slideDist < 1e-5f)
return stop;
break;
float3 sdir = slide / slideDist;
float3 result = cw.SphereCast(stop, radius, sdir, slideDist, out var hit2, filter)
? stop + sdir * math.max(0f, hit2.Fraction * slideDist - skin)
: stop + slide;
result.y = from.y;
return result;
if (cw.SphereCast(pos, radius, sdir, slideDist, out var hit2, filter))
{
float sAllowed = math.max(0f, hit2.Fraction * slideDist - skin);
pos += sdir * sAllowed;
remaining = slide - sdir * sAllowed; // carry the still-unused motion into the next glance
hit = hit2;
}
else
{
pos += slide;
break;
}
}
pos.y = from.y;
return pos;
}
/// <summary>Push a sphere at <paramref name="pos"/> out of any static env/structure it overlaps, along the
/// nearest surface normal (flattened to XZ; a near-vertical floor/ceiling normal is ignored so movers aren't
/// shoved off their plane). Fixes the "spawned or shoved INTO a rock -> SphereCast fraction ~0 -> frozen
/// forever" class: the collide-and-slide sweep can never move a mover that STARTS already penetrating, so we
/// un-embed it first. The correction is capped at one radius/tick so it eases out over a couple of ticks
/// rather than teleporting. Stateless; called once per enemy per tick before seeking.</summary>
public static float3 Depenetrate(in PhysicsWorldSingleton physics, float3 pos, float radius, CollisionFilter filter)
{
var cw = physics.CollisionWorld;
var input = new PointDistanceInput { Position = pos, MaxDistance = radius + 0.5f, Filter = filter };
if (!cw.CalculateDistance(input, out var hit) || hit.Distance >= radius)
return pos;
float3 n = hit.SurfaceNormal;
n.y = 0f;
float len = math.length(n);
if (len < 1e-5f)
return pos; // floor/ceiling normal -> don't shove the mover off its movement plane
float push = math.min(radius - hit.Distance, radius); // cap so a deep embed eases out over ticks, no pop
float3 outp = pos + (n / len) * push;
outp.y = pos.y;
return outp;
}
}
}
@@ -40,14 +40,18 @@ namespace ProjectM.Simulation
/// Projects a planar movement <paramref name="vel"/> onto a wall plane defined by <paramref name="surfaceNormal"/>
/// (collide-and-slide): removes the component of <paramref name="vel"/> that pushes into the surface so the
/// mover glances along the wall instead of stopping dead. Both inputs are flattened to the XZ plane (top-down).
/// Returns <paramref name="vel"/> unchanged when the normal is degenerate.
/// When the flattened normal is DEGENERATE (a near-vertical / rounded-rock face collapses to ~0 in XZ),
/// sliding is undefined and returning <paramref name="vel"/> unchanged would drive the mover straight back
/// into the wall (the enemy-stuck-on-cover-rock bug) — so it deflects to a horizontal tangent of the motion
/// (a 90 deg turn about Y) to glance AROUND the obstacle instead of freezing against it.
/// </summary>
public static float3 SlideVelocity(float3 vel, float3 surfaceNormal)
{
vel.y = 0f;
surfaceNormal.y = 0f;
float len = math.length(surfaceNormal);
if (len < 1e-6f)
return vel;
return new float3(-vel.z, 0f, vel.x); // degenerate normal -> tangent deflection, not motion-into-wall
float3 n = surfaceNormal / len;
float3 slid = vel - math.dot(vel, n) * n;
slid.y = 0f;
@@ -0,0 +1,28 @@
using Unity.Entities;
using Unity.Mathematics;
namespace ProjectM.Simulation
{
/// <summary>
/// Server-only per-Husk navigation / anti-stuck state (NOT replicated — clients never simulate enemies, so this
/// carries no <c>[GhostField]</c> and does not change the ghost hash). Tracks the enemy's XZ position at the end
/// of last tick plus how long it has failed to make progress toward its target, so <c>EnemyAISystem</c> can
/// phase-nudge a genuinely stuck enemy (wedged on a cover rock or a rock-vs-boundary pocket) toward the nearest
/// player — the guaranteed backstop that keeps an expedition room from ever soft-locking on one unreachable Husk.
/// Baked onto every enemy by <c>EnemyAuthoring</c>. Complements the collide-and-slide fixes in
/// <see cref="EnemyAIMath.SlideVelocity"/> / <c>EnemyMoveUtil</c> (which make sticking rare in the first place).
/// </summary>
public struct EnemyNavState : IComponentData
{
/// <summary>Enemy XZ position at the end of last tick (progress baseline; Y unused).</summary>
public float3 LastPos;
/// <summary>Consecutive ticks the enemy wanted to move toward its target but made ~no progress.</summary>
public uint StuckTicks;
/// <summary>While a <c>NetworkTick</c> newer than the current tick is stored here the enemy is phase-nudging
/// toward its target (collide-and-slide bypassed) to escape geometry; <c>0</c> = not nudging. Routed through
/// <c>TickUtil.NonZero</c> so a computed tick never collides with the 0 "inactive" sentinel.</summary>
public uint NudgeUntilTick;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5f3964cc62bbb0042b85e8a6a944dabe
+5 -4
View File
@@ -28,15 +28,16 @@ Material:
- _Brightness: 1.1
- _ColorLevels: 12
- _Contrast: 1.05
- _DepthEdgesEnabled: 1
- _DepthEdgesEnabled: 0
- _DepthThreshold: 0.08
- _EdgeStrength: 1
- _NormalEdgesEnabled: 1
- _MasterEnabled: 1
- _NormalEdgesEnabled: 0
- _NormalThreshold: 1
- _OutlineThickness: 1
- _PixelHeight: 200
- _PixelateEnabled: 1
- _PosterizeEnabled: 1
- _PixelateEnabled: 0
- _PosterizeEnabled: 0
- _Saturation: 1.35
m_Colors:
- _OutlineColorInner: {r: 0, g: 0, b: 0, a: 1}
@@ -2,6 +2,7 @@ Shader "Hidden/ProjectM/PixelOutline"
{
Properties
{
[ToggleUI] _MasterEnabled ("Master (whole effect)", Float) = 1
_PixelHeight ("Pixel Grid Height", Float) = 200
[ToggleUI] _PosterizeEnabled ("Posterize (banded color)", Float) = 1
_ColorLevels ("Posterize Levels / channel", Range(2,64)) = 12
@@ -39,6 +40,7 @@ Shader "Hidden/ProjectM/PixelOutline"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
CBUFFER_START(UnityPerMaterial)
float _MasterEnabled;
float _PixelHeight;
float _PosterizeEnabled;
float _ColorLevels;
@@ -65,6 +67,10 @@ Shader "Hidden/ProjectM/PixelOutline"
{
float2 uv = input.texcoord;
// Master bypass: return the untouched scene (dev on/off for the whole style).
if (_MasterEnabled < 0.5)
return half4(SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_PointClamp, uv).rgb, 1.0);
// Fixed, square-pixel low-res grid derived from a target grid height.
float aspect = _ScreenParams.x / max(_ScreenParams.y, 1.0);
float2 res = float2(max(_PixelHeight * aspect, 1.0), max(_PixelHeight, 1.0));
@@ -104,13 +104,16 @@ namespace ProjectM.Tests
Assert.AreEqual(0f, slid.y, Eps);
}
[Test]
public void SlideVelocity_DegenerateNormal_ReturnsInput()
public void SlideVelocity_DegenerateNormal_DeflectsToTangent()
{
// A degenerate (zero / near-vertical) normal has no defined slide plane. The mover must NOT keep driving
// straight into the wall (the enemy-stuck-on-cover-rock bug) -> it deflects to a horizontal tangent of the
// motion (a 90 deg turn about Y: (x,0,z) -> (-z,0,x)) so it glances AROUND the obstacle.
var v = new float3(2, 0, 3);
var slid = EnemyAIMath.SlideVelocity(v, float3.zero);
Assert.AreEqual(v.x, slid.x, Eps);
Assert.AreEqual(v.z, slid.z, Eps);
Assert.AreEqual(-v.z, slid.x, Eps);
Assert.AreEqual(v.x, slid.z, Eps);
Assert.AreEqual(0f, slid.y, Eps);
}
// ---- EB-1 fortress aggro: PickWeightedNearest ----
+1 -1
View File
@@ -110,7 +110,7 @@ Long-form originals + the milestone each came from: `Docs/Vault/_Meta/CLAUDE_Bui
- **A dark-lit screenshot MASKS material bugs — verify material *values*.** `shader.GetPropertyType(idx)`-guard before `GetColor`/`GetFloat`/`GetTexture` (`S_General`'s `_BaseColorMultiply` is a float → `GetColor` returns black). Gate emission on the `_Emissive` flag + a fixture name; keep converted env metallic low (0.10.2).
- **VolumeProfile.Add persistence + the URP `m_AssetVersion` build blocker** → archive 2026-07-06 (+ native memory `urp-global-settings-version-blocks-build`).
- **`LocalTransform.FromPosition()` resets Scale=1** — server spawners read the prefab's baked `LocalTransform`, override only Position (Scale is a `[GhostField]` → consistent-but-wrong).
- **Static decor → gameplay subscene** (EG renders only baked entities); **strip colliders from cosmetic props** + no `GhostAuthoring` on scenery (classic-URP cosmetic colliders are **inert to the DOTS PhysicsWorld**). **World collision = subscene-only ★:** `Environment`-layer boundary ring + landmark box colliders (player blocked via the default layer matrix); enemies slide via a server `CollisionWorld.SphereCast` in `EnemyAISystem` (filter=`WorldCollisionConfig.EnvironmentMask`). Boundary = a height-gated `SM_Env_Rock_Cliff` bowl rim. See [[2026-06-08_World_Collision_HUD_Scaling]].
- **Static decor → gameplay subscene** (EG renders only baked entities); **strip colliders from cosmetic props** + no `GhostAuthoring` on scenery (classic-URP colliders are inert to the DOTS PhysicsWorld). **World collision = subscene-only ★:** `Environment`-layer boundary ring + landmark colliders (player blocked via the layer matrix); enemies slide via a server `CollisionWorld.SphereCast` in `EnemyAISystem`. **★ enemy slide has NO pathfinding — a near-vertical wall normal or an embedded spawn FROZE Husks on cover rocks (soft-locks a room on one leftover); fixed 07-07 via `EnemyMoveUtil.Depenetrate` + tangent-slide + an `EnemyNavState` nudge backstop. Re-validate movers aren't frozen when adding Environment cover.** Boundary = `SM_Env_Rock_Cliff` rim. See [[2026-06-08_World_Collision_HUD_Scaling]].
- **A GA "projectile" prefab self-propels** — strip to particles before `Start` (`CombatFeedbackSystem.StripCosmetic`); verify *components*, not the name.
### Aim controls
@@ -0,0 +1,47 @@
---
title: 2026-07-07_Expedition_Enemy_Stuck_Harvest_Feedback
type: note
permalink: gamevault/07-sessions/2026/2026-07-07-expedition-enemy-stuck-harvest-feedback
---
# 2026-07-07 — Expedition: enemy-stuck fix + visibility markers + harvest feedback
**Driver:** `/dots-dev` (Small track — no ghost/RPC/relevancy/ordering change; server-only movement + client-only presentation). Two operator-reported expedition problems.
## Problems → root causes (ground truth)
1. **Enemies get stuck on cover collisions + are hard to see → a leftover enemy soft-locks the room.** Three linked causes:
- **Movement:** `EnemyMoveUtil.SweptMove` (server-only collide-and-slide, the sole enemy mover) had (a) **no depenetration** — an enemy spawned inside / shoved into a collider gets `SphereCast` fraction ≈0 → `stop = from` → frozen forever; (b) `EnemyAIMath.SlideVelocity` flattened the wall normal to XZ, so a rounded/short Synty **cover rock** (near-vertical normal) collapsed to ~0 → returned motion *straight into the wall* → net-zero; (c) only **one** slide iteration → concave rock∧boundary-rim pockets trap. The Phase-1 in-room cover rocks (4/room, Environment-layer) were the fresh geometry exposing all three. No pathfinding exists (straight-line seek + reactive slide).
- **Soft-lock:** `RoomEnemyDirectorSystem` gates clear on `aliveZone == 0` with **no timeout/fallback** — one stuck *living* Husk blocks the room forever (the `Dying` corpse-exclusion doesn't help a living one).
- **Visibility:** enemies are small, Synty-atlas lit (no rim), Swarmer desaturated green; **no persistent marker / off-screen indicator** existed.
2. **Harvest nodes lacked obvious hit feedback.** `WorldFeedbackSystem` already chipped particles+SFX on a replicated `Remaining` decrease, but subtly; no node body reaction.
## Fixes shipped
**Enemy movement (server-only, no wire change):**
- `EnemyAIMath.SlideVelocity` — degenerate (near-vertical/zero) XZ normal now deflects to a horizontal **tangent** (`(x,0,z)→(-z,0,x)`) instead of driving into the wall. Unit test updated (`SlideVelocity_DegenerateNormal_DeflectsToTangent`).
- `EnemyMoveUtil` — added a stateless **`Depenetrate`** (`CollisionWorld.CalculateDistance(PointDistanceInput,…)` → push out along `SurfaceNormal` by `radiusDistance`, capped at 1 radius/tick, floor/ceiling normals ignored) + **2 slide iterations** in `SweptMove`.
- `EnemyAISystem` — a **depenetration pre-pass** (every living enemy, top of `OnUpdate`; boss excluded) + a **stuck-nudge backstop pass** (after separation): an enemy that wants to close but gains no ground toward its target for `StuckUnstickTicks (90 ≈ 1.5s)` phase-nudges toward the nearest target (sweep bypassed) for a `NudgeBurstTicks (45)` burst — guarantees a room always resolves. Progress measured as **distance CLOSED toward target** (not raw displacement) so the separation jiggle can't mask a stuck Husk. Backstop consts inline (not on the RPC'd `TuningConfig` — server-only, avoids the IRpcCommand-hash blast-radius). New server-only component **`EnemyNavState`** (`LastPos`/`StuckTicks`/`NudgeUntilTick`, **not** a `[GhostField]`), baked by `EnemyAuthoring`. Spitters (hold at range) + boss excluded.
**Enemy visibility (client-only, new):** `EnemyMarkerSystem` — own runtime UIDocument (sortingOrder 48), pooled markers: off-screen enemies get a clamped edge **arrow** (reuses `OnboardingSystem`'s WorldToScreen edge-intersection math), on-screen get a subtle overhead **pip** that fades toward `EnemyMarkerMinAlpha` as the on-screen count rises. Range-gated to the local player (`EnemyMarkerRange 140`), boss + corpses excluded. Knobs in `FeelConfig`.
**Harvest feedback (client-only):**
- `NodeFeedbackSystem` (new) — on a `ResourceNode`/`BlightClutter` `Remaining` decrease, drives a **client-owned `PostTransformMatrix`** on the node root: progressive **shrink** toward `NodeMinScale` as it depletes + a brief **scale-pop** per hit. Chose a scale reaction over a `_BaseColor` flash because node materials (unlike white-based enemy/player bodies) aren't guaranteed white, so a base-color override could clobber their rest tint.
- `WorldFeedbackSystem` — beefed chip burst (6→12) + SFX (0.30→0.42) + a proximity-gated per-hit **camera micro-punch**.
- Knobs in `WorldFeelConfig`.
## Validation
- **L1** console clean (0 errors) throughout — including while the freshly-edited **Bursted** `EnemyAISystem` processed 5 real enemies with the new passes (no stale-Burst-binary `InvalidOperationException`, no exceptions).
- **L2** EditMode **455/455** (incl. the updated `SlideVelocity` tangent test).
- **L3 / Play smoke:** drove a run into an expedition COMBAT room (server-side ready). Enemies spawned on the ring (~14u) and **advanced across the rock-filled room to the player** (dist → 1.4, attacking) — repeatedly; not stuck. **Enemy markers visually confirmed** (`scratchpad/markers_03.png`: amber ▾ pips above every Husk, incl. a distant one by the top-right rocks). server==client enemy positions matched. Both new client systems + `WorldFeedbackSystem` ran against real enemies/nodes with zero errors.
### Validation gotcha (recorded)
Driving an AFK run headless is flaky: the buffed player's `Health` is **reset to the class value (~130) on (re)spawn**, so a `SetComponentData(Health=100000)` buff does NOT persist → the AFK player dies to the swarm in ~15s and the run aborts (`expeditionPlayers==0 → Returning`), despawning the room. Also **post-abort re-launch is gated** (a clean Play restart from Staging launches reliably on the first ready; re-readying after an abort is intermittent). To screenshot mid-fight, **capture in the SAME `execute_code` call that first detects `enemies>0`** (round-trip > survival window).
## Not freeze-framed (operator eyeball on next playtest — trivial with real input)
- **Node shrink/pop VISUAL** — `NodeFeedbackSystem` ran clean against the 2 nodes but the run-timing never let me catch the shrink on-screen. **One risk to confirm:** the shrink uses `PostTransformMatrix` on the node **root** — this scales the mesh only if the mesh is on the root or on *parented* children. If a node's mesh is an unparented render child, scale the children instead (cheap fix).
## Next-session intent
Operator playtests the expedition: confirm (1) no stuck stragglers across a few rooms, (2) markers read well / not cluttered, (3) node shrink+pop visible on harvest, (4) tune knobs (`FeelConfig.EnemyMarker*`, `WorldFeelConfig.Node*`/`Chip*`, backstop consts in `EnemyAISystem`). Then bank as a DR if the design sticks.
Related: [[DR-023_Enemy_Animation_MonsterMash]] · [[DR-044_Expedition_Redesign_Shipped_Demo_Polish]] · [[DR-045_Combat_Demo_Feel_Boss_Fight]]