Hazard: exploding barrels — fused explosive clutter, friendly-fire bait

Phase 1.5 environmental hazard v1 (design-review wf_2cb10454-fdf: 13
findings confirmed + folded; Build Spec in the vault). ~25% of room
clutter seeds as EXPLOSIVE (Variant 3 on the existing replicated byte
- zero new GhostFields/prefabs/RPCs).

The FUSE is the review's fold - one mechanism closes both HIGHs:
- Pop sites (projectile sweep + isServer-gated melee harvest) do NOT
  destroy an explosive: they zero the replicated Remaining + add a
  server-only BarrelFuse (~36 ticks). The client sees Remaining=0 on a
  still-alive barrel across snapshots -> unambiguous fuse cue, and
  booms at despawn ONLY when cached Remaining<=0 - a teardown despawn
  carries Remaining>0, so portal-advance teardowns can never fire
  false booms (HIGH #1).
- HazardExplosionSystem (server, plain group, presence-gated on
  BarrelFuse, never lifecycle-gated) detonates at ExplodeTick: radius
  damage to LIVING enemies AND players (boss-slam player filter
  verbatim; friendly fire = the bait mechanic), SourceTick stamped at
  detonation = the authoring moment (HIGH #2: the authored-tick
  contract dash i-frames negate against), SourceNetworkId=-1 (the
  environment convention - a player id would consume Charger
  whiff-punish windows). Fuse rides the RoomTag'd barrel -> teardown
  cleans lit barrels free.
- Lit barrels are unhittable at both snapshot sites (no double-pop).
- Client: WorldFeedback caches Variant -> boom-vs-puff split (big
  burst + light flash + boom SFX vs the old puff); DynamicLightSystem
  gives Variant-3 barrels a red danger glow that STROBES once fused.

Verified: 470/470 EditMode (4 new: fused pop instead of destroy +
unhittable, both-sides damage w/ -1 source + authored tick, dead-player
+ radius filters, unelapsed-fuse inert); live smoke - seeded 3/8
explosive, real-sweep pop, CLIENT observed the fuse cue on the live
ghost, pinned bait enemy took exactly 26 (30->4), walk-out escape
confirmed; console clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-10 19:41:47 -07:00
parent cca8c1d44e
commit cd607ae156
12 changed files with 415 additions and 13 deletions
@@ -0,0 +1,97 @@
using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Server
{
/// <summary>
/// Detonates lit-fuse EXPLOSIVE barrels (Exploding_Barrels_Build_Spec, design-review wf_2cb10454-fdf):
/// when a <see cref="BarrelFuse"/>'s ExplodeTick elapses, radius-damage LIVING enemies AND players
/// (friendly fire = the bait mechanic), then the single DestroyEntity. Player gather mirrors the
/// BossAISystem slam filter VERBATIM (Health &gt; 0 + RegionTag == Expedition — a dead player lying in
/// radius gets nothing; a review-confirmed precedent). <see cref="DamageEvent.SourceTick"/> is stamped at
/// DETONATION (the authoring moment — dash i-frames negate against it, honouring the DamageEvent
/// authored-tick contract) and <see cref="DamageEvent.SourceNetworkId"/> = -1 (the environment
/// convention: a player id would score+consume Charger whiff-punish windows). Plain server
/// <see cref="SimulationSystemGroup"/>, NO ordering edges; presence-gated on BarrelFuse only — NEVER
/// lifecycle-gated (a fuse must always drain; it rides the RoomTag'd barrel, so room teardown / the
/// Staging sweep clean unexploded barrels for free). An invalid NetworkTime skips the tick; the fuse
/// persists.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
public partial struct HazardExplosionSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<BarrelFuse>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
if (!SystemAPI.TryGetSingleton<NetworkTime>(out var netTime) || !netTime.ServerTick.IsValid)
return;
var serverTick = netTime.ServerTick;
var ecb = new EntityCommandBuffer(Allocator.Temp);
var blasts = new NativeList<float3>(Allocator.Temp);
foreach (var (fuse, lt, barrel) in
SystemAPI.Query<RefRO<BarrelFuse>, RefRO<LocalTransform>>().WithEntityAccess())
{
var until = new NetworkTick(fuse.ValueRO.ExplodeTick);
if (until.IsValid && until.IsNewerThan(serverTick)) continue; // still burning
blasts.Add(lt.ValueRO.Position);
ecb.DestroyEntity(barrel); // the single destroy site for a popped explosive
}
if (blasts.Length > 0)
{
float radiusSq = Tuning.BarrelExplodeRadius * Tuning.BarrelExplodeRadius;
uint stamp = TickUtil.NonZero(serverTick.TickIndexForValidTick);
// Players: the BossAISystem slam gather verbatim — living + expedition only.
foreach (var (hp, region, plt, player) in
SystemAPI.Query<RefRO<Health>, RefRO<RegionTag>, RefRO<LocalTransform>>()
.WithAll<PlayerTag>().WithEntityAccess())
{
if (hp.ValueRO.Current <= 0f || region.ValueRO.Region != RegionId.Expedition) continue;
for (int i = 0; i < blasts.Length; i++)
if (math.distancesq(plt.ValueRO.Position.xz, blasts[i].xz) <= radiusSq)
ecb.AppendToBuffer(player, new DamageEvent
{
Amount = Tuning.BarrelExplodeDamage,
SourceNetworkId = -1,
SourceTick = stamp,
});
}
// Enemies: living only (Health > 0 also excludes Dying corpses, the established convention).
foreach (var (hp, elt, enemy) in
SystemAPI.Query<RefRO<Health>, RefRO<LocalTransform>>()
.WithAll<EnemyTag>().WithEntityAccess())
{
if (hp.ValueRO.Current <= 0f) continue;
for (int i = 0; i < blasts.Length; i++)
if (math.distancesq(elt.ValueRO.Position.xz, blasts[i].xz) <= radiusSq)
ecb.AppendToBuffer(enemy, new DamageEvent
{
Amount = Tuning.BarrelExplodeDamage,
SourceNetworkId = -1,
SourceTick = stamp,
});
}
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
blasts.Dispose();
}
}
}