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
@@ -41,6 +41,7 @@ namespace ProjectM.Client
GameObject _root;
readonly Dictionary<Entity, Light> _projectileLights = new Dictionary<Entity, Light>();
readonly Dictionary<Entity, Light> _nodeLights = new Dictionary<Entity, Light>();
readonly Dictionary<Entity, Light> _barrelLights = new Dictionary<Entity, Light>();
readonly HashSet<Entity> _seen = new HashSet<Entity>();
readonly List<Entity> _dead = new List<Entity>();
readonly Stack<Light> _pool = new Stack<Light>();
@@ -123,6 +124,30 @@ namespace ProjectM.Client
}
PruneUnseen(_nodeLights);
// ---- explosive-barrel danger glow (BlightClutter.Variant==3): steady red, STROBING once the
// fuse is lit (replicated Remaining hits 0 while the barrel still exists) — the flee cue.
_seen.Clear();
foreach (var (clutter, lt, entity) in SystemAPI.Query<RefRO<BlightClutter>, RefRO<LocalTransform>>().WithEntityAccess())
{
if (clutter.ValueRO.Variant != 3) continue;
_seen.Add(entity);
if (!_barrelLights.TryGetValue(entity, out var blight))
{
if (_barrelLights.Count >= 16) continue;
blight = Rent();
_barrelLights[entity] = blight;
}
bool fused = clutter.ValueRO.Remaining <= 0;
blight.color = new Color(1f, 0.28f, 0.12f);
blight.range = fused ? 6f : 4f;
blight.intensity = fused
? 2.6f + 1.8f * Mathf.Abs(Mathf.Sin(UnityEngine.Time.time * 14f))
: 1.1f;
var bp = lt.ValueRO.Position;
blight.transform.position = new Vector3(bp.x, bp.y + 0.9f, bp.z);
}
PruneUnseen(_barrelLights);
// ---- portal light (RoomExplore only) ----
bool portalOn = false;
if (SystemAPI.TryGetSingleton<RunInfo>(out var runInfo)
@@ -25,7 +25,7 @@ namespace ProjectM.Client
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class WorldFeedbackSystem : SystemBase
{
struct Cache { public int Remaining; public float3 Pos; public bool IsClutter; public Color Tint; }
struct Cache { public int Remaining; public float3 Pos; public bool IsClutter; public Color Tint; public byte Variant; }
readonly Dictionary<Entity, Cache> _cache = new();
readonly HashSet<Entity> _seen = new();
@@ -36,11 +36,13 @@ namespace ProjectM.Client
ParticleSystem _clearFx;
AudioClip _chipClip;
AudioClip _clearClip;
AudioClip _boomClip;
protected override void OnCreate()
{
_chipClip = MakeClip("harvest_chip", 900f, 1400f, 0.06f, 0.30f);
_clearClip = MakeClip("clutter_clear", 420f, 90f, 0.22f, 0.50f);
_boomClip = MakeClip("barrel_boom", 140f, 40f, 0.45f, 0.65f, noise: true, decay: 6f);
}
protected override void OnStartRunning()
@@ -82,7 +84,7 @@ 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), haveLocal && math.distancesq(xf.ValueRO.Position, localPos) <= WorldFeelConfig.ProximityRange * WorldFeelConfig.ProximityRange);
Observe(e, node.ValueRO.Remaining, xf.ValueRO.Position, false, TintForResource(node.ValueRO.ResourceId), 0, haveLocal && math.distancesq(xf.ValueRO.Position, localPos) <= WorldFeelConfig.ProximityRange * WorldFeelConfig.ProximityRange);
}
// Blight clutter — chip on damage.
@@ -90,7 +92,7 @@ namespace ProjectM.Client
SystemAPI.Query<RefRO<BlightClutter>, RefRO<LocalTransform>>().WithEntityAccess())
{
_seen.Add(e);
Observe(e, clutter.ValueRO.Remaining, xf.ValueRO.Position, true, WorldFeelConfig.WildTint, haveLocal && math.distancesq(xf.ValueRO.Position, localPos) <= WorldFeelConfig.ProximityRange * WorldFeelConfig.ProximityRange);
Observe(e, clutter.ValueRO.Remaining, xf.ValueRO.Position, true, WorldFeelConfig.WildTint, clutter.ValueRO.Variant, 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
@@ -107,12 +109,26 @@ namespace ProjectM.Client
var c = _cache[_stale[i]];
if (haveLocal && math.distancesq(c.Pos, localPos) <= rangeSq)
{
EmitTinted(_clearFx, (Vector3)c.Pos + Vector3.up * 0.6f, WorldFeelConfig.ClearBurstCount, c.Tint);
PlayClip(_clearClip, (Vector3)c.Pos, WorldFeelConfig.ClearSfxVolume);
if (c.IsClutter)
if (c.IsClutter && c.Variant == 3 && c.Remaining <= 0)
{
PrototypeCameraRig.PunchFov(WorldFeelConfig.ClearFovKick, 90f);
PrototypeCameraRig.AddShake(WorldFeelConfig.ClearShake);
// EXPLOSIVE detonation: only a hit-popped barrel reaches despawn with a cached
// Remaining of 0 (a teardown despawn still carries Remaining>0) — the review-hardened
// boom-vs-puff split, so portal-advance teardowns can never fire false booms.
EmitTinted(_clearFx, (Vector3)c.Pos + Vector3.up * 0.6f, WorldFeelConfig.ClearBurstCount * 4, new Color(3.4f, 1.4f, 0.3f));
DynamicLightSystem.RequestFlash((Vector3)c.Pos, new Color(1f, 0.62f, 0.25f), 1.6f);
PlayClip(_boomClip, (Vector3)c.Pos, 0.8f);
PrototypeCameraRig.PunchFov(WorldFeelConfig.ClearFovKick * 2.2f, 90f);
PrototypeCameraRig.AddShake(WorldFeelConfig.ClearShake * 2.5f);
}
else
{
EmitTinted(_clearFx, (Vector3)c.Pos + Vector3.up * 0.6f, WorldFeelConfig.ClearBurstCount, c.Tint);
PlayClip(_clearClip, (Vector3)c.Pos, WorldFeelConfig.ClearSfxVolume);
if (c.IsClutter)
{
PrototypeCameraRig.PunchFov(WorldFeelConfig.ClearFovKick, 90f);
PrototypeCameraRig.AddShake(WorldFeelConfig.ClearShake);
}
}
}
_cache.Remove(_stale[i]);
@@ -120,7 +136,7 @@ namespace ProjectM.Client
}
}
void Observe(Entity e, int remaining, float3 pos, bool isClutter, Color tint, bool nearLocal)
void Observe(Entity e, int remaining, float3 pos, bool isClutter, Color tint, byte variant, bool nearLocal)
{
if (_cache.TryGetValue(e, out var prev) && remaining < prev.Remaining)
{
@@ -132,7 +148,7 @@ void Observe(Entity e, int remaining, float3 pos, bool isClutter, Color tint, bo
if (WorldFeelConfig.ChipShake > 0f) PrototypeCameraRig.AddShake(WorldFeelConfig.ChipShake);
}
}
_cache[e] = new Cache { Remaining = remaining, Pos = pos, IsClutter = isClutter, Tint = tint };
_cache[e] = new Cache { Remaining = remaining, Pos = pos, IsClutter = isClutter, Tint = tint, Variant = variant };
}
static Color TintForResource(byte resourceId)
@@ -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();
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: cf7e54d631fbfc54aa3aaa08f9217641
@@ -51,6 +51,11 @@ namespace ProjectM.Server
public void OnUpdate(ref SystemState state)
{
var ledgerEntity = SystemAPI.GetSingletonEntity<ResourceLedger>();
// Fuse scheduling needs the server tick; absent/invalid (plain test worlds) -> explosive pops fall
// back to plain destroy (old behaviour).
bool haveTick = SystemAPI.TryGetSingleton<Unity.NetCode.NetworkTime>(out var hvNetTime)
&& hvNetTime.ServerTick.IsValid;
uint nowTick = haveTick ? hvNetTime.ServerTick.TickIndexForValidTick : 0u;
var ledger = SystemAPI.GetBuffer<StorageEntry>(ledgerEntity);
// Resolve the harvesting player from the projectile's GhostOwner so yield lands in their PERSONAL
@@ -80,6 +85,8 @@ namespace ProjectM.Server
foreach (var (xform, hr, node, e) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<HitRadius>, RefRO<ResourceNode>>().WithEntityAccess())
{
if (node.ValueRO.Remaining <= 0) continue; // spent (a lit fuse) is not a target
tgtEntity.Add(e);
tgtPos.Add(xform.ValueRO.Position.xz);
tgtRadius.Add(hr.ValueRO.Value);
@@ -94,6 +101,8 @@ namespace ProjectM.Server
foreach (var (xform, hr, clutter, e) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<HitRadius>, RefRO<BlightClutter>>().WithEntityAccess())
{
if (clutter.ValueRO.Remaining <= 0) continue; // lit-fuse barrel: unhittable, detonation owns it
tgtEntity.Add(e);
tgtPos.Add(xform.ValueRO.Position.xz);
tgtRadius.Add(hr.ValueRO.Value);
@@ -164,7 +173,25 @@ namespace ProjectM.Server
if (!destroyed[bestIdx])
{
destroyed[bestIdx] = true;
ecb.DestroyEntity(tgtEntity[bestIdx]);
if (tgtIsClutter[bestIdx] && tgtVariant[bestIdx] == 3 && haveTick)
{
// EXPLOSIVE pop (Variant 3): light the fuse instead of destroying — the replicated
// Remaining=0 on a still-alive barrel is the client's unambiguous fuse cue;
// HazardExplosionSystem detonates + destroys (Exploding_Barrels_Build_Spec).
SystemAPI.SetComponent(tgtEntity[bestIdx], new BlightClutter
{
Remaining = 0,
Variant = tgtVariant[bestIdx],
ScrapResourceId = tgtYieldId[bestIdx],
ScrapPerHit = tgtYieldPerHit[bestIdx],
});
ecb.AddComponent(tgtEntity[bestIdx], new BarrelFuse
{
ExplodeTick = TickUtil.NonZero(nowTick + Tuning.BarrelFuseTicks),
});
}
else
ecb.DestroyEntity(tgtEntity[bestIdx]);
}
}
else if (tgtIsClutter[bestIdx])
@@ -121,7 +121,8 @@ namespace ProjectM.Server
float3 pos = RoomLayoutMath.ScatterInShape(plan.ShapeId, origin, i, cCount, ref crng);
ecb.SetComponent(e, cBaked.WithPosition(pos));
var bc = cProto;
bc.Variant = (byte)(i % 3);
// ~25% EXPLOSIVE (Variant 3, the hazard — Exploding_Barrels_Build_Spec); rest stay cosmetic 0-2.
bc.Variant = crng.NextFloat() < 0.25f ? (byte)3 : (byte)(i % 3);
ecb.SetComponent(e, bc);
ecb.AddComponent(e, new RoomTag { Room = room });
}
@@ -0,0 +1,20 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Server-only lit-fuse marker on an EXPLOSIVE clutter barrel (BlightClutter.Variant==3) that has been
/// popped: the pop sites zero the barrel's replicated Remaining (the client's unambiguous fuse cue —
/// a still-alive barrel with Remaining==0 can only mean "about to blow"; a room-teardown despawn still
/// carries Remaining&gt;0, so the client's boom-vs-puff choice at despawn cannot misfire) and add this
/// component instead of destroying. HazardExplosionSystem detonates when <see cref="ExplodeTick"/>
/// elapses: radius damage to LIVING enemies AND players (friendly fire = the bait mechanic), then the
/// single DestroyEntity. Never replicated; the fuse rides the RoomTag'd barrel, so room teardown / the
/// Staging sweep clean lit barrels for free (no orphaned-event lifecycle).
/// </summary>
public struct BarrelFuse : IComponentData
{
/// <summary>Server tick the barrel detonates (via TickUtil.NonZero — 0 never means "ready").</summary>
public uint ExplodeTick;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c677948826634c44fb355a4e00d7c5df
@@ -206,6 +206,8 @@ namespace ProjectM.Simulation
foreach (var (hx, node, he) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<ResourceNode>>().WithEntityAccess())
{
if (node.ValueRO.Remaining <= 0) continue; // spent is not a target
harvEntity.Add(he);
harvPos.Add(hx.ValueRO.Position);
harvRemaining.Add(node.ValueRO.Remaining);
@@ -218,6 +220,8 @@ namespace ProjectM.Simulation
foreach (var (hx, clutter, he) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<BlightClutter>>().WithEntityAccess())
{
if (clutter.ValueRO.Remaining <= 0) continue; // lit-fuse barrel: unhittable, detonation owns it
harvEntity.Add(he);
harvPos.Add(hx.ValueRO.Position);
harvRemaining.Add(clutter.ValueRO.Remaining);
@@ -284,7 +288,24 @@ namespace ProjectM.Simulation
if (rem <= 0)
{
harvDestroyed[i] = true;
ecb.DestroyEntity(harvEntity[i]);
if (harvIsClutter[i] && harvVariant[i] == 3)
{
// EXPLOSIVE pop (Variant 3): light the fuse instead of destroying — mirrors the
// projectile pop site; HazardExplosionSystem detonates (Exploding_Barrels_Build_Spec).
ecb.SetComponent(harvEntity[i], new BlightClutter
{
Remaining = 0,
Variant = harvVariant[i],
ScrapResourceId = harvYieldId[i],
ScrapPerHit = harvPerHit[i],
});
ecb.AddComponent(harvEntity[i], new BarrelFuse
{
ExplodeTick = TickUtil.NonZero(now + Tuning.BarrelFuseTicks),
});
}
else
ecb.DestroyEntity(harvEntity[i]);
}
else if (harvIsClutter[i])
{
@@ -107,6 +107,19 @@ namespace ProjectM.Simulation
/// first (counted at spawn; Health.Max replicates so the bar stays truthful).</summary>
public const float BossHealthPerExtraPlayer = 0.75f;
// ---- Exploding barrels (Phase 1.5 hazard; server-only detonation consts — see Exploding_Barrels_Build_Spec) ----
/// <summary>Fuse ticks between the pop (Remaining hits 0) and detonation (~0.6 s @60): long enough for the
/// popper to step out + for the replicated Remaining=0 to straddle snapshots (the client's fuse cue).</summary>
public const uint BarrelFuseTicks = 36;
/// <summary>Detonation radius (world units, XZ). Above melee reach so point-blank pops are punished, but a
/// fuse-length walk clears it comfortably.</summary>
public const float BarrelExplodeRadius = 3.25f;
/// <summary>Detonation damage — hits LIVING enemies AND players alike (friendly fire = the bait mechanic).</summary>
public const float BarrelExplodeDamage = 26f;
// ---- Expedition BOSS (a scaled Charger given a real kit by BossAISystem; server-only feel consts) ----
/// <summary>Radial SLAM AoE radius (world units): a player inside this ring at wind-up elapse eats the hit
@@ -0,0 +1,176 @@
using NUnit.Framework;
using ProjectM.Server;
using ProjectM.Simulation;
using Unity.Core;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Tests
{
/// <summary>
/// Plain-Entities EditMode tests for <see cref="HazardExplosionSystem"/> (Exploding_Barrels_Build_Spec).
/// Pins the review-hardened contract: an ELAPSED fuse radius-damages LIVING enemies AND players
/// (friendly fire) with SourceNetworkId = -1 (the environment convention — a player id would score
/// Charger whiff-punishes) and destroys the barrel exactly once; a dead player in radius gets NOTHING
/// (the BossAISystem slam filter, copied verbatim); out-of-radius targets get nothing; an UN-ELAPSED
/// fuse does nothing. Also pins the pop-site half via ResourceHarvestSystem: an explosive (Variant 3)
/// clutter pop lights the fuse (Remaining -> 0, BarrelFuse added, entity ALIVE) instead of destroying,
/// and a lit barrel is unhittable.
/// </summary>
public class HazardExplosionSystemTests
{
const uint T0 = 1000;
static (World world, SimulationSystemGroup group) MakeWorld(string name)
{
var world = new World(name);
var group = world.GetOrCreateSystemManaged<SimulationSystemGroup>();
group.AddSystemToUpdateList(world.GetOrCreateSystem<HazardExplosionSystem>());
group.SortSystems();
world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
var nt = world.EntityManager.CreateEntity(typeof(NetworkTime));
world.EntityManager.SetComponentData(nt, new NetworkTime { ServerTick = new NetworkTick(T0) });
return (world, group);
}
static Entity MakeBarrel(EntityManager em, float3 pos, uint explodeTick)
{
var e = em.CreateEntity();
em.AddComponentData(e, LocalTransform.FromPosition(pos));
em.AddComponentData(e, new BlightClutter { Remaining = 0, Variant = 3, ScrapResourceId = ResourceId.Biomass, ScrapPerHit = 2f });
em.AddComponentData(e, new BarrelFuse { ExplodeTick = explodeTick });
return e;
}
static Entity MakePlayer(EntityManager em, float3 pos, float health, byte region)
{
var e = em.CreateEntity();
em.AddComponentData(e, LocalTransform.FromPosition(pos));
em.AddComponentData(e, new PlayerTag());
em.AddComponentData(e, new Health { Current = health, Max = 130f });
em.AddComponentData(e, new RegionTag { Region = region });
em.AddBuffer<DamageEvent>(e);
return e;
}
static Entity MakeEnemy(EntityManager em, float3 pos, float health)
{
var e = em.CreateEntity();
em.AddComponentData(e, LocalTransform.FromPosition(pos));
em.AddComponentData(e, new EnemyTag());
em.AddComponentData(e, new Health { Current = health, Max = 30f });
em.AddBuffer<DamageEvent>(e);
return e;
}
[Test]
public void Elapsed_Fuse_Damages_Living_Player_And_Enemy_And_Destroys_Barrel()
{
var (world, group) = MakeWorld("BoomBoth");
using (world)
{
var em = world.EntityManager;
var barrel = MakeBarrel(em, new float3(10, 1, 10), explodeTick: T0); // due exactly now
var player = MakePlayer(em, new float3(11, 1, 10), health: 100f, region: RegionId.Expedition);
var enemy = MakeEnemy(em, new float3(10, 1, 12), health: 30f);
group.Update();
Assert.IsFalse(em.Exists(barrel), "An elapsed fuse destroys the barrel.");
var pd = em.GetBuffer<DamageEvent>(player);
Assert.AreEqual(1, pd.Length, "Friendly fire: the living expedition player in radius is hit.");
Assert.AreEqual(Tuning.BarrelExplodeDamage, pd[0].Amount);
Assert.AreEqual(-1, pd[0].SourceNetworkId, "Environment convention: never a player id (Charger punish scoring).");
Assert.AreNotEqual(0u, pd[0].SourceTick, "SourceTick stamped at detonation (the authored-tick contract).");
Assert.AreEqual(1, em.GetBuffer<DamageEvent>(enemy).Length, "The living enemy in radius is hit too (the bait mechanic).");
}
}
[Test]
public void Dead_Player_And_Out_Of_Radius_Targets_Get_Nothing()
{
var (world, group) = MakeWorld("BoomFilters");
using (world)
{
var em = world.EntityManager;
MakeBarrel(em, new float3(10, 1, 10), explodeTick: T0);
var deadPlayer = MakePlayer(em, new float3(10.5f, 1, 10), health: 0f, region: RegionId.Expedition);
var farEnemy = MakeEnemy(em, new float3(10 + Tuning.BarrelExplodeRadius + 1f, 1, 10), health: 30f);
group.Update();
Assert.AreEqual(0, em.GetBuffer<DamageEvent>(deadPlayer).Length, "A dead player in radius gets NOTHING (the boss-slam filter).");
Assert.AreEqual(0, em.GetBuffer<DamageEvent>(farEnemy).Length, "Out of radius gets nothing.");
}
}
[Test]
public void Unelapsed_Fuse_Does_Nothing()
{
var (world, group) = MakeWorld("BoomWait");
using (world)
{
var em = world.EntityManager;
var barrel = MakeBarrel(em, new float3(10, 1, 10), explodeTick: T0 + 30); // still burning
var player = MakePlayer(em, new float3(10.5f, 1, 10), health: 100f, region: RegionId.Expedition);
group.Update();
Assert.IsTrue(em.Exists(barrel), "A burning fuse leaves the barrel alive.");
Assert.AreEqual(0, em.GetBuffer<DamageEvent>(player).Length, "No damage before detonation.");
}
}
// ---- pop-site half (ResourceHarvestSystem drives the fuse, never a direct destroy) ----
static (World world, SimulationSystemGroup group) MakeHarvestWorld(string name)
{
var world = new World(name);
var group = world.GetOrCreateSystemManaged<SimulationSystemGroup>();
group.AddSystemToUpdateList(world.GetOrCreateSystem<ResourceHarvestSystem>());
group.SortSystems();
world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
var em = world.EntityManager;
var ledger = em.CreateEntity(typeof(ResourceLedger));
em.AddBuffer<StorageEntry>(ledger);
var nt = em.CreateEntity(typeof(NetworkTime));
em.SetComponentData(nt, new NetworkTime { ServerTick = new NetworkTick(T0) });
return (world, group);
}
[Test]
public void Explosive_Pop_Lights_The_Fuse_Instead_Of_Destroying_And_Is_Unhittable()
{
var (world, group) = MakeHarvestWorld("PopFuse");
using (world)
{
var em = world.EntityManager;
var barrel = em.CreateEntity();
em.AddComponentData(barrel, LocalTransform.FromPosition(new float3(10, 1, 10)));
em.AddComponentData(barrel, new HitRadius { Value = 1f });
em.AddComponentData(barrel, new BlightClutter { Remaining = 2, Variant = 3, ScrapResourceId = ResourceId.Biomass, ScrapPerHit = 2f });
var proj = em.CreateEntity();
em.AddComponentData(proj, LocalTransform.FromPosition(new float3(10, 1, 10)));
em.AddComponentData(proj, new Projectile { Direction = new float2(1, 0), LastStep = 5f });
group.Update();
Assert.IsTrue(em.Exists(barrel), "An explosive pop LIGHTS THE FUSE — the barrel survives the hit.");
Assert.AreEqual(0, em.GetComponentData<BlightClutter>(barrel).Remaining, "Remaining=0 is the replicated fuse cue.");
Assert.IsTrue(em.HasComponent<BarrelFuse>(barrel), "The fuse component schedules detonation.");
Assert.AreEqual(TickUtil.NonZero(T0 + Tuning.BarrelFuseTicks), em.GetComponentData<BarrelFuse>(barrel).ExplodeTick);
Assert.IsFalse(em.Exists(proj), "The popping projectile is consumed.");
// A lit barrel is unhittable: a second projectile flies through (no target on the segment).
var proj2 = em.CreateEntity();
em.AddComponentData(proj2, LocalTransform.FromPosition(new float3(10, 1, 10)));
em.AddComponentData(proj2, new Projectile { Direction = new float2(0, 1), LastStep = 5f });
group.Update();
Assert.IsTrue(em.Exists(proj2), "A lit-fuse barrel is not a harvest target — the shot passes through.");
Assert.IsTrue(em.Exists(barrel), "Still alive until detonation.");
}
}
}
}
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