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Author SHA1 Message Date
kronic 98c8da3fd7 Docs: session log + roadmap — P1 Group B (5-Spark systems + gym tooling)
Session 2026-07-15: the 5-Spark systems, content, and enemy-test-gym CODE done
(497 EditMode green); the fresh Gym.unity scene assembly + the L3 feel gate remain.
Roadmap Phase-1 status updated. Reusable gotchas banked (reel via re-aimed
KnockbackState; GymTag bypasses the meta spawn guard; manage_scriptable_object
target-object quirk).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 00:01:23 -07:00
kronic b92cc7196b LANTERN P1: enemy-test gym tooling — on-demand spawn + GymTag clean-spawn
GymTag + GymEnemyRoster (+ GymRosterAuthoring) bake the gym singletons. New
DebugOp.SpawnEnemy (client SpawnEnemy wrapper + server receive case) spawns a
chosen enemy KIND (Drowner/Grindylow) from the baked roster near the sender —
replacing the wave-roster hack per the roadmap's Enemy-test GYM direction.
GoInGameServerSystem takes a GymTag branch: bypass the meta-catalog spawn guard
(a fresh gym has no CycleDirector) + seed a default Spark loadout on keys 1-4.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 00:01:13 -07:00
kronic b011a367e3 LANTERN P1 Group B: 5 Spark defs + effect ghost prefabs
The 5 AbilityDefinition SOs (DecoyWisp/HookPull/Vortex/Blink/LightZone) with
archetypes, tunables, EffectFlags (HookPull=Reel), and prefab refs. Three
interpolated ownerless-ghost prefabs (EffectVortex w/ Vortex flag, EffectLightZone,
DecoyWisp) via the duplicate-ResourceNode recipe + ZoneAuthoring/DecoyAuthoring.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 00:00:55 -07:00
kronic 36950ca21d LANTERN P1 Group B: 5-Spark systems — Aoe/Hitscan dispatch + reel/zone/decoy
Aoe/Hitscan archetype dispatch in AbilityFireSystem (both-worlds cooldown;
server-only ecb.Instantiate — the client-never-instantiates invariant; ZoneEffect
vs DecoyTag chosen by prefab membership). Harpooner REEL as a homing state
(ReelState + ReelSystem re-aim the hit Husk's KnockbackState toward the caster's
live position each tick; EnemyAISystem stays sole Position writer), stamped by
ProjectileDamageSystem on a Reel-flag hit. ZonePulseSystem (enemy-only periodic
AoE, caster attribution, no friendly fire, Vortex pull, born-0 lazy-stamp).
Decoy aggro in EnemyAISystem + DecoySystem despawn. AbilityDefBlob gains
EffectFlags (Reel) + DurationTicks. +3 ZonePulseSystem EditMode tests (497 green).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 00:00:41 -07:00
kronic 8f070ff83c Docs: roadmap — enemy-test GYM as the animated-validation home (operator direction)
Defer the in-game skinned-enemy animated check to a purpose-built semi-permanent
gym scene (Phase 1's 'no world - a gym') with spawn-a-chosen-enemy tooling, rather
than hacking the shared wave roster. Survives the coming enemy-system rework; the
3 skinned prefabs are ready to drop in.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 22:27:16 -07:00
kronic eaf3d51370 Docs: roadmap — rig-type verified HUMANOID (discrepancy resolved)
animationType=Human (enum 3, not Generic); CharactersAvatar.isHuman=true.
CLAUDE.md correct; the grounding agent misread the enum.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 22:21:08 -07:00
kronic cb26e68839 Art/anim: Drowner glowing eyes + Grindylow + Bathynaut suit-frame prefabs
EnemyDrowner: Emissive-Gloam eyes bone-parented to Head + boneEntityStrippingMode
=None (attachments ride the rig). New skinned prefabs EnemyGrindylow +
SuitFrame_Bathynaut. Pipeline run 3x -> A1 repeatability exceeded.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 22:21:07 -07:00
kronic 4302687be4 Art/anim: EnemyRigTools + Grindylow + Bathynaut suit-frame builders
BuildGrindylow (SciFiSpace Alien, gloam-blue) = 2nd creature (A1 'twice'
repeatability); BuildBathynautFrame (armored+helmeted soldier, warm-neutral)
= suit-frame preview proving the suit body skins via Rukhanka.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 22:21:06 -07:00
kronic ec0e3ce5dc Docs: roadmap — Emissive-Gloam shader + skinned Drowner bind (art progress)
A0: all 3 master shaders now present (Emissive-Gloam authored as HLSL w/
in-shader flicker). A1: skinned recipe proven for a LANTERN creature
(EnemyRigTools.BuildDrowner -> EnemyDrowner.prefab); in-game animated run +
custom-kit reattach + suit/2nd-creature still open. Flags the Generic-vs-
Humanoid rig-type discrepancy vs CLAUDE.md to reconcile.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 22:02:28 -07:00
kronic cb224be81b Art/anim: skinned Drowner enemy via EnemyRigTools (LANTERN)
EnemyRigTools.BuildDrowner (menu ProjectM/Animation) — SciFiSpace Crew_Male
body (same rig/atlas/avatar as the player) through the proven DR-023 path:
EnemyDrowner.prefab = ownerless interpolated ghost + AnimatedLitShader
(Skinned-Palette) gloam material + AC_EnemyTopDown + RigDefinitionAuthoring.
Structurally identical to the shipping werewolf/charger enemies -> animates
in-game via the same EG/Rukhanka path. (Renders only in the baked ECS world,
not a plain scene; ArtStaging keeps the static bake for art review.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 22:00:38 -07:00
kronic 593897d978 Art(shader): Emissive-Gloam master shader (in-shader flicker cadence)
ProjectM/EmissiveGloam — URP HLSL, HDR emission (Bloom-catching), with the
readability 'steady=true / flicker=false' channel as a material param
(_FlickerAmount), no script. Applied to the staging flora bulbs (cold, flicker).
The other two master shaders already exist (Lit URP graph, AnimatedLitShader).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:49:05 -07:00
kronic 27b41a37a4 Art(engine): ArtStaging lighting — value separation (grayscale-safe)
Warm beacon brightest/tightest (true light strong), gloam flora dimmer/softer +
emissive dialed down, so warm-vs-cold reads by value, not hue alone.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:42:33 -07:00
kronic 9ca27e626a Client: StagingAmbiance — steady beacon, gloam flicker (readability cadence)
Beacon left unmodulated (steady=true light); cold flora gutter on Perlin flicker
(flicker=false light) so the warm/cold read survives with hue removed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:42:32 -07:00
kronic 693f70308a Docs: roadmap — A0 style-proof scene built (art progress 2026-07-14)
Phase-0 status + Workstream A0/A1 callouts: the in-engine ArtStaging style-proof
scene is built (prop+creature+suit triad under murk + light-is-territory pool
lighting, passes full/200px/grayscale); statics recipe validated in-engine;
skinned Rukhanka bake + 3 master shaders still open.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:42:32 -07:00
kronic 52f0b87148 Art(engine): ArtStaging underwater ambiance + hero triad baked in
Underwater staging: undulating seabed mesh (no platform edge), caustics
cookie spot, marine-snow particles, teal depth fog, and 'light is territory'
pool lighting (warm beacon + cold bioluminescent pools, deep dark between).
Baked posed statics into the slots: SM_Suit_Bathynaut + SM_Creature_Drowner
(glTFast) alongside the crate + flora clutter + rocks. Completes the A0
style-proof triad (prop+creature+suit) in-engine under gameplay conditions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:32:14 -07:00
kronic fe8a14e539 Art: posed-static hero + flora glb exports (staging bake source)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:32:00 -07:00
kronic 3103214e76 Client: StagingAmbiance dev component (ArtStaging Play-mode juice)
Light-only ambiance animator (caustics spin, beacon flicker, bioluminescent
pulse); self-wires by name; no material writes so nothing persists on Play exit.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:31:59 -07:00
kronic 011037e70c Docs: art-dev cookbook — locked lighting + posed-static hero bake
'Light is territory' pool lighting (reads top-down; vertical god-rays don't),
undulating seabed mesh, Play-mode ambiance script, and the apply-armature +
visual-transform static hero-bake recipe for style-proof placement.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:31:58 -07:00
kronic 481cc54a28 Art(engine): ArtStaging style-proof scene + first baked statics
Assets/Scenes/ArtStaging.unity — murk env + warm-key/cold-gloam lights +
game-angle camera + bloom/ACES post volume + pedestal + SLOT markers.
Baked statics (glTFast): SM_Prop_CargoCrate (shared M_Lit_Palette) +
SM_Prop_GlowFlora (palette stalks + HDR-teal emissive bulbs -> blooms).
Validates the palette pipeline + Emissive-Gloam bloom in URP.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 14:56:52 -07:00
kronic 81f7db0cfa Docs: art-dev cookbook — Unity render-harness + staging-scene recipes
Adds the in-engine verification recipe (URP SubmitRenderRequest render
harness, layer sign-bit gotcha, game-camera check) and the persistent
ArtStaging scene recipe.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 14:56:52 -07:00
106 changed files with 29370 additions and 26 deletions
@@ -223,4 +223,47 @@ bpy.ops.export_scene.gltf(filepath=SRC + r"\SM_<Name>.glb", export_format='GLB',
use_selection=True, export_apply=True, export_yup=True)
```
Skinned/animation export → the per-action FBX recipe in [[blender-mcp-and-unity-mcp-v10]] (`bake_anim_use_all_bones`, `bake_anim_force_startend_keying`, `apply_scale_options='FBX_SCALE_UNITS'`, `add_leaf_bones=False`; Unity import `CreateFromThisModel`). **Never export into `Assets/` while a Unity session may be live** — write to `ArtSource/`, bake in later.
## 11. In-engine verification (Unity URP render harness) — the REAL A0 check
Blender previews are a proxy; the gate is the asset in **URP** under murk + bloom + the game camera. Import + render via UnityMCP (only when the editor is free / operator granted it — else stay read-only):
1. **Import** the glb: `import_model_file(source_path=<ArtSource glb>, output_folder="Assets/_Project/Art/Models", name=...)` — needs the leading `Assets/`; glTFast handles glb + scale.
2. **Confirm the shared material samples the atlas** — the palette ShaderGraphs expose it as **`_BaseColorMap`** (NOT `_BaseMap`/`mainTexture`, so `mat.mainTexture` reads null — that's fine): `ShaderUtil` enumerate or `mat.GetTexture("_BaseColorMap")`.
3. **Render harness** (`execute_code`, C#): load the `Mesh` from the imported glb, spawn a temp GO (mesh + shared material) on an **isolated layer**, warm-key + cold-fill directional lights (`cullingMask` = that layer), murk ambient (save+restore `RenderSettings.ambientMode/ambientLight`), a temp `Camera` (SolidColor murk bg, `cullingMask` = that layer, **FOV 55**) positioned at the **game angle** and framed by `MeshRenderer.bounds`, then **`RenderPipeline.SubmitRenderRequest(cam, new StandardRequest{destination=rt})`** (URP — `Camera.Render()` is unreliable) → `ReadPixels``EncodeToPNG` to OS temp → `Read` the PNG. `DestroyImmediate` all temp objects; never save the open scene.
-**Layer sign-bit:** `1<<31` is NEGATIVE → a broken culling mask that renders NOTHING (all-black). Use **layer ≤ 30**.
- ⚠ Set `cam.cullingMask` to ONLY the temp layer so the open scene's geometry doesn't leak into the shot (`~0` renders the whole scene).
- Game-cam offset from target: `(horiz*cos(pitch) + up*sin(pitch))*dist`, `horiz=(sin(yaw),0,-cos(yaw))`, pitch 45°, then `cam.transform.LookAt(center)`.
```csharp
// core render call (URP)
var rt=new UnityEngine.RenderTexture(1000,1000,24); rt.Create();
var req=new UnityEngine.Rendering.RenderPipeline.StandardRequest(); req.destination=rt;
UnityEngine.Rendering.RenderPipeline.SubmitRenderRequest(cam, req);
UnityEngine.RenderTexture.active=rt; var tex=new UnityEngine.Texture2D(1000,1000,UnityEngine.TextureFormat.RGBA32,false);
tex.ReadPixels(new UnityEngine.Rect(0,0,1000,1000),0,0); tex.Apply();
System.IO.File.WriteAllBytes(path, UnityEngine.ImageConversion.EncodeToPNG(tex));
```
**Findings from the first bake (crate):** the palette single-material pipeline works in URP; a pure-murk render reads *dark* (in-game URP bloom + scene fill lift it); grey under a warm key reads brownish (expected, not a bug). Skinned assets (suit/creatures) need the Rukhanka path + `Skinned-Palette` — hand to `/dots-dev`.
## 12. The persistent staging scene (`Assets/Scenes/ArtStaging.unity`) — the operator's in-engine view
A committed dev scene set up in the **correct A0 conditions** so the operator can OPEN it and inspect assets live (Scene-view orbit) at the gameplay angle: murk env (cold flat ambient + `ExponentialSquared` fog, no skybox), **warm-key + cold-gloam directional lights + a warm point pool**, a **Main Camera at the game angle** (pitch ~4245°, FOV 55, `UniversalAdditionalCameraData.renderPostProcessing=true`), and a **global Volume** (profile `Assets/_Project/Art/Materials/Staging/StagingVolume.asset`: **Bloom** thr~0.85/int~1.1 — makes Emissive-Gloam glow — + **Tonemapping ACES** + **ColorAdjustments** postExposure/saturation = the capture grade), on a dark faceted pedestal. Contains labeled `SLOT_*` empties for pending assets.
- **To verify a newly-baked asset:** `import_model_file` the glb → assign the shared material (`M_Lit_Palette` statics; emissive bulbs → an HDR-emission material so bloom triggers) → `PrefabUtility.InstantiatePrefab(asset, scene)` into ArtStaging at a slot → `SaveScene` → tell the operator to open it, OR render `Camera.main` via §11.
- ⚠ Opening ArtStaging `Single` closes the active scene — only do it when the editor is free / operator-authorized (a parallel agent's scene would be swapped out). Check `editor/state` first; the scene must be clean before swapping.
- Beginner view steps to hand over: open the scene (double-click in Project ▸ Assets/Scenes), **orbit** = middle-mouse drag, **zoom** = scroll, **frame a selected object** = `F`, **Game tab** shows the gameplay-angle camera.
### Underwater ambiance recipe (built into ArtStaging — the gameplay-env prototype)
The staging env IS the gameplay ambiance (build it from real systems so it transfers). Elements that made it read "underwater" (vs a bland dark disc):
- **Caustics** = a tileable cookie on an overhead **Spot** light (dappled seabed light). Generate procedurally (sum of `Sin` interference, `pow(1-abs(n), k)` for bright ridges), save PNG, importer `wrapMode=Repeat`, `light.cookie=tex`; spot ~4.5m up, angle ~85°, cool color, intensity ~40 (spots need high intensity). ⚠ a texture `SaveAndReimport` mid-render → one BLACK frame; just re-render.
- **Marine snow** = a `ParticleSystem` (real gameplay system): World sim space, ~500 particles, `startSpeed`~0.03, tiny size, cool-white low-alpha, box shape ~9×5×9, `noise` on for wander, slight negative gravity (drift up). Renderer material = `Sprites/Default` + a generated soft-dot texture. ⚠ edit-mode doesn't auto-play — `ps.Clear(); ps.Simulate(10f,true,true); ps.Pause();` **before** rendering.
- **Depth fog** teal (`ExponentialSquared`, cool color), **cool grade** (WhiteBalance temp ~-20, Vignette dark-teal), lifted cool **ambient** (Flat ~0.09,0.16,0.20), warm-key vs cold-fill contrast + a warm point "pool" (the beacon-in-murk look).
- **Seabed dressing** = scatter real meshes (my flora as bioluminescent ground-clutter = the readability-law density dial; Synty rocks as boulders). ⚠ **Synty rocks import HUGE** (DungeonRealms boulders are multi-metre) — never scatter at raw scale; **bounds-normalize**: instantiate at scale 1, measure `MeshRenderer.bounds` max dim, `scale = targetMetres / maxDim` (target ~0.351.0 m), then place. Strip colliders on cosmetic dressing.
### ★ LOCKED lighting = "light is territory" (the thematic template; reads TOP-DOWN)
The direction that landed (operator-approved): **the interest lives in the LIGHTING, not geometry.**
-**Vertical god-ray shafts DON'T read from a top-down camera** — you look straight down them. Tried, removed. For a top-down ARPG, thematic light must live in **pools ON the ground.**
- **Warm beacon pool** (a warm point light) = "our light / safe territory." **Cold bioluminescent pools** = a cold-teal point light AT each glow-flora (emissive meshes don't illuminate — add real lights). **Deep dark between** the pools (drop ambient to ~0.03,0.055,0.08, gentle key ~1.2 for form only) → chiaroscuro. This IS the "light is territory" pillar, made literal, and it reads perfectly top-down.
- **Undulating seabed mesh** (not a disc — a disc reads as a platform): procedural grid + layered `PerlinNoise` height, **damped to flat within ~2 m of the hero assets**, extended past the fog cutoff so the edge fades to murk. Flat-faceted (per-quad verts). Save as a `.asset` mesh so it persists.
- **Dynamic layer** = a Play-mode `MonoBehaviour` (`StagingAmbiance`) modulating **LIGHTS ONLY** (no material writes → nothing persists on Play exit): slow-spin the caustics spot, flicker the beacon, sine-pulse the flora pool intensities. Self-wires by `GameObject.Find`. ⚠ hitting Play in a non-menu scene runs `GameBootstrap` (spawns netcode worlds) — harmless to the visual, just background noise.
### Posed STATIC hero bake (style-proof placement without the Rukhanka pipeline)
To drop a posed suit/creature into the staging scene as a static mesh (skinned Rukhanka bake is separate `/dots-dev` work): in Blender — **apply the `Armature` modifier** on each skinned mesh (bakes the current pose into geometry), **`visual_transform_apply` + clear constraints** on bone-parented kit (eyes/lamp Child-Of), then export a static glb (meshes only, no armature). ⚠ both `modifier_apply` and `export_scene.gltf` need the **window `temp_override`** after `open_mainfile` (context.active_object). Import via `import_model_file`, `InstantiatePrefab` at the slot — glTFast carries the embedded materials (Synty atlas + emission).
```
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@@ -50,6 +50,8 @@ namespace ProjectM.Authoring
Archetype = (byte)def.Archetype,
AutoTargetConeRadians = math.radians(def.AutoTargetConeDegrees),
CooldownTicks = def.CooldownTicks,
EffectFlags = (byte)(def.Reel ? ProjectileEffectFlag.Reel : (byte)0),
DurationTicks = def.EffectDurationTicks,
Name = def.DisplayName,
};
}
@@ -28,6 +28,11 @@ namespace ProjectM.Authoring
[Header("Timing")]
[Min(1)] public int CooldownTicks = 12;
[Header("Spark effect (LANTERN)")]
[Tooltip("HookPull: home the hit target to the caster (the Harpooner reel).")]
public bool Reel = false;
[Min(0), Tooltip("Aoe/zone + decoy lifetime in ticks (0 = system default).")]
public int EffectDurationTicks = 0;
[Header("Prefab (baked into the prefab buffer, not the blob)")]
public GameObject ProjectilePrefab;
@@ -0,0 +1,31 @@
using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for a decoy-wisp ghost (the LANTERN Aoe/spawn Spark). Bakes an inert <see cref="DecoyTag"/>
/// (lifetime stamped at spawn) plus the damageable set (Health + DamageEvent buffer) so Husks path to and
/// "kill" it — drawing aggro off the players (EnemyAISystem targets DecoyTag entities). NO HitRadius: the
/// decoy is NOT a projectile target, so the caster's own shots pass through it. <c>DecoySystem</c> despawns
/// it on Health &lt;= 0 or lifetime elapse. Ghost setup (interpolated, ownerless) is inherited by duplicating
/// an existing ownerless interpolated ghost, so position replicates via the stock LocalTransform variant.
/// </summary>
public class DecoyAuthoring : MonoBehaviour
{
[Min(1f), Tooltip("Decoy hit points — how much aggro/melee it soaks before popping.")]
public float MaxHealth = 60f;
private class DecoyBaker : Baker<DecoyAuthoring>
{
public override void Bake(DecoyAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent<DecoyTag>(entity); // ExpireTick stamped at spawn by AbilityFireSystem
AddComponent(entity, new Health { Current = authoring.MaxHealth, Max = authoring.MaxHealth });
AddBuffer<DamageEvent>(entity);
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fbd3e612f2e1e0a4abbd5d665943e9f2
@@ -51,6 +51,7 @@ namespace ProjectM.Authoring
});
AddComponent(entity, new EnemyAttackCooldown { NextAttackTick = 0 });
AddComponent<KnockbackState>(entity); // server-only recoil state (zero = not knocked)
AddComponent<ReelState>(entity); // server-only Harpooner-reel homing state (baked inert; stamped on a Reel-flag hit; NOT a GhostField)
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
@@ -0,0 +1,34 @@
using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for a player-cast ZONE ghost (Vortex / LightZone — the LANTERN Aoe/zone Sparks). Bakes an inert
/// <see cref="ZoneEffect"/>; the runtime values (caster / radius / damage / lifetime) are stamped at spawn by
/// <c>AbilityFireSystem</c> — only the Vortex FLAG is authored here (so <c>AbilityFireSystem</c> can pick
/// ZoneEffect vs DecoyTag by prefab membership, and the pull behaviour is baked-in). The prefab's ghost setup
/// (GhostAuthoringComponent: interpolated, ownerless) is inherited by DUPLICATING an existing ownerless
/// interpolated ghost, so it replicates to all clients via the stock LocalTransform variant (no hand-written
/// <c>[GhostField]</c>). <c>GetEntity(Dynamic)</c> gives a runtime-mutable LocalTransform for the spawn override.
/// </summary>
public class ZoneAuthoring : MonoBehaviour
{
[Tooltip("Vortex: pull enemies toward the zone centre each tick (in addition to the periodic damage).")]
public bool Vortex = false;
private class ZoneBaker : Baker<ZoneAuthoring>
{
public override void Bake(ZoneAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent(entity, new ZoneEffect
{
Flags = authoring.Vortex ? ZoneEffectFlag.Vortex : (byte)0,
// caster / radius / damage / NextTick / ExpireTick are seeded at spawn by AbilityFireSystem.
});
}
}
}
}
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@@ -0,0 +1,49 @@
using System.Collections.Generic;
using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Bakes the Enemy-test GYM singletons: the <see cref="GymTag"/> mode switch + the <see cref="GymEnemyRoster"/>
/// buffer of on-demand-spawnable enemy prefabs (Drowner / Grindylow — the ready skinned prefabs). Place ONE in
/// the gym subscene. Each prefab must be a baked ghost (interpolated ownerless enemy, EnemyAuthoring-based). The
/// SpawnEnemy dev op instantiates the row whose Kind matches the request.
/// </summary>
public class GymRosterAuthoring : MonoBehaviour
{
[System.Serializable]
public struct Entry
{
[Tooltip("Stable kind id (0 = Drowner, 1 = Grindylow).")]
public byte Kind;
public GameObject Prefab;
}
[Tooltip("On-demand-spawnable enemy prefabs, one row per kind.")]
public List<Entry> Enemies = new List<Entry>();
private class RosterBaker : Baker<GymRosterAuthoring>
{
public override void Bake(GymRosterAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.None);
AddComponent<GymTag>(entity);
var buf = AddBuffer<GymEnemyRoster>(entity);
if (authoring.Enemies != null)
{
foreach (var e in authoring.Enemies)
{
if (e.Prefab == null) continue;
buf.Add(new GymEnemyRoster
{
Kind = e.Kind,
Prefab = GetEntity(e.Prefab, TransformUsageFlags.Dynamic),
});
}
}
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d210e424c43414a4e958efc44c025335
@@ -44,6 +44,9 @@ namespace ProjectM.Client
public static void SetClass(byte classId) => Send(DebugOp.SetClass, classId);
public static void SetWarrior() => SetClass(ClassTraits.WarriorClass);
public static void SetRanger() => SetClass(ClassTraits.RangerClass);
/// <summary>GYM: spawn enemy KIND (a <see cref="ProjectM.Simulation.GymEnemyKind"/> byte) near the sender, count times.</summary>
public static void SpawnEnemy(byte kind, int count = 1) => Send(DebugOp.SpawnEnemy, kind, count);
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetOnEnterPlayMode() => s_Pending.Clear();
@@ -0,0 +1,63 @@
using UnityEngine;
namespace ProjectM.Client
{
/// <summary>
/// Dev-only ambiance animator for the ArtStaging scene. Play-mode; modulates LIGHTS only
/// (no material/asset writes) so nothing persists on Play exit. Self-wires by object name.
/// </summary>
[DisallowMultipleComponent]
public sealed class StagingAmbiance : MonoBehaviour
{
[Header("Caustics")]
public float causticsSpinDegPerSec = 4f;
[Header("Warm beacon flicker")]
public float beaconFlickerAmount = 0.06f;
[Header("Bioluminescent pulse")]
public float floraPulseAmount = 0.22f;
public float floraPulseSpeed = 1.4f;
Transform _caustics;
Light _beacon; float _beaconBase;
Light[] _flora; float[] _floraBase;
void Awake()
{
var c = GameObject.Find("CausticsSpot");
if (c != null) _caustics = c.transform;
var b = GameObject.Find("WarmPool");
if (b != null) { _beacon = b.GetComponent<Light>(); if (_beacon != null) _beaconBase = _beacon.intensity; }
var fl = GameObject.Find("FloraLights");
if (fl != null)
{
_flora = fl.GetComponentsInChildren<Light>();
_floraBase = new float[_flora.Length];
for (int i = 0; i < _flora.Length; i++) _floraBase[i] = _flora[i].intensity;
}
}
void Update()
{
float t = Time.time;
// caustics slowly drift across the seabed
if (_caustics != null)
_caustics.Rotate(0f, causticsSpinDegPerSec * Time.deltaTime, 0f, Space.World);
// readability law: STEADY = true light. The warm beacon is left unmodulated (steady) on purpose.
// FLICKER = false/counterfeit light -> the cold gloam pools gutter with organic Perlin flicker,
// so "ours vs the deep's" reads through cadence even with hue/value removed.
if (_flora != null)
for (int i = 0; i < _flora.Length; i++)
{
float phase = i * 3.1f;
float flick = 0.55f + 0.45f * Mathf.PerlinNoise(t * floraPulseSpeed * 1.8f + phase, phase * 0.7f);
_flora[i].intensity = _floraBase[i] * flick;
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: abe491d4d98103f4ab08712d8a78a1eb
@@ -81,6 +81,55 @@ namespace ProjectM.EditorTools
Debug.Log("[EnemyRigTools] Charger built -> EnemyChargerMuscle.prefab; add it to WaveDirector.EnemyPrefabs[] in the gameplay subscene.");
}
/// <summary>LANTERN Drowner: SciFiSpace Crew_Male body (SAME rig/atlas/avatar as the player) via the standard
/// DR-023 path, gloam-pallor tint. Reuses the committed AC_EnemyTopDown controller. Template = grunt Enemy.prefab
/// (kind Grunt). RootY -1.13 (~ -0.9 player offset / 0.8 template scale) - tune feet in Play.</summary>
[MenuItem("ProjectM/Animation/Enemy Rigs - Build Drowner (LANTERN)")]
public static void BuildDrowner()
{
const string atlas = "Assets/Synty/PolygonSciFiSpace/Textures/PolygonSciFiSpace_Texture_01_A.png";
const string mat = "Assets/_Project/Materials/M_Enemy_Drowner_Animated.mat";
const string synty = "Assets/Synty/PolygonSciFiSpace/Prefabs/Characters/SM_Chr_Crew_Male_01.prefab";
MakeMat(mat, atlas, new Color(0.42f, 0.68f, 0.6f, 1f)); // drowned gloam pallor (cold sickly teal-green)
AssetDatabase.SaveAssets();
BuildOne(new Variant { Name = "Drowner (SciFiSpace Crew)", Template = "Assets/_Project/Prefabs/Enemy.prefab", Synty = synty, Output = "Assets/_Project/Prefabs/EnemyDrowner.prefab", Material = mat, RootY = -1.13f, Scale = 0f });
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("[EnemyRigTools] Drowner built -> EnemyDrowner.prefab; add to WaveDirector.EnemyPrefabs[] to spawn it.");
}
/// <summary>LANTERN Grindylow (2nd creature = A1 repeatability): SciFiSpace Alien body, cold gloam-blue, same path.</summary>
[MenuItem("ProjectM/Animation/Enemy Rigs - Build Grindylow (LANTERN)")]
public static void BuildGrindylow()
{
const string atlas = "Assets/Synty/PolygonSciFiSpace/Textures/PolygonSciFiSpace_Texture_01_A.png";
const string mat = "Assets/_Project/Materials/M_Enemy_Grindylow_Animated.mat";
const string synty = "Assets/Synty/PolygonSciFiSpace/Prefabs/Characters/SM_Chr_Alien_01.prefab";
MakeMat(mat, atlas, new Color(0.30f, 0.62f, 0.72f, 1f)); // cold gloam-blue deep-thing
AssetDatabase.SaveAssets();
BuildOne(new Variant { Name = "Grindylow (SciFiSpace Alien)", Template = "Assets/_Project/Prefabs/Enemy.prefab", Synty = synty, Output = "Assets/_Project/Prefabs/EnemyGrindylow.prefab", Material = mat, RootY = -1.13f, Scale = 0f });
AssetDatabase.SaveAssets(); AssetDatabase.Refresh();
Debug.Log("[EnemyRigTools] Grindylow built -> EnemyGrindylow.prefab.");
}
/// <summary>Bathynaut suit-frame PREVIEW: armored+helmeted soldier body, warm-neutral (ours, not gloam). Built on the
/// enemy chassis to PROVE the suit body skins+animates via Rukhanka; player-frame integration (swap into Player.prefab)
/// is a separate step, and the custom brass diving kit is an A3 silhouette upgrade.</summary>
[MenuItem("ProjectM/Animation/Enemy Rigs - Build Bathynaut Suit-Frame (LANTERN)")]
public static void BuildBathynautFrame()
{
const string atlas = "Assets/Synty/PolygonSciFiSpace/Textures/PolygonSciFiSpace_Texture_01_A.png";
const string mat = "Assets/_Project/Materials/M_SuitFrame_Bathynaut_Animated.mat";
const string synty = "Assets/Synty/PolygonSciFiSpace/Prefabs/Characters/SM_Chr_SpaceSoldier_HelmetArmor_Male_01.prefab";
MakeMat(mat, atlas, new Color(0.95f, 0.90f, 0.82f, 1f)); // warm-neutral: our light, not gloam-tinted
AssetDatabase.SaveAssets();
BuildOne(new Variant { Name = "Bathynaut Suit-Frame", Template = "Assets/_Project/Prefabs/Enemy.prefab", Synty = synty, Output = "Assets/_Project/Prefabs/SuitFrame_Bathynaut.prefab", Material = mat, RootY = -1.13f, Scale = 0f });
AssetDatabase.SaveAssets(); AssetDatabase.Refresh();
Debug.Log("[EnemyRigTools] Bathynaut suit-frame preview built -> SuitFrame_Bathynaut.prefab (not wired to the player).");
}
// ---- 1. Materials ------------------------------------------------------------------------------------
[MenuItem("ProjectM/Animation/Enemy Rigs - 1 Build Materials")]
@@ -0,0 +1,45 @@
using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Server
{
/// <summary>
/// SERVER-ONLY decoy-wisp lifecycle: despawns a decoy ghost when its Health is spent (Husks "killed" it) or
/// its <see cref="DecoyTag.ExpireTick"/> lifetime elapses. Server-authoritative ghost despawn (the client's
/// copy is removed by GhostSendSystem — never DestroyEntity a ghost client-side). The decoy draws aggro via
/// <c>EnemyAISystem</c>'s decoy target set; this system only ends its life. Presence-gated on DecoyTag.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
public partial struct DecoySystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<NetworkTime>();
state.RequireForUpdate<DecoyTag>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
if (!serverTick.IsValid) return;
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (decoy, hp, e) in
SystemAPI.Query<RefRO<DecoyTag>, RefRO<Health>>().WithEntityAccess())
{
bool expired = decoy.ValueRO.ExpireTick != 0u
&& !new NetworkTick(decoy.ValueRO.ExpireTick).IsNewerThan(serverTick);
if (hp.ValueRO.Current <= 0f || expired)
ecb.DestroyEntity(e);
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 355ca71da85a0f444bb9c312c4dc4643
@@ -73,6 +73,17 @@ namespace ProjectM.Server
structurePositions.Add(sx.ValueRO.Position);
structureRegions.Add(sr.ValueRO.Region);
}
// LANTERN decoy-wisp aggro: a decoy draws Husks like a fake target. Region-agnostic gather (gym).
var decoyEntities = new NativeList<Entity>(Allocator.Temp);
var decoyPositions = new NativeList<float3>(Allocator.Temp);
foreach (var (dx, dh, de) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
.WithAll<DecoyTag>().WithEntityAccess())
{
if (dh.ValueRO.Current <= 0f) continue; // a spent decoy is being despawned; don't aggro a corpse
decoyEntities.Add(de);
decoyPositions.Add(dx.ValueRO.Position);
}
// END-1: the Engine Core is a FALLBACK target. When no living player/structure remains, undefended
// Husks march on the base heart (PlotCenter) so the base can be overrun instead of the swarm idling.
@@ -80,7 +91,7 @@ namespace ProjectM.Server
&& SystemAPI.TryGetSingleton<CoreIntegrity>(out var coreInteg) && coreInteg.Current > 0;
float3 corePos = coreAlive ? BaseGridMath.PlotCenter(SystemAPI.GetSingleton<BaseAnchor>()) : float3.zero;
if (playerEntities.Length == 0 && structureEntities.Length == 0 && !coreAlive)
if (playerEntities.Length == 0 && structureEntities.Length == 0 && decoyEntities.Length == 0 && !coreAlive)
{
playerEntities.Dispose();
playerPositions.Dispose();
@@ -88,12 +99,15 @@ namespace ProjectM.Server
structureEntities.Dispose();
structurePositions.Dispose();
structureRegions.Dispose();
decoyEntities.Dispose();
decoyPositions.Dispose();
return;
}
float dt = SystemAPI.Time.DeltaTime;
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
uint now = serverTick.TickIndexForValidTick;
float decoyAggroSq = 30f * 30f; // LANTERN decoy-wisp aggro radius (world units, squared)
// Live feel knobs (MC-0): one read, guarded at use. Server-only — clients never simulate enemies.
var tune = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg) ? tcfg : TuningConfig.Defaults();
float structAggro = math.max(0f, tune.StructureAggroWeight);
@@ -147,12 +161,30 @@ namespace ProjectM.Server
// EB-1 fortress aggro: nearest of players (weight 1) + structures (StructureAggroWeight) — a wall/
// turret is the preferred target unless a player is in the way (closer after weighting).
EnemyAIMath.PickWeightedNearest(pos, playerPositions, playerRegions, structurePositions, structureRegions, huskRegion, structAggro, out bool tgtIsStruct, out int tgtIdx);
if (tgtIdx < 0 && !huskCoreAlive)
continue; // no player/structure and no Core -> nothing to seek
Entity targetEntity = tgtIdx < 0 ? Entity.Null
: (tgtIsStruct ? structureEntities[tgtIdx] : playerEntities[tgtIdx]);
float3 targetPos = tgtIdx < 0 ? corePos
: (tgtIsStruct ? structurePositions[tgtIdx] : playerPositions[tgtIdx]);
// Decoy aggro (LANTERN): a decoy-wisp within range is the PREFERRED target -- overrides player/structure/core.
int decoyIdx = -1;
float decoyBestSq = decoyAggroSq;
for (int di = 0; di < decoyPositions.Length; di++)
{
float dsq = math.distancesq(pos.xz, decoyPositions[di].xz);
if (dsq <= decoyBestSq) { decoyBestSq = dsq; decoyIdx = di; }
}
Entity targetEntity;
float3 targetPos;
if (decoyIdx >= 0)
{
targetEntity = decoyEntities[decoyIdx];
targetPos = decoyPositions[decoyIdx];
}
else
{
if (tgtIdx < 0 && !huskCoreAlive)
continue; // no decoy, no player/structure, and no Core -> nothing to seek
targetEntity = tgtIdx < 0 ? Entity.Null
: (tgtIsStruct ? structureEntities[tgtIdx] : playerEntities[tgtIdx]);
targetPos = tgtIdx < 0 ? corePos
: (tgtIsStruct ? structurePositions[tgtIdx] : playerPositions[tgtIdx]);
}
// Seek: stop just inside strike range so the Husk holds position to attack.
float stopDistance = stats.ValueRO.AttackRange * 0.9f;
@@ -665,6 +697,8 @@ namespace ProjectM.Server
structureEntities.Dispose();
structurePositions.Dispose();
structureRegions.Dispose();
decoyEntities.Dispose();
decoyPositions.Dispose();
}
// Swept collide-and-slide for server-authoritative enemy movement — delegates to the shared
@@ -49,6 +49,9 @@ namespace ProjectM.Server
/// <summary>RW lookup to stamp server-only knockback on a hit Husk (Husks bake KnockbackState; players/dummies don't).</summary>
ComponentLookup<KnockbackState> m_KnockbackLookup;
/// <summary>RW lookup to stamp the server-only homing ReelState on a Reel-flagged (HookPull) hit — the Harpooner reel.</summary>
ComponentLookup<ReelState> m_ReelLookup;
/// <summary>Read-only lookup so a BOSS (BossState) is skipped by the knockback stamp — the boss is
/// knockback-immune (A4) so a solo player can't perma-stunlock it out of its slam wind-ups.</summary>
ComponentLookup<BossState> m_BossLookup;
@@ -62,11 +65,18 @@ namespace ProjectM.Server
/// <summary>Max planar distance a Ricochet chain will reach for its next target (tunable).</summary>
const float k_ChainRange = 8f;
/// <summary>Harpooner reel pull speed (world units/sec) written into the reeled Husk's KnockbackState.</summary>
const float k_ReelSpeed = 16f;
/// <summary>Reel leash: max ticks the homing pull lasts before releasing (~60 ticks/sec).</summary>
const uint k_ReelLeashTicks = 90u;
[BurstCompile]
public void OnCreate(ref SystemState state)
{
m_GhostOwnerLookup = state.GetComponentLookup<GhostOwner>(isReadOnly: true);
m_KnockbackLookup = state.GetComponentLookup<KnockbackState>(isReadOnly: false);
m_ReelLookup = state.GetComponentLookup<ReelState>(isReadOnly: false);
m_BossLookup = state.GetComponentLookup<BossState>(isReadOnly: true);
m_FxLookup = state.GetComponentLookup<ProjectileEffectState>(isReadOnly: false);
@@ -79,6 +89,7 @@ namespace ProjectM.Server
{
m_GhostOwnerLookup.Update(ref state);
m_KnockbackLookup.Update(ref state);
m_ReelLookup.Update(ref state);
m_BossLookup.Update(ref state);
m_FxLookup.Update(ref state);
@@ -165,17 +176,31 @@ namespace ProjectM.Server
SourceTick = haveTick ? TickUtil.NonZero(nt.ServerTick.TickIndexForValidTick) : 0u,
});
// Knockback (Phase 1.7: PULL flips the heading toward the shooter when the owner's boon is set).
if (haveTick && Tuning.KnockbackSpeed > 0f && m_KnockbackLookup.HasComponent(hitTarget) && !m_BossLookup.HasComponent(hitTarget))
// Knockback / REEL. Reel (HookPull) stamps the HOMING ReelState (ReelSystem re-aims toward the
// caster's live position each tick); otherwise the classic frozen knockback (PULL flips toward the shooter).
if (haveTick && m_KnockbackLookup.HasComponent(hitTarget) && !m_BossLookup.HasComponent(hitTarget))
{
bool pull = hasFx && (fx.Flags & ProjectileEffectFlag.Pull) != 0;
float2 kdir = pull ? -proj.ValueRO.Direction : proj.ValueRO.Direction;
m_KnockbackLookup[hitTarget] = new KnockbackState
bool reel = hasFx && (fx.Flags & ProjectileEffectFlag.Reel) != 0;
if (reel && m_ReelLookup.HasComponent(hitTarget))
{
Dir = kdir,
Speed = Tuning.KnockbackSpeed,
UntilTick = TickUtil.NonZero(nt.ServerTick.TickIndexForValidTick + (uint)math.max(1, Tuning.KnockbackDurationTicks)),
};
m_ReelLookup[hitTarget] = new ReelState
{
CasterNetworkId = projOwnerId,
Speed = k_ReelSpeed,
ExpireTick = TickUtil.NonZero(nt.ServerTick.TickIndexForValidTick + k_ReelLeashTicks),
};
}
else if (Tuning.KnockbackSpeed > 0f)
{
bool pull = hasFx && (fx.Flags & ProjectileEffectFlag.Pull) != 0;
float2 kdir = pull ? -proj.ValueRO.Direction : proj.ValueRO.Direction;
m_KnockbackLookup[hitTarget] = new KnockbackState
{
Dir = kdir,
Speed = Tuning.KnockbackSpeed,
UntilTick = TickUtil.NonZero(nt.ServerTick.TickIndexForValidTick + (uint)math.max(1, Tuning.KnockbackDurationTicks)),
};
}
}
// Phase 1.7: pierce/chain let the projectile SURVIVE; else it is consumed. Record the target so it
@@ -0,0 +1,99 @@
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>
/// SERVER-ONLY Harpooner reel driver. For every Husk carrying an active <see cref="ReelState"/> (stamped by
/// <see cref="ProjectileDamageSystem"/> on a Reel-flagged HookPull hit), it re-aims the Husk's
/// <see cref="KnockbackState"/> toward the CASTER's CURRENT position every tick — so the pull HOMES (unlike
/// the frozen-Dir pull flag). <see cref="EnemyAISystem"/> then DRIVES that re-aimed knockback, staying the
/// SOLE writer of the Husk's Position; this system writes only KnockbackState.Dir/Speed/UntilTick (never a
/// position). Runs in the plain <see cref="SimulationSystemGroup"/> AFTER the predicted group (so THIS tick's
/// stamp is visible) and BEFORE <see cref="EnemyAISystem"/>. Releases (clears both states) when the target is
/// within release range, the leash (<see cref="ReelState.ExpireTick"/>) elapses, or the caster is gone.
/// Bosses never reel (they don't carry KnockbackState/ReelState — knockback-immune, A4). Ticks via
/// <see cref="TickUtil.NonZero"/>; compared with <see cref="NetworkTick"/> only.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
[UpdateBefore(typeof(EnemyAISystem))]
public partial struct ReelSystem : ISystem
{
const float k_ReleaseDistance = 1.6f; // stop reeling once the target is this close to the caster (world units)
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<NetworkTime>();
state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<ReelState>()));
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
if (!serverTick.IsValid) return;
uint now = serverTick.TickIndexForValidTick;
// Snapshot living players by NetworkId (<=4 in co-op; linear lookup is cheaper than a hashmap).
var casterIds = new NativeList<int>(Allocator.Temp);
var casterPos = new NativeList<float3>(Allocator.Temp);
foreach (var (owner, lt, hp) in
SystemAPI.Query<RefRO<GhostOwner>, RefRO<LocalTransform>, RefRO<Health>>().WithAll<PlayerTag>())
{
if (hp.ValueRO.Current <= 0f) continue;
casterIds.Add(owner.ValueRO.NetworkId);
casterPos.Add(lt.ValueRO.Position);
}
float releaseSq = k_ReleaseDistance * k_ReleaseDistance;
foreach (var (reel, knockback, lt) in
SystemAPI.Query<RefRW<ReelState>, RefRW<KnockbackState>, RefRO<LocalTransform>>()
.WithAll<EnemyTag>().WithNone<Dying>())
{
uint expire = reel.ValueRO.ExpireTick;
bool active = expire != 0u && new NetworkTick(expire).IsNewerThan(serverTick);
if (!active)
{
// Leash elapsed (or never reeling): release so EnemyAISystem resumes seek next tick.
if (expire != 0u) { reel.ValueRW.ExpireTick = 0u; knockback.ValueRW.UntilTick = 0u; }
continue;
}
int idx = -1;
for (int i = 0; i < casterIds.Length; i++)
if (casterIds[i] == reel.ValueRO.CasterNetworkId) { idx = i; break; }
if (idx < 0) { reel.ValueRW.ExpireTick = 0u; knockback.ValueRW.UntilTick = 0u; continue; } // caster gone
float3 pos = lt.ValueRO.Position;
float2 to = casterPos[idx].xz - pos.xz;
if (math.lengthsq(to) <= releaseSq)
{
// Arrived at the caster: release (don't jitter on top of the player).
reel.ValueRW.ExpireTick = 0u;
knockback.ValueRW.UntilTick = 0u;
continue;
}
// Home: re-aim the knockback toward the caster's LIVE position for exactly this tick; EnemyAISystem
// applies it. Re-stamped every tick while reeling so it tracks the caster as they move.
float2 dir = math.normalize(to);
knockback.ValueRW.Dir = dir;
knockback.ValueRW.Speed = reel.ValueRO.Speed;
knockback.ValueRW.UntilTick = TickUtil.NonZero(now + 1u);
}
casterIds.Dispose();
casterPos.Dispose();
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 63b7300c466d5a945a7ce275769efea3
@@ -0,0 +1,133 @@
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>
/// SERVER-ONLY player-cast zone driver (Vortex / LightZone — the LANTERN Aoe/zone Sparks). Borrows the
/// <see cref="GeyserEruptSystem"/> skeleton — the INVERTED invalid-tick guard (a born-0 <see cref="ZoneEffect.NextTick"/>
/// is lazy-stamped born-correct, never storm-fires) and the <c>= now + period</c> reschedule — but is
/// ENEMY-ONLY (NO friendly fire), stamps <see cref="DamageEvent.SourceNetworkId"/> = the caster's NetworkId
/// (kills credit the caster — NOT the -1 environment convention), and has NO region gate (a no-world gym).
/// A <see cref="ZoneEffectFlag.Vortex"/> zone ALSO writes a gentle inward <see cref="KnockbackState"/> every
/// tick (EnemyAISystem drives it, sole Position writer), so runs BEFORE EnemyAISystem. DestroyEntity when
/// <see cref="ZoneEffect.ExpireTick"/> elapses (server-authoritative ghost despawn). Ticks via
/// <see cref="TickUtil.NonZero"/>; compared with <see cref="NetworkTick"/> only.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
[UpdateBefore(typeof(EnemyAISystem))]
public partial struct ZonePulseSystem : ISystem
{
const uint k_PulsePeriodTicks = 30u; // damage cadence (~0.5s at 60 ticks/sec)
const float k_VortexPullSpeed = 4f; // gentle inward drift for a Vortex (world units/sec)
const float k_VortexDeadzoneSq = 0.25f; // don't re-aim (or NaN) an enemy already at the zone centre
ComponentLookup<KnockbackState> m_KnockbackLookup;
ComponentLookup<BossState> m_BossLookup;
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<NetworkTime>();
state.RequireForUpdate<ZoneEffect>();
m_KnockbackLookup = state.GetComponentLookup<KnockbackState>(isReadOnly: false);
m_BossLookup = state.GetComponentLookup<BossState>(isReadOnly: true);
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
if (!serverTick.IsValid) return;
uint now = serverTick.TickIndexForValidTick;
uint stamp = TickUtil.NonZero(now);
uint reschedule = TickUtil.NonZero(now + k_PulsePeriodTicks);
m_KnockbackLookup.Update(ref state);
m_BossLookup.Update(ref state);
// Living enemies once this tick (entities + positions; stable query order).
var enemyEntities = new NativeList<Entity>(Allocator.Temp);
var enemyPositions = new NativeList<float3>(Allocator.Temp);
foreach (var (lt, hp, e) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
.WithAll<EnemyTag>().WithNone<Dying>().WithEntityAccess())
{
if (hp.ValueRO.Current <= 0f) continue;
enemyEntities.Add(e);
enemyPositions.Add(lt.ValueRO.Position);
}
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (zone, lt, zoneEntity) in
SystemAPI.Query<RefRW<ZoneEffect>, RefRO<LocalTransform>>().WithEntityAccess())
{
var ze = zone.ValueRO;
// Lifetime: despawn the zone ghost when the leash elapses (server-authoritative).
if (ze.ExpireTick != 0u && !new NetworkTick(ze.ExpireTick).IsNewerThan(serverTick))
{
ecb.DestroyEntity(zoneEntity);
continue;
}
float3 center = lt.ValueRO.Position;
float radiusSq = ze.Radius * ze.Radius;
bool vortex = (ze.Flags & ZoneEffectFlag.Vortex) != 0;
// Vortex pull: gentle inward drift EVERY tick (re-stamped, one tick; EnemyAISystem applies it).
if (vortex)
{
for (int i = 0; i < enemyEntities.Length; i++)
{
float2 to = center.xz - enemyPositions[i].xz;
float d2 = math.lengthsq(to);
if (d2 > radiusSq || d2 <= k_VortexDeadzoneSq) continue;
var e = enemyEntities[i];
if (!m_KnockbackLookup.HasComponent(e) || m_BossLookup.HasComponent(e)) continue;
m_KnockbackLookup[e] = new KnockbackState
{
Dir = math.normalize(to),
Speed = k_VortexPullSpeed,
UntilTick = TickUtil.NonZero(now + 1u),
};
}
}
// Damage pulse: INVERTED invalid-tick guard (a born-0 NextTick lazy-stamps born-correct, never storms).
uint next = ze.NextTick;
if (next == 0u || !new NetworkTick(next).IsValid)
{
zone.ValueRW.NextTick = reschedule;
continue;
}
if (new NetworkTick(next).IsNewerThan(serverTick)) continue; // still counting down
for (int i = 0; i < enemyEntities.Length; i++)
{
if (math.distancesq(enemyPositions[i].xz, center.xz) > radiusSq) continue;
ecb.AppendToBuffer(enemyEntities[i], new DamageEvent
{
Amount = ze.DamagePerPulse,
SourceNetworkId = ze.CasterNetworkId,
SourceTick = stamp,
});
}
zone.ValueRW.NextTick = reschedule;
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
enemyEntities.Dispose();
enemyPositions.Dispose();
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2f96f56094eb9d4498f9e2da9d819e2a
@@ -40,8 +40,14 @@ namespace ProjectM.Server
// BEFORE the ECB exists — a per-request continue would already have marked the connection in-game.
// Nothing is consumed; RequireForUpdate re-passes and the request retries next tick (a ≤1-tick window
// in practice — the director spawns at subscene-stream, before any GoInGame round-trip).
if (!SystemAPI.TryGetSingleton<MetaUpgradeCatalog>(out var metaCatalog) || !metaCatalog.Value.IsCreated
|| !SystemAPI.TryGetSingletonBuffer<MetaTierState>(out var metaRecord, true))
// GYM (LANTERN A1): a fresh gym subscene has no CycleDirector, so the base meta-catalog guard would
// block spawns forever. GymTag switches to the clean gym path (no meta seeding; a default Spark socket
// loadout below instead). The class seeds still apply (harmless: AbilityFireSystem reads sockets).
bool isGym = SystemAPI.HasSingleton<GymTag>();
MetaUpgradeCatalog metaCatalog = default;
DynamicBuffer<MetaTierState> metaRecord = default;
if (!isGym && (!SystemAPI.TryGetSingleton<MetaUpgradeCatalog>(out metaCatalog) || !metaCatalog.Value.IsCreated
|| !SystemAPI.TryGetSingletonBuffer<MetaTierState>(out metaRecord, true)))
{
if (!_warnedMetaBlocked)
{
@@ -82,11 +88,22 @@ namespace ProjectM.Server
// Expedition redesign: the server-only class anchor the meta systems key on (born-correct meta
// seeding at Step 12a + per-class spend at Step 13 resolve the tier record through this).
ecb.AddComponent(player, new PlayerClass { ClassId = classId });
if (isGym)
{
// GYM: default Spark socket loadout on keys 1-4 (AbilityFireSystem reads sockets, not AbilityRef).
// LightZone(9) is defined + dispatch-ready but off the default bar (socket it via a swap).
var gymSockets = ecb.SetBuffer<AbilitySocket>(player);
gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.HookPull });
gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.Blink });
gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.DecoyWisp });
gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.Vortex });
}
// Step 12a: born-correct PERMANENT meta seeding — replay this class's persisted tiers as
// meta-band StatModifiers on the just-instantiated player (same ECB as Instantiate, the
// ClassTraits idiom). Skip tier 0 / unknown ids (preserve-don't-crash); CLAMP a saved tier above a
// rebalanced MaxTier (D-F5). Class gate via BoonMath.MaskFor (ClassId is the normalized
// CharacterId 2/3 — a raw 1<<ClassId would compute bits 2/3 and silently skip everything).
if (!isGym)
{
ref var metaPool = ref metaCatalog.Value.Value;
byte classBit = BoonMath.MaskFor(classId);
@@ -208,6 +208,33 @@ namespace ProjectM.Server
}
}
break;
case DebugOp.SpawnEnemy:
// GYM: spawn a chosen enemy KIND (Drowner/Grindylow) from the baked roster near the sender.
if (sender != Entity.Null && SystemAPI.HasComponent<LocalTransform>(sender)
&& SystemAPI.TryGetSingletonEntity<GymTag>(out var gymEntity)
&& SystemAPI.HasBuffer<GymEnemyRoster>(gymEntity))
{
var roster = SystemAPI.GetBuffer<GymEnemyRoster>(gymEntity);
Entity enemyPrefab = Entity.Null;
for (int r = 0; r < roster.Length; r++)
if (roster[r].Kind == (byte)cmd.ArgA) { enemyPrefab = roster[r].Prefab; break; }
if (enemyPrefab != Entity.Null)
{
var sPos = SystemAPI.GetComponent<LocalTransform>(sender).Position;
var bakedEnemyLt = state.EntityManager.GetComponentData<LocalTransform>(enemyPrefab);
int spawnCount = math.max(1, cmd.ArgB);
for (int k = 0; k < spawnCount; k++)
{
float ang = k * 0.7f;
float3 pos = sPos + new float3(math.cos(ang), 0f, math.sin(ang)) * 5f;
pos.y = sPos.y;
var enemy = ecb.Instantiate(enemyPrefab);
ecb.SetComponent(enemy, bakedEnemyLt.WithPosition(pos));
ecb.AddComponent(enemy, new RegionTag { Region = RegionId.Base });
}
}
}
break;
}
ecb.DestroyEntity(reqEntity);
@@ -25,6 +25,8 @@ namespace ProjectM.Simulation
public float AutoTargetRange;
public float AutoTargetConeRadians;
public int CooldownTicks;
public byte EffectFlags; // ProjectileEffectFlag bits stamped at spawn (the Reel bit ⇒ HookPull homes the hit target to the caster). Config, not replicated.
public int DurationTicks; // Aoe/zone + decoy lifetime, ticks (0 = system default). Reel leash is a system const.
public FixedString64Bytes Name;
}
@@ -29,8 +29,8 @@ namespace ProjectM.Simulation
///
/// Determinism/idempotency: gated behind IsFirstTimeFullyPredictingTick so a rollback re-sim never
/// double-spawns. No wall-clock, no System.Random. Predict-spawn is reserved for the Projectile archetype;
/// Cone applies its effect server-only (cooldown predicted both worlds). Aoe/Hitscan/movement archetypes
/// are handled elsewhere (steps 3/4) and fall through here. Auto-target stays server-only + gamepad-only.
/// Cone/Aoe/Hitscan apply their effect SERVER-ONLY (cooldown predicted on both worlds); the Aoe archetype
/// instantiates its interpolated ghost server-only. Movement (Blink) falls through to BlinkSystem. Auto-target stays server-only + gamepad-only.
/// </summary>
[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
[UpdateAfter(typeof(PlayerAimSystem))]
@@ -46,9 +46,16 @@ namespace ProjectM.Simulation
BufferLookup<AbilitySocket> m_SocketLookup;
ComponentLookup<SocketCooldown> m_SocketCdLookup;
BufferLookup<EffectiveSocketStats> m_EffSocketLookup;
// Prefab-membership + baked transform of an Aoe spawn prefab, read on the PREFAB entity to pick
// ZoneEffect vs DecoyTag and preserve baked scale. RO; the actual Instantiate is server-only.
ComponentLookup<ZoneEffect> m_ZoneLookup;
ComponentLookup<DecoyTag> m_DecoyLookup;
ComponentLookup<LocalTransform> m_LtLookup;
/// <summary>~9 degree gap between adjacent Split-Shot projectiles (tunable).</summary>
const float k_ForkSpreadRad = 0.157f;
const float k_AoeCastAhead = 2.5f; // world units ahead of the caster to drop an Aoe/zone/decoy ghost
const float k_HitscanHalfWidth = 0.6f; // hitscan beam half-width (world units)
[BurstCompile]
public void OnCreate(ref SystemState state)
@@ -61,6 +68,9 @@ namespace ProjectM.Simulation
m_SocketLookup = state.GetBufferLookup<AbilitySocket>(isReadOnly: true);
m_SocketCdLookup = state.GetComponentLookup<SocketCooldown>(isReadOnly: false);
m_EffSocketLookup = state.GetBufferLookup<EffectiveSocketStats>(isReadOnly: true);
m_ZoneLookup = state.GetComponentLookup<ZoneEffect>(isReadOnly: true);
m_DecoyLookup = state.GetComponentLookup<DecoyTag>(isReadOnly: true);
m_LtLookup = state.GetComponentLookup<LocalTransform>(isReadOnly: true);
}
[BurstCompile]
@@ -85,6 +95,9 @@ namespace ProjectM.Simulation
m_SocketLookup.Update(ref state);
m_SocketCdLookup.Update(ref state);
m_EffSocketLookup.Update(ref state);
m_ZoneLookup.Update(ref state);
m_DecoyLookup.Update(ref state);
m_LtLookup.Update(ref state);
// Server-only LIVING-enemy target set (auto-target assist + Cone cleave), collected once.
var candidatePositions = new NativeList<float3>(Allocator.Temp);
@@ -170,7 +183,74 @@ namespace ProjectM.Simulation
cdDirty = true;
continue;
}
// Aoe/Hitscan (steps 3) and movement/Blink (step 4) are not dispatched here yet.
// AOE / ZONE / DECOY (decoy-wisp, vortex, light-zone): predict the cooldown on BOTH worlds;
// instantiate the interpolated ownerless ghost SERVER-ONLY -- the client must NEVER instantiate it (Build Spec §5).
if (archetype == (byte)AbilityArchetype.Aoe)
{
if (isServer)
{
Entity aoePrefab = Entity.Null;
for (int i = 0; i < abilityPrefabs.Length; i++)
if (abilityPrefabs[i].Id == sparkId) { aoePrefab = abilityPrefabs[i].Prefab; break; }
if (aoePrefab != Entity.Null)
{
float2 aFace = facing.ValueRO.Direction;
aFace = math.lengthsq(aFace) < 1e-6f ? new float2(0f, 1f) : math.normalize(aFace);
float3 spawnPos = xform.ValueRO.Position + new float3(aFace.x, 0f, aFace.y) * k_AoeCastAhead;
spawnPos.y = xform.ValueRO.Position.y;
uint expire = adef.DurationTicks > 0
? TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)adef.DurationTicks) : 0u;
var bakedLt = m_LtLookup.HasComponent(aoePrefab) ? m_LtLookup[aoePrefab] : LocalTransform.Identity;
var effect = ecb.Instantiate(aoePrefab);
ecb.SetComponent(effect, bakedLt.WithPosition(spawnPos));
if (m_ZoneLookup.HasComponent(aoePrefab))
ecb.SetComponent(effect, new ZoneEffect
{
CasterNetworkId = owner.ValueRO.NetworkId,
Radius = math.max(0.1f, es.Range),
DamagePerPulse = es.Damage,
NextTick = 0u, // lazy-stamped born-correct by ZonePulseSystem (never storm-fires)
ExpireTick = expire,
Flags = m_ZoneLookup[aoePrefab].Flags, // Vortex bit baked on the prefab
});
else if (m_DecoyLookup.HasComponent(aoePrefab))
ecb.SetComponent(effect, new DecoyTag { ExpireTick = expire });
}
}
cd.Set(sk, TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, es.CooldownTicks)));
cdDirty = true;
continue;
}
// HITSCAN: no ghost on either world; predict the cooldown both worlds; server-only swept-beam damage.
// (No Phase-1 Spark uses Hitscan yet; the branch completes the archetype dispatch per Build Spec §5.)
if (archetype == (byte)AbilityArchetype.Hitscan)
{
if (isServer)
{
float2 hFace = facing.ValueRO.Direction;
hFace = math.lengthsq(hFace) < 1e-6f ? new float2(0f, 1f) : math.normalize(hFace);
float hRange = math.max(0.1f, es.Range);
uint hStamp = TickUtil.NonZero(serverTick.TickIndexForValidTick);
for (int hi = 0; hi < coneTargets.Length; hi++)
{
float2 rel = coneTargetPos[hi].xz - xform.ValueRO.Position.xz;
float t = math.dot(rel, hFace);
if (t < 0f || t > hRange) continue;
float2 perp = rel - hFace * t;
if (math.lengthsq(perp) > k_HitscanHalfWidth * k_HitscanHalfWidth) continue;
ecb.AppendToBuffer(coneTargets[hi], new DamageEvent
{
Amount = es.Damage,
SourceNetworkId = owner.ValueRO.NetworkId,
SourceTick = hStamp,
});
}
}
cd.Set(sk, TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, es.CooldownTicks)));
cdDirty = true;
continue;
}
// MOVEMENT (Blink) + any other non-Projectile: fall through (BlinkSystem owns the movement socket's cooldown row).
if (archetype != (byte)AbilityArchetype.Projectile)
continue;
@@ -197,7 +277,7 @@ namespace ProjectM.Simulation
byte pierce = bfx.Pierce;
byte chain = bfx.Chain;
byte projFlags = pull ? ProjectileEffectFlag.Pull : (byte)0;
byte projFlags = (byte)((pull ? ProjectileEffectFlag.Pull : 0) | adef.EffectFlags);
int shots = 1 + math.min((int)bfx.Fork, 8);
for (int s = 0; s < shots; s++)
@@ -30,6 +30,8 @@ namespace ProjectM.Simulation
/// <summary>Bit masks for <see cref="ProjectileEffectState.Flags"/>.</summary>
public static class ProjectileEffectFlag
{
/// <summary>bit1 = Reel (HookPull): stamp the homing <see cref="ReelState"/> toward the CASTER instead of a frozen knockback.</summary>
public const byte Reel = 2;
public const byte Pull = 1;
}
}
@@ -0,0 +1,28 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// SERVER-ONLY homing reel on a Husk hit by a Reel-flagged (HookPull) projectile — the Harpooner's signature
/// verb. A sibling of <see cref="KnockbackState"/>/<see cref="LungeState"/> (NOT a <c>[GhostField]</c>: the
/// reeled position replicates via the stock LocalTransform variant, so it adds no replicated surface). Unlike
/// the frozen-Dir pull flag, this HOMES: <c>ReelSystem</c> re-aims the Husk's <see cref="KnockbackState"/>
/// toward the caster's CURRENT position every server tick until the target is within release range or
/// <see cref="ExpireTick"/> elapses — <c>EnemyAISystem</c> stays the SOLE Position writer (it drives the
/// re-aimed knockback; ReelSystem only writes the Dir/Speed/UntilTick). Baked inert on Husk variants
/// (EnemyAuthoring). Stores the caster's <see cref="Unity.NetCode.NetworkId"/> (not an Entity) so ReelSystem
/// resolves the live caster position via a per-tick player-by-NetworkId gather. Ticks via
/// <see cref="TickUtil.NonZero"/>; compared with <see cref="Unity.NetCode.NetworkTick"/> only.
/// </summary>
public struct ReelState : IComponentData
{
/// <summary>NetworkId of the reeling caster; ReelSystem homes toward this player's live position.</summary>
public int CasterNetworkId;
/// <summary>Reel pull speed (world units/sec) written into KnockbackState.Speed each tick.</summary>
public float Speed;
/// <summary>Raw tick the reel leash ends (NonZero). <c>0</c> = not reeling; active while .IsNewerThan(serverTick).</summary>
public uint ExpireTick;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f6d64d0ff96ddd44a95c296e89442e6f
@@ -0,0 +1,54 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// SERVER-ONLY periodic-AoE state on a player-cast zone ghost (Vortex / LightZone) — the LANTERN Aoe/zone
/// archetype. NOT a <c>[GhostField]</c>: the zone is a server-spawned INTERPOLATED ownerless ghost whose
/// position replicates via the stock LocalTransform variant; only its damage schedule lives here, server-side.
/// <c>ZonePulseSystem</c> borrows the <c>GeyserEruptSystem</c> skeleton (the INVERTED invalid-tick guard so a
/// born-0 tick never storm-fires + the <c>= now + period</c> reschedule) but is ENEMY-ONLY (no friendly fire),
/// stamps <see cref="DamageEvent.SourceNetworkId"/> = <see cref="CasterNetworkId"/> (kills credit the caster,
/// feeding KillRewardSystem — NOT the -1 environment convention), and has NO region gate (a no-world gym).
/// DestroyEntity when <see cref="ExpireTick"/> elapses.
/// </summary>
public struct ZoneEffect : IComponentData
{
/// <summary>NetworkId of the casting player (damage/kill attribution).</summary>
public int CasterNetworkId;
/// <summary>Planar (XZ) damage radius, world units.</summary>
public float Radius;
/// <summary>Damage dealt to each living enemy in radius per pulse.</summary>
public float DamagePerPulse;
/// <summary>Raw next-pulse tick (NonZero). <c>0</c> = unscheduled → lazy-stamped born-correct (GeyserErupt H2 rule, never storm-fires).</summary>
public uint NextTick;
/// <summary>Raw tick the zone despawns (NonZero). Active while .IsNewerThan(serverTick).</summary>
public uint ExpireTick;
/// <summary>See <see cref="ZoneEffectFlag"/>. bit0 = Vortex (also pull enemies toward the zone center each pulse).</summary>
public byte Flags;
}
/// <summary>Bit masks for <see cref="ZoneEffect.Flags"/>.</summary>
public static class ZoneEffectFlag
{
public const byte Vortex = 1;
}
/// <summary>
/// SERVER-ONLY decoy-wisp state (the Aoe/spawn Spark) — a server-spawned INTERPOLATED ownerless ghost that
/// draws Husk aggro. <c>EnemyAISystem</c> gathers DecoyTag entities into its target set so Husks path to and
/// strike the decoy (soaking hits via its Health/DamageEvent buffer); it despawns on <c>Health &lt;= 0</c> or
/// when <see cref="ExpireTick"/> elapses (both handled where EnemyAISystem already iterates decoys). Position
/// replicates via the stock LocalTransform variant — NOT a <c>[GhostField]</c>.
/// </summary>
public struct DecoyTag : IComponentData
{
/// <summary>Raw tick the decoy despawns (NonZero). <c>0</c> = no timeout; active while .IsNewerThan(serverTick).</summary>
public uint ExpireTick;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 28a356c03de9cfc4c839924c5cb14f5c
@@ -68,5 +68,8 @@ namespace ProjectM.Simulation
/// Strips the old class trait seeds, re-seeds the new ones, swaps the Fire ability, and heals a living
/// player to the new class's max. Editor-only dev tool (class-switch); 0 / unknown -> Warrior.</summary>
public const byte SetClass = 13;
/// <summary>GYM (editor): spawn <see cref="GymEnemyKind"/> ArgA near the sender, ArgB times (default 1). Reads the baked GymEnemyRoster.</summary>
public const byte SpawnEnemy = 14;
}
}
@@ -0,0 +1,35 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Singleton tag baked into the Enemy-test GYM subscene (see the LANTERN roadmap A1 gym note). Marks the world
/// as the gym so <c>GoInGameServerSystem</c> takes the CLEAN gym spawn path — bypassing the base/meta/cycle
/// seeding (the gym has no CycleDirector, so the meta-catalog spawn guard must not block it) and seeding a
/// default Spark socket loadout instead. Purely a mode switch; the gym never runs the base siege/economy.
/// </summary>
public struct GymTag : IComponentData { }
/// <summary>
/// Baked gym enemy roster — one row per on-demand-spawnable enemy KIND (buffer index is arbitrary; match on
/// <see cref="Kind"/>). <c>DebugCommandReceiveSystem</c>'s SpawnEnemy op instantiates the row whose Kind ==
/// ArgA near the requesting player. Entity refs can't live in a blob, so this is a companion buffer on the
/// gym-roster entity (the <see cref="AbilityPrefabElement"/> idiom). Server-read only.
/// </summary>
[InternalBufferCapacity(4)]
public struct GymEnemyRoster : IBufferElementData
{
/// <summary>Stable enemy-kind key (0 = Drowner, 1 = Grindylow; extend as the roster grows).</summary>
public byte Kind;
/// <summary>The baked enemy ghost prefab entity to instantiate for this kind.</summary>
public Entity Prefab;
}
/// <summary>Stable kind ids for <see cref="GymEnemyRoster.Kind"/> / the SpawnEnemy op's ArgA.</summary>
public static class GymEnemyKind
{
public const byte Drowner = 0;
public const byte Grindylow = 1;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f39498494d08f66458393a87b395cd62

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