using ProjectM.Simulation; using Unity.Burst; using Unity.Collections; using Unity.Entities; using Unity.Mathematics; using Unity.NetCode; using Unity.Physics; using Unity.Transforms; namespace ProjectM.Server { /// /// Server-authoritative Husk AI: each tick every Husk seeks the nearest LIVING player and strikes on /// contact. Husks are OWNERLESS INTERPOLATED ghosts (not predicted), so this runs SERVER-ONLY in the plain /// — writing directly (replicated to clients /// by the stock LocalTransform default variant; no hand-written [GhostField]). Ordered /// [UpdateAfter(PredictedSimulationSystemGroup)] (the predicted group is OrderFirst, so UpdateBefore is ignored) so a contact appended this /// tick is drained the following tick by (which runs inside the predicted /// group on the server). No Simulate filter: interpolated ghosts are not predicted and the server has /// no rollback, so every Husk advances exactly once per tick. Movement/attack math is the pure, deterministic /// ; server fixed-step SystemAPI.Time.DeltaTime is correct here (not the /// rollback loop). Structural-free: the only deferred op is appending to the player's DamageEvent buffer. /// [BurstCompile] [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] [UpdateInGroup(typeof(SimulationSystemGroup))] [UpdateAfter(typeof(PredictedSimulationSystemGroup))] public partial struct EnemyAISystem : ISystem { [BurstCompile] public void OnCreate(ref SystemState state) { state.RequireForUpdate(); state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly())); } [BurstCompile] public void OnUpdate(ref SystemState state) { // Snapshot living player targets once this tick (stable query order). var playerEntities = new NativeList(Allocator.Temp); var playerPositions = new NativeList(Allocator.Temp); foreach (var (xform, health, entity) in SystemAPI.Query, RefRO>() .WithAll() .WithEntityAccess()) { if (health.ValueRO.Current <= 0f) continue; // don't chase or strike a corpse playerEntities.Add(entity); playerPositions.Add(xform.ValueRO.Position); } // EB-1 fortress aggro: also snapshot live structures (Turret/Wall/Pylon carry Health; automation // machines lack it so the query excludes them). Snapshot ABOVE the early-return so Husks keep razing // the base even with every player dead/away (the locked 'push for structures' fork). var structureEntities = new NativeList(Allocator.Temp); var structurePositions = new NativeList(Allocator.Temp); foreach (var (sx, sh, se) in SystemAPI.Query, RefRO>() .WithAll() .WithEntityAccess()) { if (sh.ValueRO.Current <= 0f) continue; // skip a structure already at 0 (pending destroy this tick) structureEntities.Add(se); structurePositions.Add(sx.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. bool coreAlive = SystemAPI.HasSingleton() && SystemAPI.TryGetSingleton(out var coreInteg) && coreInteg.Current > 0; float3 corePos = coreAlive ? BaseGridMath.PlotCenter(SystemAPI.GetSingleton()) : float3.zero; if (playerEntities.Length == 0 && structureEntities.Length == 0 && !coreAlive) { playerEntities.Dispose(); playerPositions.Dispose(); structureEntities.Dispose(); structurePositions.Dispose(); return; } float dt = SystemAPI.Time.DeltaTime; var serverTick = SystemAPI.GetSingleton().ServerTick; uint now = serverTick.TickIndexForValidTick; // Live feel knobs (MC-0): one read, guarded at use. Server-only — clients never simulate enemies. var tune = SystemAPI.TryGetSingleton(out var tcfg) ? tcfg : TuningConfig.Defaults(); float structAggro = math.max(0f, tune.StructureAggroWeight); var ecb = new EntityCommandBuffer(Allocator.Temp); bool havePhysics = SystemAPI.TryGetSingleton(out var physics); uint envMask = SystemAPI.TryGetSingleton(out var worldCol) ? worldCol.EnvironmentMask : 0u; var envFilter = new CollisionFilter { BelongsTo = ~0u, CollidesWith = envMask, GroupIndex = 0 }; bool sweep = havePhysics && envMask != 0u; const float SweepRadius = 0.5f; // collide-and-slide sphere radius for Husk movement foreach (var (xform, stats, cooldown, knockback, windup) in SystemAPI.Query, RefRO, RefRW, RefRW, RefRW>() .WithAll().WithNone()) { float3 pos = xform.ValueRO.Position; // Knockback overrides seek/strike for its window — EnemyAISystem stays the SOLE writer of Position. var kb = knockback.ValueRO; if (kb.UntilTick != 0) { var kbTick = new NetworkTick(kb.UntilTick); if (kbTick.IsValid && kbTick.IsNewerThan(serverTick)) { float3 kpos = pos + new float3(kb.Dir.x, 0f, kb.Dir.y) * (kb.Speed * dt); kpos.y = pos.y; if (sweep) kpos = SweptMove(in physics, pos, kpos, SweepRadius, envFilter); xform.ValueRW.Position = kpos; windup.ValueRW.WindUpUntilTick = 0; // a recoiling Husk does not wind up continue; // recoiling: skip seek + strike this tick } knockback.ValueRW.UntilTick = 0; // window elapsed } // 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, structurePositions, structAggro, out bool tgtIsStruct, out int tgtIdx); if (tgtIdx < 0 && !coreAlive) 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]); // Seek: stop just inside strike range so the Husk holds position to attack. float stopDistance = stats.ValueRO.AttackRange * 0.9f; float3 vel = EnemyAIMath.SeekVelocity(pos, targetPos, stats.ValueRO.MoveSpeed, stopDistance); float3 newPos = pos + vel * dt; newPos.y = pos.y; // hold the movement plane if (sweep) newPos = SweptMove(in physics, pos, newPos, SweepRadius, envFilter); xform.ValueRW.Position = newPos; // Face the target (planar) for presentation. float3 toTarget = targetPos - pos; toTarget.y = 0f; if (math.lengthsq(toTarget) > 1e-6f) xform.ValueRW.Rotation = quaternion.LookRotationSafe(math.normalize(toTarget), math.up()); // Two-phase strike with a telegraph wind-up: commit a wind-up when first in-range + cooldown-ready, // then strike when it elapses. WindUpUntilTick is a [GhostField] so the client can cue the ~0.3s // tell; leaving range mid-windup cancels it. Tuning.AttackWindupTicks = 0/1 -> near-instant (legacy). bool inRange = EnemyAIMath.InAttackRange(pos, targetPos, stats.ValueRO.AttackRange); uint windRaw = windup.ValueRO.WindUpUntilTick; if (windRaw != 0) { if (!inRange) { windup.ValueRW.WindUpUntilTick = 0; // target left range -> cancel the wind-up } else { var windTick = new NetworkTick(windRaw); if (!(windTick.IsValid && windTick.IsNewerThan(serverTick))) { if (targetEntity != Entity.Null) ecb.AppendToBuffer(targetEntity, new DamageEvent { Amount = stats.ValueRO.AttackDamage, SourceNetworkId = -1, // environment / Husk, not a player SourceTick = TickUtil.NonZero(now), }); uint cooldownTicks = (uint)math.max(1, stats.ValueRO.AttackCooldownTicks); cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + cooldownTicks); windup.ValueRW.WindUpUntilTick = 0; } } } else if (inRange) { uint nextRaw = cooldown.ValueRO.NextAttackTick; bool ready = true; if (nextRaw != 0) { var nextTick = new NetworkTick(nextRaw); if (nextTick.IsValid && nextTick.IsNewerThan(serverTick)) ready = false; } if (ready) { uint windupTicks = (uint)math.max(1f, tune.GruntWindupTicks); windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + windupTicks); } } } // --- Charger pass: a Husk variant baked with LungeState commits to a punishable fixed-direction lunge. // Component-presence is the discriminator; the Grunt pass above excludes these via .WithNone(). // Charger feel knobs — live-tunable via TuningConfig (MC-0), guarded at the read site. Server-only // (clients never simulate Chargers); the >=1-tick floor avoids a degenerate instant/no-travel lunge. float ChargerLungeSpeed = math.max(0f, tune.ChargerLungeSpeed); // units/s while lunging uint ChargerLungeDurationTicks = (uint)math.max(1f, tune.ChargerLungeDurationTicks); // committed travel uint ChargerWindupTicks = (uint)math.max(1f, tune.ChargerWindupTicks); // readable telegraph lead uint ChargerWhiffStaggerTicks = (uint)math.max(1f, tune.ChargerWhiffStaggerTicks); // punish window uint chargerWhiffsThisTick = 0; foreach (var (xform, stats, cooldown, knockback, windup, lunge) in SystemAPI.Query, RefRO, RefRW, RefRW, RefRW, RefRW>() .WithAll()) { float3 pos = xform.ValueRO.Position; // 1. Knockback wins (and cancels any in-flight lunge so Position keeps a single writer). var kb = knockback.ValueRO; if (kb.UntilTick != 0) { var kbTick = new NetworkTick(kb.UntilTick); if (kbTick.IsValid && kbTick.IsNewerThan(serverTick)) { float3 kpos = pos + new float3(kb.Dir.x, 0f, kb.Dir.y) * (kb.Speed * dt); kpos.y = pos.y; if (sweep) kpos = SweptMove(in physics, pos, kpos, SweepRadius, envFilter); xform.ValueRW.Position = kpos; windup.ValueRW.WindUpUntilTick = 0; lunge.ValueRW.UntilTick = 0; continue; } knockback.ValueRW.UntilTick = 0; } // EB-1 fortress aggro: same weighted target selection as the Grunt pass (shared helper). EnemyAIMath.PickWeightedNearest(pos, playerPositions, structurePositions, structAggro, out bool cIsStruct, out int cIdx); if (cIdx < 0 && !coreAlive) continue; Entity cTargetEntity = cIdx < 0 ? Entity.Null : (cIsStruct ? structureEntities[cIdx] : playerEntities[cIdx]); float3 cTargetPos = cIdx < 0 ? corePos : (cIsStruct ? structurePositions[cIdx] : playerPositions[cIdx]); // 2. Lunge active: travel the locked direction; damage on contact, or stagger on a wall-stop whiff. var lg = lunge.ValueRO; if (lg.UntilTick != 0) { var lgTick = new NetworkTick(lg.UntilTick); if (lgTick.IsValid && lgTick.IsNewerThan(serverTick)) { float3 intended = pos + new float3(lg.Dir.x, 0f, lg.Dir.y) * (lg.Speed * dt); intended.y = pos.y; float3 moved = sweep ? SweptMove(in physics, pos, intended, SweepRadius, envFilter) : intended; xform.ValueRW.Position = moved; if (math.lengthsq(lg.Dir) > 1e-6f) xform.ValueRW.Rotation = quaternion.LookRotationSafe(new float3(lg.Dir.x, 0f, lg.Dir.y), math.up()); if (EnemyAIMath.InAttackRange(moved, cTargetPos, stats.ValueRO.AttackRange)) { if (cTargetEntity != Entity.Null) ecb.AppendToBuffer(cTargetEntity, new DamageEvent { Amount = stats.ValueRO.AttackDamage, SourceNetworkId = -1, SourceTick = TickUtil.NonZero(now), }); uint cdTicks = (uint)math.max(1, stats.ValueRO.AttackCooldownTicks); cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + cdTicks); lunge.ValueRW.UntilTick = 0; // landed -> end the lunge } else { float intendedDist = math.distance(pos.xz, intended.xz); float actualDist = math.distance(pos.xz, moved.xz); if (intendedDist > 1e-4f && actualDist < intendedDist * 0.5f) { cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + ChargerWhiffStaggerTicks); lunge.ValueRW.UntilTick = 0; // wall-stop whiff -> stagger (the punish window) chargerWhiffsThisTick++; lunge.ValueRW.StaggerUntilTick = TickUtil.NonZero(now + ChargerWhiffStaggerTicks); // scoreable punish window } } continue; // committed this tick } // Timer elapsed without landing -> overshoot whiff -> stagger, then seek this tick. cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + ChargerWhiffStaggerTicks); lunge.ValueRW.UntilTick = 0; chargerWhiffsThisTick++; lunge.ValueRW.StaggerUntilTick = TickUtil.NonZero(now + ChargerWhiffStaggerTicks); // scoreable punish window } // 3. Seek + face (shared shape with the Grunt path). float cStop = stats.ValueRO.AttackRange * 0.9f; float3 cvel = EnemyAIMath.SeekVelocity(pos, cTargetPos, stats.ValueRO.MoveSpeed, cStop); float3 cNewPos = pos + cvel * dt; cNewPos.y = pos.y; if (sweep) cNewPos = SweptMove(in physics, pos, cNewPos, SweepRadius, envFilter); xform.ValueRW.Position = cNewPos; float3 cToTarget = cTargetPos - pos; cToTarget.y = 0f; if (math.lengthsq(cToTarget) > 1e-6f) xform.ValueRW.Rotation = quaternion.LookRotationSafe(math.normalize(cToTarget), math.up()); // 4. Commit: a wind-up elapses -> LOCK the lunge direction + fire. NO cancel-on-leave-range — the // whole point is the commit lands even if the player dodged out of range (the punishable tell). uint cWindRaw = windup.ValueRO.WindUpUntilTick; if (cWindRaw != 0) { var cWindTick = new NetworkTick(cWindRaw); if (!(cWindTick.IsValid && cWindTick.IsNewerThan(serverTick))) { float3 toT = cTargetPos - pos; toT.y = 0f; float2 ldir = math.lengthsq(toT) > 1e-6f ? math.normalize(toT.xz) : new float2(0f, 1f); lunge.ValueRW.Dir = ldir; lunge.ValueRW.Speed = ChargerLungeSpeed; lunge.ValueRW.UntilTick = TickUtil.NonZero(now + ChargerLungeDurationTicks); windup.ValueRW.WindUpUntilTick = 0; } } else { bool cInRange = EnemyAIMath.InAttackRange(pos, cTargetPos, stats.ValueRO.AttackRange); if (cInRange) { bool cReady = cooldown.ValueRO.NextAttackTick == 0 || !new NetworkTick(cooldown.ValueRO.NextAttackTick).IsNewerThan(serverTick); if (cReady) windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + ChargerWindupTicks); } } } // Slice 1 (Feature D): derive the replicated IsLunging cue ONCE per tick from the end-of-tick LungeState // (single point, idempotent — mirrors PlayerDeathStateSystem deriving Dead from Health). .WithPresent so a // Charger whose bit is currently DISABLED is still visited (Entities default-excludes disabled enableables). foreach (var (lunge, isLunging) in SystemAPI.Query, EnabledRefRW>() .WithAll().WithPresent()) { isLunging.ValueRW = lunge.ValueRO.UntilTick != 0u; // lunging iff a committed lunge is live this tick } if (chargerWhiffsThisTick != 0 && SystemAPI.HasSingleton()) SystemAPI.GetSingletonRW().ValueRW.ChargerWhiffWindowsOpened += chargerWhiffsThisTick; ecb.Playback(state.EntityManager); ecb.Dispose(); playerEntities.Dispose(); playerPositions.Dispose(); structureEntities.Dispose(); structurePositions.Dispose(); } // Swept collide-and-slide for server-authoritative Husk movement: sphere-cast the intended step against // the static environment (boundary ring + landmarks) and stop at / glance along the first wall hit. Closest- // hit SphereCast is non-generic -> Burst-safe (CLAUDE.md generic-collector hazard avoided). Y is held flat. static float3 SweptMove(in PhysicsWorldSingleton physics, float3 from, float3 to, float radius, CollisionFilter filter) { float3 delta = to - from; delta.y = 0f; float dist = math.length(delta); if (dist < 1e-5f) return to; float3 dir = delta / dist; const float skin = 0.05f; var cw = physics.CollisionWorld; if (!cw.SphereCast(from, radius, dir, dist, out var hit, filter)) return to; float allowed = math.max(0f, hit.Fraction * dist - skin); float3 stop = from + dir * allowed; stop.y = from.y; // Slide the unused motion along the wall, then sweep the slide so we don't tunnel a second wall. float3 slide = EnemyAIMath.SlideVelocity(to - stop, hit.SurfaceNormal); float slideDist = math.length(slide); if (slideDist < 1e-5f) return stop; float3 sdir = slide / slideDist; float3 result = cw.SphereCast(stop, radius, sdir, slideDist, out var hit2, filter) ? stop + sdir * math.max(0f, hit2.Fraction * slideDist - skin) : stop + slide; result.y = from.y; return result; } } }