using ProjectM.Simulation;
using Unity.Mathematics;
using Unity.Physics;
namespace ProjectM.Server
{
///
/// Shared server-side collide-and-slide mover for OWNERLESS enemy ghosts (extracted from EnemyAISystem so the
/// boss brain reuses ONE copy — a fix to the tunnelling sweep or wall-glance reaches every enemy at once).
/// Both EnemyAISystem's three passes and BossAISystem call . Pure given the CollisionWorld;
/// Burst-safe (non-generic closest-hit SphereCast, per the CLAUDE.md generic-collector hazard).
///
public static class EnemyMoveUtil
{
/// Collide-and-slide sphere-cast for server-authoritative enemy movement: sweep the intended step
/// against the static environment (boundary ring + landmarks + cover rocks + player-built walls) and stop at /
/// glance along wall hits. Runs up to TWO slide iterations so a concave pocket (a cover rock meeting the
/// boundary rim) glances along BOTH surfaces instead of dead-stopping at the first (a single iteration left
/// enemies parked in pockets). Y is held flat (top-down movement plane).
public 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;
const float skin = 0.05f;
var cw = physics.CollisionWorld;
float3 dir = delta / dist;
if (!cw.SphereCast(from, radius, dir, dist, out var hit, filter))
return to;
float allowed = math.max(0f, hit.Fraction * dist - skin);
float3 pos = from + dir * allowed;
pos.y = from.y;
float3 remaining = to - pos;
for (int i = 0; i < 2; i++)
{
float3 slide = EnemyAIMath.SlideVelocity(remaining, hit.SurfaceNormal);
float slideDist = math.length(slide);
if (slideDist < 1e-5f)
break;
float3 sdir = slide / slideDist;
if (cw.SphereCast(pos, radius, sdir, slideDist, out var hit2, filter))
{
float sAllowed = math.max(0f, hit2.Fraction * slideDist - skin);
pos += sdir * sAllowed;
remaining = slide - sdir * sAllowed; // carry the still-unused motion into the next glance
hit = hit2;
}
else
{
pos += slide;
break;
}
}
pos.y = from.y;
return pos;
}
/// Push a sphere at out of any static env/structure it overlaps, along the
/// nearest surface normal (flattened to XZ; a near-vertical floor/ceiling normal is ignored so movers aren't
/// shoved off their plane). Fixes the "spawned or shoved INTO a rock -> SphereCast fraction ~0 -> frozen
/// forever" class: the collide-and-slide sweep can never move a mover that STARTS already penetrating, so we
/// un-embed it first. The correction is capped at one radius/tick so it eases out over a couple of ticks
/// rather than teleporting. Stateless; called once per enemy per tick before seeking.
public static float3 Depenetrate(in PhysicsWorldSingleton physics, float3 pos, float radius, CollisionFilter filter)
{
var cw = physics.CollisionWorld;
var input = new PointDistanceInput { Position = pos, MaxDistance = radius + 0.5f, Filter = filter };
if (!cw.CalculateDistance(input, out var hit) || hit.Distance >= radius)
return pos;
float3 n = hit.SurfaceNormal;
n.y = 0f;
float len = math.length(n);
if (len < 1e-5f)
return pos; // floor/ceiling normal -> don't shove the mover off its movement plane
float push = math.min(radius - hit.Distance, radius); // cap so a deep embed eases out over ticks, no pop
float3 outp = pos + (n / len) * push;
outp.y = pos.y;
return outp;
}
}
}