using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Server
{
///
/// SERVER-ONLY player-cast zone driver (Vortex / LightZone — the LANTERN Aoe/zone Sparks). Borrows the
/// skeleton — the INVERTED invalid-tick guard (a born-0
/// is lazy-stamped born-correct, never storm-fires) and the = now + period reschedule — but is
/// ENEMY-ONLY (NO friendly fire), stamps = the caster's NetworkId
/// (kills credit the caster — NOT the -1 environment convention), and has NO region gate (a no-world gym).
/// A zone ALSO writes a gentle inward every
/// tick (EnemyAISystem drives it, sole Position writer), so runs BEFORE EnemyAISystem. DestroyEntity when
/// elapses (server-authoritative ghost despawn). Ticks via
/// ; compared with only.
///
[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 m_KnockbackLookup;
ComponentLookup m_BossLookup;
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate();
state.RequireForUpdate();
m_KnockbackLookup = state.GetComponentLookup(isReadOnly: false);
m_BossLookup = state.GetComponentLookup(isReadOnly: true);
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var serverTick = SystemAPI.GetSingleton().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(Allocator.Temp);
var enemyPositions = new NativeList(Allocator.Temp);
foreach (var (lt, hp, e) in
SystemAPI.Query, RefRO>()
.WithAll().WithNone().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, RefRO>().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();
}
}
}