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 Husk wave/threat director: a state machine that escalates the swarm. In Lull it waits /// until the lull timer expires, then starts the next wave (count = BaseCount + (wave-1)*CountPerWave). In /// Spawning it spawns one Husk every SpawnIntervalTicks at a deterministic ring slot around the /// , round-robin over the pool, until the wave is fully /// spawned; then it waits for the field to be cleared (no live ) before returning to /// Lull. Plain , server-authoritative (Husks are interpolated ghosts). /// Replaces the flat EnemySpawnSystem sustain. Tick gating uses the wrap-safe /// compare + . /// [BurstCompile] [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] [UpdateInGroup(typeof(SimulationSystemGroup))] public partial struct WaveSystem : ISystem { [BurstCompile] public void OnCreate(ref SystemState state) { state.RequireForUpdate(); state.RequireForUpdate(); state.RequireForUpdate(); } [BurstCompile] public void OnUpdate(ref SystemState state) { var serverTick = SystemAPI.GetSingleton().ServerTick; if (!serverTick.IsValid) return; uint now = serverTick.TickIndexForValidTick; var director = SystemAPI.GetSingleton(); var directorEntity = SystemAPI.GetSingletonEntity(); var prefabs = SystemAPI.GetBuffer(directorEntity); if (prefabs.Length == 0) return; var wave = SystemAPI.GetComponent(directorEntity); // 2026-08-07 audit purge: the 4-type weighted mix (MixBands) is gone. Its Charger/Spitter/Swarmer // authoring was on ZERO prefabs, so every weighted slot resolved to Grunt at runtime anyway. MaxAlive // stays the mandatory cap on the relevancy loop. // Ring centre on the base plot when present. float3 center = new float3(0f, 1f, 0f); if (SystemAPI.TryGetSingleton(out var baseAnchor)) center = BaseGridMath.PlotCenter(baseAnchor); // Due when no action is scheduled yet (NextActionTick 0) or the scheduled tick is at/behind now. bool dueNow = wave.NextActionTick == 0 || !new NetworkTick(wave.NextActionTick).IsNewerThan(serverTick); if (wave.Phase == WavePhase.Lull) { if (dueNow) { // Start the next (bigger) wave. wave.WaveNumber += 1; wave.RemainingToSpawn = ZoneEnemyMath.WaveSize(wave.WaveNumber, director.BaseCount); wave.Phase = WavePhase.Spawning; wave.NextActionTick = TickUtil.NonZero(now); // spawn the first Husk this tick } } else // Spawning { if (wave.RemainingToSpawn > 0) { if (dueNow) { int slots = math.max(1, director.RingSlots); const byte kind = ZoneEnemyMath.KindGrunt; const int packSize = 1; // Live BASE husks for the entity cap (expedition zone enemies are EnemyTag too -> excluded). int aliveBase = 0; foreach (var hr in SystemAPI.Query>().WithAll().WithNone()) if (hr.ValueRO.Region == RegionId.Base) aliveBase++; // MaxAlive counts ENTITIES; spawn the whole pack only if it fits (else WAIT — don't consume the slot). if (aliveBase + packSize <= math.max(1, director.MaxAlive)) { int prefabIdx = kind; if (prefabIdx >= prefabs.Length) prefabIdx = 0; // 4-entry buffer expected; clamp defensively float3 packCenter = EnemyAIMath.RingPosition(center, wave.SpawnCounter, slots, director.RingRadius); packCenter.y = center.y; var baked = state.EntityManager.GetComponentData(prefabs[prefabIdx].Prefab); var ecb = new EntityCommandBuffer(Allocator.Temp); for (int k = 0; k < packSize; k++) { float3 pos = packSize > 1 ? EnemyAIMath.ClusterOffset(packCenter, k, packSize, director.ClusterTightRadius) : packCenter; pos.y = center.y; var husk = ecb.Instantiate(prefabs[prefabIdx].Prefab); ecb.SetComponent(husk, baked.WithPosition(pos)); // preserve baked [GhostField] Scale ecb.AddComponent(husk, new RegionTag { Region = RegionId.Base }); } ecb.Playback(state.EntityManager); ecb.Dispose(); wave.SpawnCounter += 1; // ONE slot consumed even for a pack wave.RemainingToSpawn -= 1; wave.NextActionTick = TickUtil.NonZero(now + (uint)math.max(1, director.SpawnIntervalTicks)); } } } else { // Wave fully spawned: cleared only when no BASE husk remains. Expedition zone enemies are also // EnemyTag but RegionTag{Expedition}; they must NOT hold the base siege open (DR-040 BLOCKER 3). int baseHusks = 0; foreach (var hr in SystemAPI.Query>().WithAll().WithNone()) if (hr.ValueRO.Region == RegionId.Base) baseHusks++; if (baseHusks == 0) { // Wave cleared: calm before the next. wave.Phase = WavePhase.Lull; wave.NextActionTick = TickUtil.NonZero(now + (uint)math.max(1, director.LullTicks)); } } } SystemAPI.SetComponent(directorEntity, wave); } } }