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 { EntityQuery m_EnemyProjectiles; [BurstCompile] public void OnCreate(ref SystemState state) { state.RequireForUpdate(); state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly())); m_EnemyProjectiles = 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); var playerRegions = new NativeList(Allocator.Temp); foreach (var (xform, health, region, entity) in SystemAPI.Query, RefRO, RefRO>() .WithAll() .WithEntityAccess()) { if (health.ValueRO.Current <= 0f) continue; // don't chase or strike a corpse playerEntities.Add(entity); playerPositions.Add(xform.ValueRO.Position); playerRegions.Add(region.ValueRO.Region); } // 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); var structureRegions = new NativeList(Allocator.Temp); foreach (var (sx, sh, sr, se) in SystemAPI.Query, RefRO, 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); structureRegions.Add(sr.ValueRO.Region); } // 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(); playerRegions.Dispose(); structureEntities.Dispose(); structurePositions.Dispose(); structureRegions.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; uint sweepMask = envMask | worldCol.StructureMask; // DR-042 C5: also collide enemies against player-built walls var envFilter = new CollisionFilter { BelongsTo = ~0u, CollidesWith = sweepMask, GroupIndex = 0 }; bool sweep = havePhysics && sweepMask != 0u; const float SweepRadius = 0.5f; // collide-and-slide sphere radius for Husk movement foreach (var (xform, stats, cooldown, knockback, windup, region) in SystemAPI.Query, RefRO, RefRW, RefRW, RefRW, RefRO>() .WithAll().WithNone()) { float3 pos = xform.ValueRO.Position; byte huskRegion = region.ValueRO.Region; bool huskCoreAlive = coreAlive && huskRegion == RegionId.Base; // 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, 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]); // 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, region) in SystemAPI.Query, RefRO, RefRW, RefRW, RefRW, RefRW, RefRO>() .WithAll().WithNone()) { float3 pos = xform.ValueRO.Position; byte cHuskRegion = region.ValueRO.Region; bool cHuskCoreAlive = coreAlive && cHuskRegion == RegionId.Base; // 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, playerRegions, structurePositions, structureRegions, cHuskRegion, structAggro, out bool cIsStruct, out int cIdx); if (cIdx < 0 && !cHuskCoreAlive) 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); } } } // --- Spitter pass: a Husk variant baked with SpitterState holds a RANGED range-band and fires a // telegraphed, dodgeable spit. Partitioned .WithAll().WithNone() (and the Grunt // pass excludes SpitterState) so a Spitter is moved by EXACTLY this pass — the sole-Position-writer rule. bool haveSpit = SystemAPI.TryGetSingleton(out var spitCfg) && spitCfg.Prefab != Entity.Null; int liveSpits = m_EnemyProjectiles.CalculateEntityCount(); LocalTransform spitBakedLt = default; EnemyProjectile spitBakedProj = default; if (haveSpit) { spitBakedLt = state.EntityManager.GetComponentData(spitCfg.Prefab); spitBakedProj = state.EntityManager.GetComponentData(spitCfg.Prefab); } foreach (var (xform, stats, knockback, windup, spitter, region) in SystemAPI.Query, RefRO, RefRW, RefRW, RefRW, RefRO>() .WithAll().WithNone()) { float3 pos = xform.ValueRO.Position; byte sRegion = region.ValueRO.Region; bool sCoreAlive = coreAlive && sRegion == RegionId.Base; // 1. Knockback overrides everything (sole Position writer preserved). 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; continue; } knockback.ValueRW.UntilTick = 0; } // 2. Target (region-scoped shared helper); Core fallback like the Grunt/Charger passes. EnemyAIMath.PickWeightedNearest(pos, playerPositions, playerRegions, structurePositions, structureRegions, sRegion, structAggro, out bool sIsStruct, out int sIdx); if (sIdx < 0 && !sCoreAlive) continue; Entity sTargetEntity = sIdx < 0 ? Entity.Null : (sIsStruct ? structureEntities[sIdx] : playerEntities[sIdx]); float3 sTargetPos = sIdx < 0 ? corePos : (sIsStruct ? structurePositions[sIdx] : playerPositions[sIdx]); // 3. Range-band movement: advance if too far, retreat if too close, hold in-band. Face the target. var sp = spitter.ValueRO; float3 bandVel = EnemyAIMath.BandVelocity(pos, sTargetPos, stats.ValueRO.MoveSpeed, sp.PreferredRange, sp.RangeTolerance); float3 sNewPos = pos + bandVel * dt; sNewPos.y = pos.y; if (sweep) sNewPos = SweptMove(in physics, pos, sNewPos, SweepRadius, envFilter); xform.ValueRW.Position = sNewPos; float3 sToTarget = sTargetPos - pos; sToTarget.y = 0f; if (math.lengthsq(sToTarget) > 1e-6f) xform.ValueRW.Rotation = quaternion.LookRotationSafe(math.normalize(sToTarget), math.up()); // 4. Telegraphed shot: commit a wind-up (the dodge window) when the shot gate is ready; on elapse, // spawn a spit toward the target. A cornered Spitter still fires (point-blank) — no safe corner. uint sWindRaw = windup.ValueRO.WindUpUntilTick; if (sWindRaw != 0) { var sWindTick = new NetworkTick(sWindRaw); if (!(sWindTick.IsValid && sWindTick.IsNewerThan(serverTick))) { float2 dir2 = math.lengthsq(sToTarget) > 1e-6f ? math.normalize(sToTarget.xz) : new float2(0f, 1f); if (haveSpit && liveSpits < math.max(1, spitCfg.MaxLiveProjectiles)) { float3 spawnPos = pos + new float3(dir2.x, 0f, dir2.y) * 0.8f; spawnPos.y = pos.y; var spit = ecb.Instantiate(spitCfg.Prefab); ecb.SetComponent(spit, spitBakedLt.WithPosition(spawnPos)); // preserve baked [GhostField] Scale ecb.SetComponent(spit, new EnemyProjectile { Direction = dir2, Speed = sp.ProjectileSpeed, Damage = stats.ValueRO.AttackDamage, Range = spitBakedProj.Range, DistanceTravelled = 0f, LastStep = 0f, Region = sRegion, }); ecb.AddComponent(spit, new RegionTag { Region = sRegion }); // relevancy (the spit prefab bakes none) liveSpits++; uint shotCd = (uint)math.max(1, stats.ValueRO.AttackCooldownTicks); spitter.ValueRW.NextShotTick = TickUtil.NonZero(now + shotCd); } else { // Over the concurrent cap (or no prefab wired): soft-fail — short retry, no full cooldown burn. spitter.ValueRW.NextShotTick = TickUtil.NonZero(now + 8u); } windup.ValueRW.WindUpUntilTick = 0; } } else { bool sReady = sp.NextShotTick == 0 || !new NetworkTick(sp.NextShotTick).IsNewerThan(serverTick); // In-band gate (DR-041): telegraph + fire ONLY when holding the preferred band, OR when the target has // closed inside CorneredRange (point-blank, no retreat room). While ADVANCING from too far OR // RETREATING from a too-close target it must NOT fire — that IS the hold-range "reposition" question. float sDist = math.length(sToTarget); bool sInBand = math.abs(sDist - sp.PreferredRange) <= sp.RangeTolerance; bool sCornered = sDist <= sp.CorneredRange; if (sReady && (sInBand || sCornered) && (sTargetEntity != Entity.Null || sCoreAlive)) { uint wTicks = (uint)math.max(1, sp.WindupTicks); windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + wTicks); } } } // 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(); playerRegions.Dispose(); structureEntities.Dispose(); structurePositions.Dispose(); structureRegions.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; } } }