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;
// Player-driven loop: the base-defense wave only spawns during a Siege.
if (SystemAPI.TryGetSingleton(out var cycle) && cycle.Phase != CyclePhase.Siege)
return;
var director = SystemAPI.GetSingleton();
var directorEntity = SystemAPI.GetSingletonEntity();
var prefabs = SystemAPI.GetBuffer(directorEntity);
if (prefabs.Length == 0)
return;
var wave = SystemAPI.GetComponent(directorEntity);
// MC-2 fork-4a: the base siege adopts the 4-type weighted mix (BaseCount = the Grunt base). The size
// curve becomes WaveSlots(wave, bands) — a deliberate, operator-approved redefinition; MaxAlive is the
// mandatory cap so spitter spits + swarmer packs can't spike the relevancy loop during the END-game climax.
var bands = new MixBands
{
GruntBase = director.BaseCount,
ChargerBase = director.ChargerBase,
SpitterBase = director.SpitterBase,
SwarmerSlotBase = director.SwarmerSlotBase,
ChargerPerEpoch = director.ChargerPerEpoch,
SpitterPerEpoch = director.SpitterPerEpoch,
SwarmerSlotPerEpoch = director.SwarmerSlotPerEpoch,
SwarmerPackPerEpoch = director.SwarmerPackPerEpoch,
};
// 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.WaveSlots(wave.WaveNumber, bands);
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);
byte kind = ZoneEnemyMath.KindForSlot(wave.WaveNumber, wave.SpawnCounter, bands);
int packSize = kind == ZoneEnemyMath.KindSwarmer
? ZoneEnemyMath.PackSizeForSlot(wave.WaveNumber, wave.SpawnCounter, bands, director.SwarmerPackSize) : 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())
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())
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);
}
}
}