using Unity.Entities; using Unity.Mathematics; using Unity.NetCode; namespace ProjectM.Simulation { /// /// MC-0 — live-tunable dash/Charger/melee feel knobs (a per-world singleton). UNCONDITIONAL type (no #if) so the /// reflection-built RpcCollection hash matches across release/dev peers — only the dev SYSTEMS that create, /// mutate, broadcast and receive it are #if UNITY_EDITOR. Consumers (DashSystem, EnemyAISystem, /// MeleeComboSystem) read it via TryGetSingleton and FALL BACK to when it is absent /// (release builds + EditMode worlds), so behaviour is identical to the old baked consts when no dev singleton /// exists. NOT a [GhostField] (no ghost-hash change / re-bake); the server broadcasts it to clients via /// so a PREDICTING client's DashSystem/MeleeComboSystem stays in sync (an MPPM thin /// client with no overlay learns tuned values ONLY through this broadcast). /// /// Values match the historical baked consts (DashSystem / EnemyAISystem / ); /// TuningConfigTests pins to them so the promote-to-singleton refactor is /// behaviour-preserving. Tick knobs clamp to >= 1 and value knobs to >= 0 () on EVERY /// write path ( + the client-side optimistic SetLocal), and DashSystem additionally clamps the /// i-frame window AT the divide site — a 0 there NaNs the kinematic body permanently (MC-0 design-review F1). /// /// public struct TuningConfig : IComponentData { public float DashDistance; public float IFrameWindowTicks; public float RecoverTailTicks; public float DashCooldownTicks; public float DashSharpness; public float ChargerWindupTicks; public float ChargerLungeSpeed; public float ChargerLungeDurationTicks; public float ChargerWhiffStaggerTicks; public float GruntWindupTicks; // MC-4 melee combo (the primary verb). The whole per-step SHAPE derives from these few LIVE scalars + one // finisher multiplier (no per-step authored blob — keeps the combo fully live-tunable; MC-4 review F5/BURST-1). public float MeleeDamage; public float MeleeRange; public float MeleeConeHalfAngleRad; public float MeleeRecoverTicks; public float MeleeChainGraceTicks; public float MeleeSwingMoveScale; public float MeleeKnockbackSpeed; public float MeleeFinisherMult; public float MeleeComboLength; // EB-1 fortress aggro: a <1 multiplier on a Husk's SQUARED distance to a structure (so structures are // preferred targets); a closer player 'in the way' still wins. Read server-side by EnemyAISystem. public float StructureAggroWeight; // END-1 Engine Core (live feel knobs; read server-side by CoreDamageSystem/CoreRestoreSystem/CyclePhaseSystem). // CoreDamagePerHusk + CoreOverrunDrainPct are value knobs (>=0); CoreRegenIntervalTicks is a tick knob (>=1). public float CoreDamagePerHusk; // integrity drained by one breaching Husk (~5 unintercepted = serious dent) public float CoreRegenIntervalTicks; // ticks between +1 regen in Calm (18 -> +1/0.3s -> ~full over one short Calm) public float CoreOverrunDrainPct; // fraction (0..1) of the shared ledger lost on a breach (soft-loss penalty) // END-2 final siege: the would-be-next normal siege size is multiplied by this for the FINAL siege so the // climax reads visibly larger. Floors at 1 (the default ClampKnob bucket) — a final siege is never smaller // than a normal one; GoalReachedSystem also math.max(1, ...) at the use-site. public float FinalSiegeMultiplier; /// The baked feel defaults == the pre-MC-0 consts. Single source of truth for the fallback path. public static TuningConfig Defaults() => new TuningConfig { DashDistance = 4.0f, IFrameWindowTicks = 14f, // tune: was 12 (0.20s) -> 0.23s, i-frames better cover a reacted telegraph RecoverTailTicks = 9f, DashCooldownTicks = 36f, // tune: was 45 (0.75s) -> 0.60s, snappier horde-kiter cadence DashSharpness = 200f, ChargerWindupTicks = 30f, ChargerLungeSpeed = 16f, ChargerLungeDurationTicks = 18f, ChargerWhiffStaggerTicks = 36f, GruntWindupTicks = Tuning.AttackWindupTicks, // canonical Grunt-windup source (TelegraphTests couples to it) MeleeDamage = 18f, MeleeRange = 2.6f, MeleeConeHalfAngleRad = 0.9f, // ~51.5 deg half-angle (~103 deg cleave arc) MeleeRecoverTicks = 16f, // light-swing lock/recovery (~0.27s) MeleeChainGraceTicks = 18f, // window after the lock to chain the next hit (~0.3s) MeleeSwingMoveScale = 0.35f, // movement-commit while swinging (0..1) MeleeKnockbackSpeed = 6f, MeleeFinisherMult = 1.8f, // finisher (last hit) scales dmg/range/recover/knockback MeleeComboLength = 3f, // light, light, finisher StructureAggroWeight = 0.7f, // EB-1: <1 prefers structures (fortress aggro); live-tunable CoreDamagePerHusk = 10f, // END-1: 10 breaching Husks = full loss; ~5 = a serious dent CoreRegenIntervalTicks = 18f, // END-1: +1 integrity / 0.3s in Calm (~30s to refill 100 from 0) CoreOverrunDrainPct = 0.5f, // END-1: a breach costs half the shared ledger (soft-loss penalty) FinalSiegeMultiplier = 2.5f, // END-2: the final siege is ~2.5x the would-be-next normal siege }; /// Clamp a knob to its safe floor: tick knobs >= 1, value knobs >= 0. Used by every write path /// ( + the client-side optimistic SetLocal) so no 0/negative ever reaches a consumer. public static float ClampKnob(byte knob, float value) { switch (knob) { // value knobs: non-negative case TuningKnob.DashDistance: case TuningKnob.DashSharpness: case TuningKnob.ChargerLungeSpeed: case TuningKnob.MeleeDamage: case TuningKnob.MeleeRange: case TuningKnob.MeleeConeHalfAngleRad: case TuningKnob.MeleeSwingMoveScale: case TuningKnob.MeleeKnockbackSpeed: case TuningKnob.MeleeFinisherMult: case TuningKnob.StructureAggroWeight: case TuningKnob.CoreDamagePerHusk: case TuningKnob.CoreOverrunDrainPct: return math.max(0f, value); // tick knobs: >= 1 (a 0 tick count is degenerate; a 0 i-frame window divides-by-zero in DashSystem). // FinalSiegeMultiplier also lands here on purpose — a final siege should never be < 1x a normal one. default: return math.max(1f, value); } } /// Authoritatively set one knob (clamped) by its index. Unknown index = no-op. public static void Apply(ref TuningConfig c, byte knob, float value) { value = ClampKnob(knob, value); switch (knob) { case TuningKnob.DashDistance: c.DashDistance = value; break; case TuningKnob.IFrameWindowTicks: c.IFrameWindowTicks = value; break; case TuningKnob.RecoverTailTicks: c.RecoverTailTicks = value; break; case TuningKnob.DashCooldownTicks: c.DashCooldownTicks = value; break; case TuningKnob.DashSharpness: c.DashSharpness = value; break; case TuningKnob.ChargerWindupTicks: c.ChargerWindupTicks = value; break; case TuningKnob.ChargerLungeSpeed: c.ChargerLungeSpeed = value; break; case TuningKnob.ChargerLungeDurationTicks: c.ChargerLungeDurationTicks = value; break; case TuningKnob.ChargerWhiffStaggerTicks: c.ChargerWhiffStaggerTicks = value; break; case TuningKnob.GruntWindupTicks: c.GruntWindupTicks = value; break; case TuningKnob.MeleeDamage: c.MeleeDamage = value; break; case TuningKnob.MeleeRange: c.MeleeRange = value; break; case TuningKnob.MeleeConeHalfAngleRad: c.MeleeConeHalfAngleRad = value; break; case TuningKnob.MeleeRecoverTicks: c.MeleeRecoverTicks = value; break; case TuningKnob.MeleeChainGraceTicks: c.MeleeChainGraceTicks = value; break; case TuningKnob.MeleeSwingMoveScale: c.MeleeSwingMoveScale = value; break; case TuningKnob.MeleeKnockbackSpeed: c.MeleeKnockbackSpeed = value; break; case TuningKnob.MeleeFinisherMult: c.MeleeFinisherMult = value; break; case TuningKnob.MeleeComboLength: c.MeleeComboLength = value; break; case TuningKnob.StructureAggroWeight: c.StructureAggroWeight = value; break; case TuningKnob.CoreDamagePerHusk: c.CoreDamagePerHusk = value; break; case TuningKnob.CoreRegenIntervalTicks: c.CoreRegenIntervalTicks = value; break; case TuningKnob.CoreOverrunDrainPct: c.CoreOverrunDrainPct = value; break; case TuningKnob.FinalSiegeMultiplier: c.FinalSiegeMultiplier = value; break; // unknown index -> no-op (matches the no-default switch convention in DebugCommandReceiveSystem) } } /// Read one knob by its index (overlay display). Unknown index = 0. public static float Get(in TuningConfig c, byte knob) { switch (knob) { case TuningKnob.DashDistance: return c.DashDistance; case TuningKnob.IFrameWindowTicks: return c.IFrameWindowTicks; case TuningKnob.RecoverTailTicks: return c.RecoverTailTicks; case TuningKnob.DashCooldownTicks: return c.DashCooldownTicks; case TuningKnob.DashSharpness: return c.DashSharpness; case TuningKnob.ChargerWindupTicks: return c.ChargerWindupTicks; case TuningKnob.ChargerLungeSpeed: return c.ChargerLungeSpeed; case TuningKnob.ChargerLungeDurationTicks: return c.ChargerLungeDurationTicks; case TuningKnob.ChargerWhiffStaggerTicks: return c.ChargerWhiffStaggerTicks; case TuningKnob.GruntWindupTicks: return c.GruntWindupTicks; case TuningKnob.MeleeDamage: return c.MeleeDamage; case TuningKnob.MeleeRange: return c.MeleeRange; case TuningKnob.MeleeConeHalfAngleRad: return c.MeleeConeHalfAngleRad; case TuningKnob.MeleeRecoverTicks: return c.MeleeRecoverTicks; case TuningKnob.MeleeChainGraceTicks: return c.MeleeChainGraceTicks; case TuningKnob.MeleeSwingMoveScale: return c.MeleeSwingMoveScale; case TuningKnob.MeleeKnockbackSpeed: return c.MeleeKnockbackSpeed; case TuningKnob.MeleeFinisherMult: return c.MeleeFinisherMult; case TuningKnob.MeleeComboLength: return c.MeleeComboLength; case TuningKnob.StructureAggroWeight: return c.StructureAggroWeight; case TuningKnob.CoreDamagePerHusk: return c.CoreDamagePerHusk; case TuningKnob.CoreRegenIntervalTicks: return c.CoreRegenIntervalTicks; case TuningKnob.CoreOverrunDrainPct: return c.CoreOverrunDrainPct; case TuningKnob.FinalSiegeMultiplier: return c.FinalSiegeMultiplier; default: return 0f; } } /// Project the full config onto the wire snapshot. public static DebugTuningReport ToReport(in TuningConfig c) => new DebugTuningReport { DashDistance = c.DashDistance, IFrameWindowTicks = c.IFrameWindowTicks, RecoverTailTicks = c.RecoverTailTicks, DashCooldownTicks = c.DashCooldownTicks, DashSharpness = c.DashSharpness, ChargerWindupTicks = c.ChargerWindupTicks, ChargerLungeSpeed = c.ChargerLungeSpeed, ChargerLungeDurationTicks = c.ChargerLungeDurationTicks, ChargerWhiffStaggerTicks = c.ChargerWhiffStaggerTicks, GruntWindupTicks = c.GruntWindupTicks, MeleeDamage = c.MeleeDamage, MeleeRange = c.MeleeRange, MeleeConeHalfAngleRad = c.MeleeConeHalfAngleRad, MeleeRecoverTicks = c.MeleeRecoverTicks, MeleeChainGraceTicks = c.MeleeChainGraceTicks, MeleeSwingMoveScale = c.MeleeSwingMoveScale, MeleeKnockbackSpeed = c.MeleeKnockbackSpeed, MeleeFinisherMult = c.MeleeFinisherMult, MeleeComboLength = c.MeleeComboLength, StructureAggroWeight = c.StructureAggroWeight, CoreDamagePerHusk = c.CoreDamagePerHusk, CoreRegenIntervalTicks = c.CoreRegenIntervalTicks, CoreOverrunDrainPct = c.CoreOverrunDrainPct, FinalSiegeMultiplier = c.FinalSiegeMultiplier, }; /// Reconstruct the full config from a wire snapshot (FULL state, not a delta). public static TuningConfig FromReport(in DebugTuningReport r) => new TuningConfig { DashDistance = r.DashDistance, IFrameWindowTicks = r.IFrameWindowTicks, RecoverTailTicks = r.RecoverTailTicks, DashCooldownTicks = r.DashCooldownTicks, DashSharpness = r.DashSharpness, ChargerWindupTicks = r.ChargerWindupTicks, ChargerLungeSpeed = r.ChargerLungeSpeed, ChargerLungeDurationTicks = r.ChargerLungeDurationTicks, ChargerWhiffStaggerTicks = r.ChargerWhiffStaggerTicks, GruntWindupTicks = r.GruntWindupTicks, MeleeDamage = r.MeleeDamage, MeleeRange = r.MeleeRange, MeleeConeHalfAngleRad = r.MeleeConeHalfAngleRad, MeleeRecoverTicks = r.MeleeRecoverTicks, MeleeChainGraceTicks = r.MeleeChainGraceTicks, MeleeSwingMoveScale = r.MeleeSwingMoveScale, MeleeKnockbackSpeed = r.MeleeKnockbackSpeed, MeleeFinisherMult = r.MeleeFinisherMult, MeleeComboLength = r.MeleeComboLength, StructureAggroWeight = r.StructureAggroWeight, CoreDamagePerHusk = r.CoreDamagePerHusk, CoreRegenIntervalTicks = r.CoreRegenIntervalTicks, CoreOverrunDrainPct = r.CoreOverrunDrainPct, FinalSiegeMultiplier = r.FinalSiegeMultiplier, }; } /// Byte indices for knobs (bytes — never an enum on a Bursted/RPC path). public static class TuningKnob { public const byte DashDistance = 0; public const byte IFrameWindowTicks = 1; public const byte RecoverTailTicks = 2; public const byte DashCooldownTicks = 3; public const byte DashSharpness = 4; public const byte ChargerWindupTicks = 5; public const byte ChargerLungeSpeed = 6; public const byte ChargerLungeDurationTicks = 7; public const byte ChargerWhiffStaggerTicks = 8; public const byte GruntWindupTicks = 9; public const byte MeleeDamage = 10; public const byte MeleeRange = 11; public const byte MeleeConeHalfAngleRad = 12; public const byte MeleeRecoverTicks = 13; public const byte MeleeChainGraceTicks = 14; public const byte MeleeSwingMoveScale = 15; public const byte MeleeKnockbackSpeed = 16; public const byte MeleeFinisherMult = 17; public const byte MeleeComboLength = 18; public const byte StructureAggroWeight = 19; public const byte CoreDamagePerHusk = 20; public const byte CoreRegenIntervalTicks = 21; public const byte CoreOverrunDrainPct = 22; public const byte FinalSiegeMultiplier = 23; /// Knob count (overlay iteration bound). public const byte Count = 24; } /// /// MC-0 — server → dev-client snapshot of the full (sent periodically by the /// editor-only broadcaster). UNCONDITIONAL wire type (like ) for RpcCollection /// hash parity; only the send/receive SYSTEMS are #if UNITY_EDITOR. FULL state (not a delta) so a /// late-joining client converges in one report. /// public struct DebugTuningReport : IRpcCommand { public float DashDistance; public float IFrameWindowTicks; public float RecoverTailTicks; public float DashCooldownTicks; public float DashSharpness; public float ChargerWindupTicks; public float ChargerLungeSpeed; public float ChargerLungeDurationTicks; public float ChargerWhiffStaggerTicks; public float GruntWindupTicks; public float MeleeDamage; public float MeleeRange; public float MeleeConeHalfAngleRad; public float MeleeRecoverTicks; public float MeleeChainGraceTicks; public float MeleeSwingMoveScale; public float MeleeKnockbackSpeed; public float MeleeFinisherMult; public float MeleeComboLength; public float StructureAggroWeight; public float CoreDamagePerHusk; public float CoreRegenIntervalTicks; public float CoreOverrunDrainPct; public float FinalSiegeMultiplier; } }