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 EXPEDITION BOSS brain — the SOLE mover/attacker of .WithAll<EnemyTag, BossState>() /// (EnemyAISystem's Charger MOVE pass excludes it via .WithNone<BossState>(), so exactly one system /// writes the boss's Position/Rotation/AttackWindup — the sole-writer invariant). Runs SERVER-ONLY in the plain /// [UpdateAfter(EnemyAISystem)] (a linear chain, no sort cycle), once per /// tick (interpolated ghost, no rollback → no Simulate filter, no IsFirstTimeFullyPredictingTick). /// /// v2 boss = a real fight (operator-locked): chase the nearest living expedition player, then a telegraphed radial /// SLAM — the client danger cue rides the replicated [GhostField] (CombatFeedbackSystem /// draws a boss-scale ring). At/below HP it enters phase two: faster, /// slams more often, and periodically summons swarmer adds. B4 (Phase 1): the boss ALSO lunges - a telegraphed /// gap-closer on its own cooldown when the target sits outside slam reach; LungeState.UntilTick spans the /// windup+travel so EnemyAISystem's IsLunging derive replicates the tell (the client suppresses the slam ring /// off that bit), and BossState.PendingAttack (server-only byte) tells the shared windup-elapse branch WHICH /// attack fires. Knockback-immune (the stamp /// sites skip BossState; this system also clears any residual so nothing else can shove it). Summoned adds go /// through so they carry the SAME ZoneEnemyTag/RoomTag/RegionTag stack the /// room-clear gate + teardown depend on (dropping one would leak adds or clear the room early). All ticks route /// through TickUtil.NonZero and compare with only (never raw uint). /// [BurstCompile] [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] [UpdateInGroup(typeof(SimulationSystemGroup))] [UpdateAfter(typeof(EnemyAISystem))] public partial struct BossAISystem : ISystem { EntityQuery m_Bosses; EntityQuery m_ZoneEnemies; [BurstCompile] public void OnCreate(ref SystemState state) { state.RequireForUpdate(); m_Bosses = state.GetEntityQuery(ComponentType.ReadOnly(), ComponentType.ReadOnly(), ComponentType.Exclude()); state.RequireForUpdate(m_Bosses); m_ZoneEnemies = state.GetEntityQuery(ComponentType.ReadOnly(), ComponentType.Exclude()); // summon cap counts LIVING only (B3) } [BurstCompile] public void OnUpdate(ref SystemState state) { var serverTick = SystemAPI.GetSingleton().ServerTick; if (!serverTick.IsValid) return; uint now = serverTick.TickIndexForValidTick; float dt = SystemAPI.Time.DeltaTime; // Living EXPEDITION players — the boss's only valid targets. Snapshot once (stable query order). var playerEntities = new NativeList(Allocator.Temp); var playerPositions = new NativeList(Allocator.Temp); foreach (var (xform, health, region, entity) in SystemAPI.Query, RefRO, RefRO>() .WithAll().WithEntityAccess()) { if (health.ValueRO.Current <= 0f || region.ValueRO.Region != RegionId.Expedition) continue; playerEntities.Add(entity); playerPositions.Add(xform.ValueRO.Position); } // Collide-and-slide setup (mirrors EnemyAISystem). bool havePhysics = SystemAPI.TryGetSingleton(out var physics); uint envMask = SystemAPI.TryGetSingleton(out var worldCol) ? worldCol.EnvironmentMask : 0u; uint sweepMask = envMask | worldCol.StructureMask; var envFilter = new CollisionFilter { BelongsTo = ~0u, CollidesWith = sweepMask, GroupIndex = 0 }; bool sweep = havePhysics && sweepMask != 0u; const float SweepRadius = 0.8f; // the boss is a big body int liveZone = m_ZoneEnemies.CalculateEntityCount(); // Summon resources (phase two): the swarmer prefab + baked transform + the current room byte. bool haveDirector = SystemAPI.TryGetSingletonEntity(out var directorEntity); Entity swarmerPrefab = Entity.Null; LocalTransform swarmerBaked = default; if (haveDirector) { var prefabs = SystemAPI.GetBuffer(directorEntity); if (prefabs.Length > ZoneEnemyMath.KindSwarmer) { swarmerPrefab = prefabs[ZoneEnemyMath.KindSwarmer].Prefab; if (swarmerPrefab != Entity.Null) swarmerBaked = state.EntityManager.GetComponentData(swarmerPrefab); } } byte roomByte = SystemAPI.TryGetSingleton(out var runInfo) ? (byte)(runInfo.CurrentRoom & 0xFF) : (byte)0; var ecb = new EntityCommandBuffer(Allocator.Temp); foreach (var (xform, stats, health, boss, windup, knockback, lunge) in SystemAPI.Query, RefRO, RefRO, RefRW, RefRW, RefRW, RefRW>() .WithAll().WithNone()) { float3 pos = xform.ValueRO.Position; // Knockback-immune: never recoil (A4). Zero any residual so a competing stamp can't shove the boss. if (knockback.ValueRO.UntilTick != 0u) knockback.ValueRW.UntilTick = 0u; // Phase from the boss's own Current vs (server-side, real ×BossHealthMultiplier) Max. float maxHp = math.max(1f, health.ValueRO.Max); byte phase = health.ValueRO.Current <= maxHp * Tuning.BossPhase2HealthFraction ? (byte)2 : (byte)1; boss.ValueRW.Phase = phase; // Target: nearest living expedition player. int tgt = -1; float bestSq = float.MaxValue; for (int i = 0; i < playerPositions.Length; i++) { float d = math.distancesq(pos, playerPositions[i]); if (d < bestSq) { bestSq = d; tgt = i; } } if (tgt < 0) continue; // no valid target -> idle (InRoom-abort handles a fully-empty expedition) float3 targetPos = playerPositions[tgt]; // Face the target (planar) at all times, incl. while telegraphing. float3 toTarget = targetPos - pos; toTarget.y = 0f; if (math.lengthsq(toTarget) > 1e-6f) xform.ValueRW.Rotation = quaternion.LookRotationSafe(math.normalize(toTarget), math.up()); // --- SLAM in progress: root (the telegraph) until it lands, then AoE all players in the ring. --- uint windRaw = windup.ValueRO.WindUpUntilTick; if (windRaw != 0u) { var wt = new NetworkTick(windRaw); if (!(wt.IsValid && wt.IsNewerThan(serverTick))) { // B4: the windup elapse fires whichever attack was PENDING - the shared AttackWindup field // alone cannot tell them apart (review-confirmed: the naive reuse slams on a lunge elapse). if (boss.ValueRO.PendingAttack == 1) { // Lunge commit: lock direction at travel start (the Charger contract - dodge DURING // travel with dash i-frames). No unique damage: arriving re-opens the slam threat. lunge.ValueRW.Dir = math.normalizesafe(toTarget.xz, new float2(0f, 1f)); lunge.ValueRW.Speed = Tuning.BossLungeSpeed; lunge.ValueRW.UntilTick = TickUtil.NonZero(now + Tuning.BossLungeDurationTicks); windup.ValueRW.WindUpUntilTick = 0u; continue; } float slamSq = Tuning.BossSlamRadius * Tuning.BossSlamRadius; for (int i = 0; i < playerEntities.Length; i++) { if (math.distancesq(pos, playerPositions[i]) > slamSq) continue; ecb.AppendToBuffer(playerEntities[i], new DamageEvent { Amount = Tuning.BossSlamDamage, SourceNetworkId = -1, // environment / boss, not a player SourceTick = TickUtil.NonZero(now), }); } windup.ValueRW.WindUpUntilTick = 0u; uint baseCd = Tuning.BossSlamCooldownTicks; uint cd = phase == 2 ? (uint)math.max(1f, baseCd * Tuning.BossPhase2SlamCooldownMult) : baseCd; boss.ValueRW.SlamReadyTick = TickUtil.NonZero(now + cd); } continue; // rooted while winding up (the tell); rotation already written above } // --- B4 LUNGE travel in progress: committed movement along the locked direction. Wall-stop or // timer ends it (the Charger contract); the replicated IsLunging bit rides LungeState.UntilTick. --- if (lunge.ValueRO.UntilTick != 0u) { var blt = new NetworkTick(lunge.ValueRO.UntilTick); if (blt.IsValid && blt.IsNewerThan(serverTick)) { float3 intended = pos + new float3(lunge.ValueRO.Dir.x, 0f, lunge.ValueRO.Dir.y) * (lunge.ValueRO.Speed * dt); intended.y = pos.y; float3 moved = sweep ? EnemyMoveUtil.SweptMove(in physics, pos, intended, SweepRadius, envFilter) : intended; xform.ValueRW.Position = moved; if (math.lengthsq(lunge.ValueRO.Dir) > 1e-6f) xform.ValueRW.Rotation = quaternion.LookRotationSafe(new float3(lunge.ValueRO.Dir.x, 0f, lunge.ValueRO.Dir.y), math.up()); float intendedDist = math.distance(pos.xz, intended.xz); float actualDist = math.distance(pos.xz, moved.xz); if (intendedDist > 1e-4f && actualDist < intendedDist * 0.5f) { lunge.ValueRW.UntilTick = 0u; // wall-stop -> end the travel early boss.ValueRW.PendingAttack = 0; boss.ValueRW.LungeReadyTick = TickUtil.NonZero(now + Tuning.BossLungeCooldownTicks); } continue; // committed this tick } lunge.ValueRW.UntilTick = 0u; // travel done boss.ValueRW.PendingAttack = 0; boss.ValueRW.LungeReadyTick = TickUtil.NonZero(now + Tuning.BossLungeCooldownTicks); } // --- Chase (no active slam). --- float speed = stats.ValueRO.MoveSpeed * (phase == 2 ? Tuning.BossPhase2SpeedMult : 1f); float stopDist = stats.ValueRO.AttackRange * 0.9f; float3 vel = EnemyAIMath.SeekVelocity(pos, targetPos, speed, stopDist); float3 newPos = pos + vel * dt; newPos.y = pos.y; if (sweep) newPos = EnemyMoveUtil.SweptMove(in physics, pos, newPos, SweepRadius, envFilter); xform.ValueRW.Position = newPos; // Slam gate: ready + a player inside (ring + a small lead) -> commit a telegraphed slam. bool slamReady = boss.ValueRO.SlamReadyTick == 0u || !new NetworkTick(boss.ValueRO.SlamReadyTick).IsNewerThan(serverTick); float lead = Tuning.BossSlamRadius + 1.5f; float tgtDistSq = math.distancesq(newPos, targetPos); if (slamReady && tgtDistSq <= lead * lead) { windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + Tuning.BossSlamWindupTicks); boss.ValueRW.PendingAttack = 0; } else { // B4 lunge gate: target out of slam reach but within lunge range -> telegraphed gap-closer. // LungeState.UntilTick spans windup+travel so the IsLunging ghost bit (derived by EnemyAISystem // from LungeState) is ON for the whole move - the client suppresses the slam ring off that bit. bool lungeReady = boss.ValueRO.LungeReadyTick == 0u || !new NetworkTick(boss.ValueRO.LungeReadyTick).IsNewerThan(serverTick); if (lungeReady && tgtDistSq >= Tuning.BossLungeMinRange * Tuning.BossLungeMinRange && tgtDistSq <= Tuning.BossLungeMaxRange * Tuning.BossLungeMaxRange) { windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + Tuning.BossLungeWindupTicks); boss.ValueRW.PendingAttack = 1; lunge.ValueRW.UntilTick = TickUtil.NonZero(now + Tuning.BossLungeWindupTicks + Tuning.BossLungeDurationTicks); } } // Summon (phase two only): ready + under the live cap + a swarmer prefab wired. if (phase == 2 && swarmerPrefab != Entity.Null && liveZone < Tuning.BossSummonLiveCap) { bool summonReady = boss.ValueRO.SummonReadyTick == 0u || !new NetworkTick(boss.ValueRO.SummonReadyTick).IsNewerThan(serverTick); if (summonReady) { int toSpawn = math.min(Tuning.BossSummonCount, Tuning.BossSummonLiveCap - liveZone); for (int k = 0; k < toSpawn; k++) { float3 spawnPos = EnemyAIMath.ClusterOffset(newPos, k, math.max(1, toSpawn), 2.5f); spawnPos.y = newPos.y; ZoneEnemySpawnUtil.Spawn(ecb, swarmerPrefab, in swarmerBaked, spawnPos, RegionId.Expedition, roomByte); liveZone++; } boss.ValueRW.SummonReadyTick = TickUtil.NonZero(now + Tuning.BossSummonCooldownTicks); } } } ecb.Playback(state.EntityManager); ecb.Dispose(); playerEntities.Dispose(); playerPositions.Dispose(); } } }