using System.Collections.Generic;
using ProjectM.Simulation;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
using UnityEngine;
using static ProjectM.Client.FeedbackFx;
namespace ProjectM.Client
{
///
/// Client-only WORLD JUICE for harvesting resource nodes + smashing Blight clutter. A managed presentation
/// system (SystemBase, main thread, NO Burst) in that REACTS to
/// replicated state — it never runs simulation. Each frame it edge-detects every node/clutter ghost's
/// replicated Remaining: a decrease spawns a small tinted chip burst + soft SFX; a despawn (the server
/// destroyed it — depletion or shatter) spawns a clear burst + SFX, and clutter adds a camera punch (the
/// "carve through the frontier" smash). A PROXIMITY GATE suppresses the prune VFX unless the despawned
/// entity's last position was near the local player, so the region-transit despawn storm at +1000 X stays
/// silent off-camera (GhostRelevancy drops every expedition ghost at once when the player walks home).
/// Procedural particles + procedural SFX (mirrors CombatFeedbackSystem; self-contained); knobs live in
/// . Never destroys a ghost — GhostDespawnSystem owns despawn; we only OBSERVE.
///
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class WorldFeedbackSystem : SystemBase
{
struct Cache { public int Remaining; public float3 Pos; public bool IsClutter; public Color Tint; public byte Variant; }
readonly Dictionary _cache = new();
readonly HashSet _seen = new();
readonly List _stale = new();
Transform _fxRoot;
ParticleSystem _chipFx;
ParticleSystem _clearFx;
AudioClip _chipClip;
AudioClip _clearClip;
AudioClip _boomClip;
readonly Dictionary _fuseRings = new(); // blast-radius discs, one per lit fuse
Mesh _fuseDiscMesh;
Material _fuseMat;
protected override void OnCreate()
{
_chipClip = MakeClip("harvest_chip", 900f, 1400f, 0.06f, 0.30f);
_clearClip = MakeClip("clutter_clear", 420f, 90f, 0.22f, 0.50f);
_boomClip = MakeClip("barrel_boom", 140f, 40f, 0.45f, 0.65f, noise: true, decay: 6f);
}
protected override void OnStartRunning()
{
if (_fxRoot != null) return;
_fxRoot = new GameObject("~WorldFeedbackFX").transform;
var mat = MakeParticleMaterial();
_chipFx = MakeBurst(_fxRoot, "HarvestChips", mat, new Color(2.6f, 1.9f, 0.7f), 0.10f, 5f, 0.30f, 256, 0.25f, 0.10f, 0.2f);
_clearFx = MakeBurst(_fxRoot, "ClutterClear", mat, new Color(3.0f, 1.1f, 0.25f), 0.16f, 7f, 0.45f, 512, 0.25f, 0.10f, 0.2f);
// Blast-radius disc for lit barrel fuses (operator 07-10: the radius was unreadable) — a flat ground
// disc at EXACTLY Tuning.BarrelExplodeRadius, pulsing via the shared material's alpha.
_fuseMat = MakeParticleMaterial();
_fuseMat.name = "BarrelFuseDisc";
_fuseMat.color = new Color(2.8f, 0.55f, 0.18f, 0.35f);
_fuseDiscMesh = BuildDisc(32);
}
protected override void OnDestroy()
{
if (_fxRoot != null) Object.Destroy(_fxRoot.gameObject); // fuse rings are children -> die with it
if (_fuseMat != null) Object.Destroy(_fuseMat);
if (_fuseDiscMesh != null) Object.Destroy(_fuseDiscMesh);
// Procedural clips are NOT children of _fxRoot — see FeedbackFx.DestroyClip.
FeedbackFx.DestroyClip(ref _chipClip);
FeedbackFx.DestroyClip(ref _clearClip);
FeedbackFx.DestroyClip(ref _boomClip);
}
protected override void OnUpdate()
{
if (!WorldFeelConfig.Enabled) { _cache.Clear(); return; }
// Complete predicted/interpolation jobs writing these before the main-thread reads.
EntityManager.CompleteDependencyBeforeRO();
EntityManager.CompleteDependencyBeforeRO();
EntityManager.CompleteDependencyBeforeRO();
// Local player position (for the proximity gate).
bool haveLocal = false;
float3 localPos = default;
foreach (var xf in SystemAPI.Query>().WithAll())
{
localPos = xf.ValueRO.Position;
haveLocal = true;
}
_seen.Clear();
// Resource nodes — chip on depletion.
foreach (var (node, xf, e) in
SystemAPI.Query, RefRO>().WithEntityAccess())
{
_seen.Add(e);
Observe(e, node.ValueRO.Remaining, xf.ValueRO.Position, false, TintForResource(node.ValueRO.ResourceId), 0, haveLocal && math.distancesq(xf.ValueRO.Position, localPos) <= WorldFeelConfig.ProximityRange * WorldFeelConfig.ProximityRange);
}
// Blight clutter — chip on damage.
foreach (var (clutter, xf, e) in
SystemAPI.Query, RefRO>().WithEntityAccess())
{
_seen.Add(e);
Observe(e, clutter.ValueRO.Remaining, xf.ValueRO.Position, true, WorldFeelConfig.WildTint, clutter.ValueRO.Variant, haveLocal && math.distancesq(xf.ValueRO.Position, localPos) <= WorldFeelConfig.ProximityRange * WorldFeelConfig.ProximityRange);
UpdateFuseRing(e, clutter.ValueRO, xf.ValueRO.Position);
}
// blast-radius discs pulse in sync (one shared material)
if (_fuseRings.Count > 0 && _fuseMat != null)
{
float fa = 0.30f + 0.22f * Mathf.Abs(Mathf.Sin(UnityEngine.Time.time * 9f));
var fc = _fuseMat.color;
_fuseMat.color = new Color(fc.r, fc.g, fc.b, fa);
}
// Prune: a despawn = the server destroyed it (node depleted / clutter shattered). Gate on proximity so
// a region-transit despawn storm (every expedition ghost dropped at once, far at +1000 X) stays silent.
if (_cache.Count != _seen.Count)
{
_stale.Clear();
foreach (var kv in _cache)
if (!_seen.Contains(kv.Key)) _stale.Add(kv.Key);
float rangeSq = WorldFeelConfig.ProximityRange * WorldFeelConfig.ProximityRange;
for (int i = 0; i < _stale.Count; i++)
{
var c = _cache[_stale[i]];
if (haveLocal && math.distancesq(c.Pos, localPos) <= rangeSq)
{
if (c.IsClutter && c.Variant == 3 && c.Remaining <= 0)
{
// EXPLOSIVE detonation: only a hit-popped barrel reaches despawn with a cached
// Remaining of 0 (a teardown despawn still carries Remaining>0) — the review-hardened
// boom-vs-puff split, so portal-advance teardowns can never fire false booms.
EmitTinted(_clearFx, (Vector3)c.Pos + Vector3.up * 0.6f, WorldFeelConfig.ClearBurstCount * 4, new Color(3.4f, 1.4f, 0.3f));
DynamicLightSystem.RequestFlash((Vector3)c.Pos, new Color(1f, 0.62f, 0.25f), 1.6f);
PlayClip(_boomClip, (Vector3)c.Pos, 0.8f);
PrototypeCameraRig.PunchFov(WorldFeelConfig.ClearFovKick * 2.2f, 90f);
PrototypeCameraRig.AddShake(WorldFeelConfig.ClearShake * 2.5f);
ScorchDecalSystem.RequestScorch((Vector3)c.Pos, Tuning.BarrelExplodeRadius); // bundle 2: charred ground mark at the boom
}
else
{
EmitTinted(_clearFx, (Vector3)c.Pos + Vector3.up * 0.6f, WorldFeelConfig.ClearBurstCount, c.Tint);
PlayClip(_clearClip, (Vector3)c.Pos, WorldFeelConfig.ClearSfxVolume);
if (c.IsClutter)
{
PrototypeCameraRig.PunchFov(WorldFeelConfig.ClearFovKick, 90f);
PrototypeCameraRig.AddShake(WorldFeelConfig.ClearShake);
}
}
}
if (_fuseRings.TryGetValue(_stale[i], out var ring))
{
if (ring != null) Object.Destroy(ring);
_fuseRings.Remove(_stale[i]);
}
_cache.Remove(_stale[i]);
}
}
}
void Observe(Entity e, int remaining, float3 pos, bool isClutter, Color tint, byte variant, bool nearLocal)
{
if (_cache.TryGetValue(e, out var prev) && remaining < prev.Remaining)
{
EmitTinted(_chipFx, (Vector3)pos + Vector3.up * 0.6f, WorldFeelConfig.ChipBurstCount, tint);
PlayClip(_chipClip, (Vector3)pos, WorldFeelConfig.ChipSfxVolume);
if (nearLocal) // tiny per-hit camera impact, only for harvesting near the local player (not a teammate's far node)
{
if (WorldFeelConfig.ChipFovKick > 0f) PrototypeCameraRig.PunchFov(WorldFeelConfig.ChipFovKick, 90f);
if (WorldFeelConfig.ChipShake > 0f) PrototypeCameraRig.AddShake(WorldFeelConfig.ChipShake);
}
}
_cache[e] = new Cache { Remaining = remaining, Pos = pos, IsClutter = isClutter, Tint = tint, Variant = variant };
}
// Lit fuse (Variant 3, Remaining 0 on a live barrel) -> a flat ground disc at EXACTLY the detonation
// radius so the player reads WHERE not to stand. Removed via the prune path (a fused barrel can only
// despawn — detonation or teardown).
void UpdateFuseRing(Entity e, BlightClutter clutter, float3 pos)
{
if (clutter.Variant != 3 || clutter.Remaining > 0) return;
if (!_fuseRings.TryGetValue(e, out var go) || go == null)
{
go = new GameObject("BarrelBlastRadius");
go.transform.SetParent(_fxRoot, false);
var mf = go.AddComponent();
mf.sharedMesh = _fuseDiscMesh;
var mr = go.AddComponent();
mr.sharedMaterial = _fuseMat;
mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
mr.receiveShadows = false;
go.transform.localScale = new Vector3(Tuning.BarrelExplodeRadius, 1f, Tuning.BarrelExplodeRadius);
_fuseRings[e] = go;
}
go.transform.position = new Vector3(pos.x, 0.06f, pos.z);
}
static Color TintForResource(byte resourceId)
{
if (resourceId == ResourceId.Ore) return WorldFeelConfig.OreTint;
if (resourceId == ResourceId.Biomass) return WorldFeelConfig.BiomassTint;
return WorldFeelConfig.WildTint; // Aether + default
}
// ---- procedural particles + SFX (mirrors CombatFeedbackSystem; self-contained) ----
}
}