Files
kronic 73cfe2943d EB-1: machines can die - structures get HP, Husks raze them, wounded base persists
Structures (Turret/Wall/Pylon) reuse the combat spine: authoring bakes Health(GhostField)+DamageEvent buffer+a Destructible tag (no HitRadius -> no friendly projectile fire; no EffectiveCharacterStats -> clamp-to-0). HealthApplyDamageSystem destroys a Destructible at 0 (occupancy auto-frees). EnemyAISystem fortress-targets the weighted-nearest of players+structures via the shared EnemyAIMath.PickWeightedNearest (StructureAggroWeight TuningConfig knob, <1 prefers structures, squared factor; snapshot above the early-return so an undefended base is razed). Persistence v3: per-structure HP threaded through 5 sites (SaveData/PendingStructure/scan-guarded/BaseRestore same-ECB born-correct/WorldLauncher via SaveApply.ToPending); SaveService floor-gate [2,3] loads old saves. Loss feedback: proximity-gated StructureFeedbackSystem; CombatFeedbackSystem suppressed for structures. Pre-code review caught the DamageEvent-buffer crash blocker + 8 majors; post-code review clean. See DR-032.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 23:53:34 -07:00

44 lines
2.0 KiB
C#

using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Generic authoring for a non-functional build-structure ghost prefab (Wall / Pylon) — duplicate
/// Turret.prefab so the ownerless interpolated GhostAuthoringComponent on PlacedStructure.Type comes free,
/// then swap TurretAuthoring for this. Bakes ONLY <see cref="PlacedStructure"/>{Type=<see cref="Kind"/>}
/// (no <see cref="Turret"/> stats, so TurretFireSystem ignores it). BuildPlaceSystem overrides Cell +
/// LastProcessedTick and adds RegionTag{Base} at placement. <see cref="Kind"/> is a byte (StructureType.*) to
/// dodge the cross-assembly enum-in-Burst hazard and the MCP enum-drop gotcha.
/// </summary>
public class StructureAuthoring : MonoBehaviour
{
[Tooltip("StructureType byte: 5 = Wall, 6 = Pylon (do NOT use 1-4: Turret + reserved M7 automation).")]
public byte Kind = StructureType.Wall;
[Min(1f)] public float MaxHp = 150f;
private class StructureBaker : Baker<StructureAuthoring>
{
public override void Bake(StructureAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent(entity, new PlacedStructure
{
Type = authoring.Kind,
Cell = default,
NextTick = 0u,
LastProcessedTick = 0u,
});
// EB-1: Wall/Pylon are damageable + destructible AI targets (a wall soaks Husk strikes that would
// otherwise hit a turret). DamageEvent buffer MUST exist or an AI strike crashes at ECB playback.
// No HitRadius -> ProjectileDamageSystem ignores them (no friendly projectile fire).
AddComponent(entity, new Health { Current = authoring.MaxHp, Max = authoring.MaxHp });
AddBuffer<DamageEvent>(entity);
AddComponent<Destructible>(entity);
}
}
}
}