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kronic 56cf60cce3 Slice Combat Depth (MC-2): enemy-variety server spine — Spitter, Swarmer, 4-type mix (DR-041)
Adds the server-authoritative mechanics for three new enemy archetypes on top of
the Grunt/Charger base, plus the weighted wave-composition that introduces them:

- Spitter: a ranged Husk variant (SpitterState) that holds a preferred range-band
  (advance/retreat/hold via EnemyAIMath.BandVelocity) and fires a telegraphed,
  dodgeable EnemyProjectile. New server EnemyProjectileMoveSystem (integrate +
  store LastStep) + EnemyProjectileDamageSystem (region-filtered swept hit-test
  rebuilt from LastStep — DR-018 anti-tunnelling; players use HitRadius, structures
  a const radius; at-most-once destroy). Concurrent-spit soft cap, soft-fail retry.
- Swarmer: marker tag + deterministic cluster spawn (1 slot = 1 pack;
  EnemyAIMath.ClusterOffset), MaxAlive counts ENTITIES so a pack defers if it
  won't fit.
- 4-type weighted mix: MixBands -> ZoneEnemyMath.WaveSlots/KindForSlot/
  PackSizeForSlot drives both the expedition director and (fork-4a) the base siege,
  with a mandatory MaxAlive cap. Legacy WaveSize/IsChargerSlot kept + parity-tested.
- Discriminator stays component-presence (no enum in Bursted systems): query-
  partition guards keep each enemy moved by exactly one EnemyAISystem pass
  (sole-Position-writer). EnemyTelegraph.IsCharger -> Kind byte for the client cue.

New authoring (Spitter/Swarmer/EnemyProjectile) + expanded director authorings with
tunable mix/cluster defaults. 13 new EditMode tests (mix composition + legacy parity,
band/cluster math, projectile move + cross-region + swept anti-tunnelling regressions);
full suite green before commit.

Dormant until the prefab/subscene wiring lands (next): the new systems guard on
TryGetSingleton/RequireForUpdate, so with no prefabs wired the new types stay inert.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 20:06:56 -07:00

50 lines
2.3 KiB
C#

using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// MC-2 — marks a Husk prefab as a SPITTER variant (the ranged "reposition" question). Compose WITH
/// <see cref="EnemyAuthoring"/> on the prefab root: EnemyAuthoring bakes the common Husk components + the spit's
/// damage/cooldown (EnemyStats.AttackDamage / AttackCooldownTicks), this bakes the server-only
/// <see cref="SpitterState"/> (zeroed NextShotTick = ready). Component-PRESENCE is the discriminator EnemyAISystem
/// branches on (no enum); the Grunt + Charger passes exclude it via <c>.WithNone&lt;SpitterState&gt;()</c>. The
/// actual spit projectile is a SEPARATE ghost configured by the SpitterProjectilePrefab subscene singleton.
/// </summary>
public class SpitterAuthoring : MonoBehaviour
{
[Min(0f), Tooltip("Distance the Spitter tries to hold from its target (band centre).")]
public float PreferredRange = 9f;
[Min(0f), Tooltip("Half-width dead-zone around PreferredRange where it holds and fires.")]
public float RangeTolerance = 1.5f;
[Min(0f), Tooltip("Muzzle speed of the spit (world units/second). Slow enough to be dodgeable at range.")]
public float ProjectileSpeed = 11f;
[Min(0f), Tooltip("If the target closes within this AND the Spitter can't retreat, it fires point-blank.")]
public float CorneredRange = 3f;
[Min(1), Tooltip("Telegraph wind-up before the spit fires (ticks). Keep >= ~24 (> interp delay) to stay dodgeable.")]
public int WindupTicks = 26;
private class SpitterBaker : Baker<SpitterAuthoring>
{
public override void Bake(SpitterAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent(entity, new SpitterState
{
PreferredRange = authoring.PreferredRange,
RangeTolerance = authoring.RangeTolerance,
ProjectileSpeed = authoring.ProjectileSpeed,
CorneredRange = authoring.CorneredRange,
WindupTicks = authoring.WindupTicks,
NextShotTick = 0,
});
}
}
}
}