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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

59 lines
2.3 KiB
C#

using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Baked config for the Husk wave/threat director (singleton). The director escalates: wave N spawns
/// <c>BaseCount + (N-1)*CountPerWave</c> Husks (round-robin over the <see cref="WaveEnemyPrefab"/> pool) at a
/// deterministic ring around the <see cref="BaseAnchor"/>, one every <c>SpawnIntervalTicks</c>; once a wave is
/// cleared the field stays calm for <c>LullTicks</c> before the next, bigger wave. Replaces the flat sustain.
/// </summary>
public struct WaveDirector : IComponentData
{
public float RingRadius;
public int RingSlots;
public int BaseCount;
public int CountPerWave;
public int SpawnIntervalTicks;
public int LullTicks;
public int MaxAlive; // MC-2 fork-4a: mandatory cap for the 4-type base siege (uncapped packs/spits spike relevancy).
// MC-2 base-siege mix bands (the director builds a ZoneEnemyMath.MixBands): BaseCount above = the Grunt base count.
public int ChargerBase;
public int SpitterBase;
public int SwarmerSlotBase;
public int ChargerPerEpoch;
public int SpitterPerEpoch;
public int SwarmerSlotPerEpoch;
public int SwarmerPackSize;
public int SwarmerPackPerEpoch;
public float ClusterTightRadius;
}
/// <summary>Baked pool of Husk prefab variants the director draws from round-robin (Grunt / Swarmer / Brute / ...).</summary>
public struct WaveEnemyPrefab : IBufferElementData
{
public Entity Prefab;
}
/// <summary>Phase constants for <see cref="WaveState.Phase"/>.</summary>
public static class WavePhase
{
public const byte Lull = 0;
public const byte Spawning = 1;
}
/// <summary>
/// Runtime state of the wave director (server-only singleton; not replicated). Tracks the current wave, the
/// phase (lull vs spawning), the next action tick, how many Husks remain to spawn this wave, and a monotonic
/// spawn counter (drives the ring slot + the round-robin prefab pick).
/// </summary>
public struct WaveState : IComponentData
{
public int WaveNumber;
public byte Phase;
public uint NextActionTick;
public int RemainingToSpawn;
public int SpawnCounter;
}
}