Files
Project-M/Assets/_Project/Scripts/Server/Debug/TargetDummySpawnSystem.cs
T
kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)
The 2026-08-06 audit found the shipping scene was still the abandoned
co-op-Hades game with LANTERN combat bolted on, and that a third of the
codebase was live code for a direction abandoned on 2026-07-13. Operator
chose deletion over freezing: "everything is saved in source control if
needed. I want the project to be clean."

DELETED (~140 source files, Scripts 335->231, Tests 77->43):
- Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring /
  SwarmerAuthoring were attached to ZERO prefabs, so LungeState /
  SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI
  passes, BossAISystem (261 lines) and the whole MixBands escalation
  curve could not match a single chunk at runtime, while 734 lines of
  green tests certified them. Both shipping enemy prefabs were already
  byte-identical in stats.
- Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag,
  route select, portal interact, ready-check, room field/teardown.
- Meta shop, prep loadout, boons (incl. KillRewardSystem and
  DashTrailDamageSystem, which existed only to serve boon flags).
- Build palette + structures, shared storage, inventory/equipment
  (already recorded PAUSED in CLAUDE.md).
- The HUD panels driving all of the above (HudSystem 1168 -> 610).

KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter
for spawn rings, respawn and dynamic light), the resource ledger +
StorageMath, the save system, region/relevancy. Three of these were in
the delete set until I checked their consumers — worth remembering that
the file-level manifest was wrong about them.

Also folds in audit finding M5: PlayerClass was a second, server-only
copy of the byte FrameId already replicates. It existed for the meta
shop; with that gone, FrameId is the single frame identity.

Harvest is now single-sink (ledger). HarvestMath keeps its shape so
LANTERN's carried-vs-banked cargo split lands in one place, not two.

295/295 EditMode green, zero compile errors. Subscene re-bake and Play
validation follow in the next commit.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 12:59:39 -07:00

86 lines
3.9 KiB
C#

#if UNITY_EDITOR
using ProjectM.Simulation;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
namespace ProjectM.Server
{
/// <summary>
/// 07-20 sandbox combat target: keeps ONE planted <see cref="TargetDummyTag"/> dummy alive in the DevSandbox
/// (scene-name gate — the established dev-script convention; GymSub bakes no WaveDirector, so this is the
/// sandbox's enemy source by design). The dummy is a real enemy ghost instantiated from a baked prefab
/// (grunt-shaped preferred), parked at the first player's position + a fixed offset, HP fat enough to eat a
/// few chains; it dies through the NORMAL death path (Dying corpse window → destroy → kill pop on the client)
/// and respawns at the same anchor shortly after — kill feedback stays testable on repeat. Editor-only.
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial class TargetDummySpawnSystem : SystemBase
{
const float RespawnDelaySec = 1.5f;
const float DummyHealth = 400f;
static readonly float3 AnchorOffset = new float3(3f, 0f, 1.5f);
float _respawnTimer;
float3 _anchor;
bool _anchored;
protected override void OnUpdate()
{
if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name != "DevSandbox")
return;
// A dummy exists (alive OR in its Dying corpse window) -> nothing to do; the corpse window
// conveniently delays the respawn timer until the body is gone.
var dummyQ = SystemAPI.QueryBuilder().WithAll<TargetDummyTag>().Build();
if (!dummyQ.IsEmpty) { _respawnTimer = 0f; return; }
// Anchor once on the first player seen (spawn point + offset = a consistent training spot).
if (!_anchored)
{
foreach (var xf in SystemAPI.Query<RefRO<LocalTransform>>().WithAll<PlayerTag>())
{
_anchor = xf.ValueRO.Position + AnchorOffset;
_anchored = true;
break;
}
if (!_anchored) return; // no player yet (world still connecting)
}
_respawnTimer += SystemAPI.Time.DeltaTime; // wall-frame is fine: dev spawner in the plain server group
if (_respawnTimer < RespawnDelaySec) return;
_respawnTimer = 0f;
// Grunt-shaped prefab preferred (no lunge/spit machinery on a training dummy); fall back to any enemy.
var prefQ = EntityManager.CreateEntityQuery(new EntityQueryDesc
{
All = new ComponentType[] { typeof(EnemyTag), typeof(Prefab) },
Options = EntityQueryOptions.IncludePrefab,
});
var prefabs = prefQ.ToEntityArray(Allocator.Temp);
if (prefabs.Length == 0)
{
prefabs.Dispose();
var anyQ = EntityManager.CreateEntityQuery(new EntityQueryDesc
{
All = new ComponentType[] { typeof(EnemyTag), typeof(Prefab) },
Options = EntityQueryOptions.IncludePrefab,
});
prefabs = anyQ.ToEntityArray(Allocator.Temp);
if (prefabs.Length == 0) { prefabs.Dispose(); return; } // no enemy ghosts in this world
}
var prefab = prefabs[0];
prefabs.Dispose();
var inst = EntityManager.Instantiate(prefab);
var baked = EntityManager.GetComponentData<LocalTransform>(prefab);
EntityManager.SetComponentData(inst, baked.WithPosition(_anchor)); // WithPosition: never FromPosition (Scale reset)
EntityManager.SetComponentData(inst, new Health { Current = DummyHealth, Max = DummyHealth });
EntityManager.AddComponent<TargetDummyTag>(inst); // server-only: plants it (every AI pass excludes the tag)
}
}
}
#endif