4febf3dfe2
Review-first netcode slice (design review wf_900e9965-8f0 -> 11 folded; post-impl wf_5c8299f8-299 clean). A PERMANENT periodic telegraphed AoE in Blight-biome rooms only; one new [GhostField] uint NextEruptTick. - Geyser component + GeyserEruptSystem (server): inverted invalid-tick guard (a baked-0 tick must NEVER erupt -> lazy-stamps born-correct instead of the party-wiping per-tick barrage), inline both-sides gather (SourceNetworkId=-1), reschedule = now + period (never +=), never destroyed. - GeyserTelegraphSystem (client): absolute-tick growing warning disc + erupt burst on the >0->=<0 crossing, latched per NextEruptTick + arm-guard (never edge-detects the replicated field -> no phantom on 0->stamp / relevancy re-entry). Reuses ScorchDecalSystem + DynamicLightSystem. - Seeded in RoomFieldSystem (Blight-gated on plan.Biome, born-correct staggered stamp from live ServerTick), GeyserFieldSpawner + authoring wired into the Gameplay subscene. Geyser.prefab duplicated from ResourceNode (no collider). - BuildDisc promoted to FeedbackFx (shared with the barrel fuse ring). - 474/474 EditMode incl. the unstamped-storm regression; live no-storm end-to-end. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
24 lines
1.5 KiB
C#
24 lines
1.5 KiB
C#
using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// A PERMANENT periodic BLIGHT hazard fixture (Phase 1.5b bundle 3; see Geyser_Build_Spec). An ownerless
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/// INTERPOLATED ghost placed only in Blight-biome expedition rooms. <see cref="NextEruptTick"/> is the ABSOLUTE
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/// server tick of the next eruption — the ONLY replicated field; the client derives its telegraph countdown and
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/// erupt-fire from it against its own predicted ServerTick (absolute-tick, NEVER an edge on the field — so it
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/// survives snapshot loss + relevancy re-entry; the design-review-hardened contract, see Geyser_Build_Spec §7).
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/// Server-only <see cref="ProjectM.Server"/> GeyserEruptSystem radius-damages LIVING players AND enemies (friendly
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/// fire, like exploding barrels — also a tactical lure) when it elapses, then reschedules one period ahead of NOW
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/// (never destroyed; RoomTag teardown removes it). Born-correct: RoomFieldSystem stamps NextEruptTick from the
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/// live ServerTick at spawn, so the first snapshot never carries the 0 "ready/unstamped" sentinel (a baked 0 must
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/// be treated as not-ready and NEVER erupted — the inverted invalid-tick guard).
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/// </summary>
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public struct Geyser : IComponentData
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{
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/// <summary>Absolute server tick of the next eruption (via TickUtil.NonZero; 0 = unstamped = never erupt).</summary>
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[GhostField] public uint NextEruptTick;
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}
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}
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