304ee8c2a7
Portal-gated rooms: new RunLifecycle.RoomExplore loot window; room+nodes persist past the last kill; PortalInteractRequest -> server-only PortalCommand advances (client derives the portal pos). RunDirectorSystem moves teardown off the InRoom edge, relocates the boss-branch/route-gate into the RoomExplore exit, and advances an empty expedition immediately (incl. a boss clear). Class-at-base via a shared ClassSwapUtil (meta-band strip + per-class MetaTierState replay, so the base RPC and the dev SetClass can't drift); ClassSelectRequest Staging-gated. Per-run PREP buffs (PrepPurchaseRequest, PrepCatalog): once-per-run == the row's prep StatModifier band is present, TotalOf-before-Withdraw atomic, stripped on Returning beside the boon band. Health.Max promoted to [GhostField] (the one ghost-hash re-bake) so the boss + floating enemy HP bars read it directly. Feel: melee cone connect-thunk (C3), hit-stop throttle so a horde wipe can't stutter (C4), Spitter cornered-hold. 456/456 EditMode; two adversarial reviews (pre-code 13-confirmed folded; post-impl clean bar the RoomExplore boss-clear dead-time, fixed). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
499 lines
30 KiB
C#
499 lines
30 KiB
C#
using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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using Unity.Physics;
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using Unity.Transforms;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-authoritative Husk AI: each tick every Husk seeks the nearest LIVING player and strikes on
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/// contact. Husks are OWNERLESS INTERPOLATED ghosts (not predicted), so this runs SERVER-ONLY in the plain
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/// <see cref="SimulationSystemGroup"/> — writing <see cref="LocalTransform"/> directly (replicated to clients
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/// by the stock LocalTransform default variant; no hand-written <c>[GhostField]</c>). Ordered
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/// <c>[UpdateAfter(PredictedSimulationSystemGroup)]</c> (the predicted group is OrderFirst, so UpdateBefore is ignored) so a contact <see cref="DamageEvent"/> appended this
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/// tick is drained the following tick by <see cref="HealthApplyDamageSystem"/> (which runs inside the predicted
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/// group on the server). No <c>Simulate</c> filter: interpolated ghosts are not predicted and the server has
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/// no rollback, so every Husk advances exactly once per tick. Movement/attack math is the pure, deterministic
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/// <see cref="EnemyAIMath"/>; server fixed-step <c>SystemAPI.Time.DeltaTime</c> is correct here (not the
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/// rollback loop). Structural-free: the only deferred op is appending to the player's DamageEvent buffer.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(SimulationSystemGroup))]
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[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
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public partial struct EnemyAISystem : ISystem
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{
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EntityQuery m_EnemyProjectiles;
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<NetworkTime>();
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state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<EnemyTag>()));
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m_EnemyProjectiles = state.GetEntityQuery(ComponentType.ReadOnly<EnemyProjectile>());
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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// Snapshot living player targets once this tick (stable query order).
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var playerEntities = new NativeList<Entity>(Allocator.Temp);
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var playerPositions = new NativeList<float3>(Allocator.Temp);
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var playerRegions = new NativeList<byte>(Allocator.Temp);
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foreach (var (xform, health, region, entity) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>, RefRO<RegionTag>>()
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.WithAll<PlayerTag>()
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.WithEntityAccess())
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{
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if (health.ValueRO.Current <= 0f)
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continue; // don't chase or strike a corpse
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playerEntities.Add(entity);
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playerPositions.Add(xform.ValueRO.Position);
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playerRegions.Add(region.ValueRO.Region);
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}
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// EB-1 fortress aggro: also snapshot live structures (Turret/Wall/Pylon AND the Fabricator all carry
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// Health since the DR-032 parity fix; the query keys on it). Snapshot ABOVE the early-return so Husks keep razing
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// the base even with every player dead/away (the locked 'push for structures' fork).
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var structureEntities = new NativeList<Entity>(Allocator.Temp);
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var structurePositions = new NativeList<float3>(Allocator.Temp);
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var structureRegions = new NativeList<byte>(Allocator.Temp);
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foreach (var (sx, sh, sr, se) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>, RefRO<RegionTag>>()
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.WithAll<PlacedStructure>()
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.WithEntityAccess())
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{
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if (sh.ValueRO.Current <= 0f)
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continue; // skip a structure already at 0 (pending destroy this tick)
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structureEntities.Add(se);
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structurePositions.Add(sx.ValueRO.Position);
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structureRegions.Add(sr.ValueRO.Region);
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}
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// END-1: the Engine Core is a FALLBACK target. When no living player/structure remains, undefended
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// Husks march on the base heart (PlotCenter) so the base can be overrun instead of the swarm idling.
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bool coreAlive = SystemAPI.HasSingleton<BaseAnchor>()
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&& SystemAPI.TryGetSingleton<CoreIntegrity>(out var coreInteg) && coreInteg.Current > 0;
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float3 corePos = coreAlive ? BaseGridMath.PlotCenter(SystemAPI.GetSingleton<BaseAnchor>()) : float3.zero;
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if (playerEntities.Length == 0 && structureEntities.Length == 0 && !coreAlive)
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{
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playerEntities.Dispose();
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playerPositions.Dispose();
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playerRegions.Dispose();
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structureEntities.Dispose();
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structurePositions.Dispose();
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structureRegions.Dispose();
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return;
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}
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float dt = SystemAPI.Time.DeltaTime;
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var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
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uint now = serverTick.TickIndexForValidTick;
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// Live feel knobs (MC-0): one read, guarded at use. Server-only — clients never simulate enemies.
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var tune = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg) ? tcfg : TuningConfig.Defaults();
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float structAggro = math.max(0f, tune.StructureAggroWeight);
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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bool havePhysics = SystemAPI.TryGetSingleton<PhysicsWorldSingleton>(out var physics);
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uint envMask = SystemAPI.TryGetSingleton<WorldCollisionConfig>(out var worldCol) ? worldCol.EnvironmentMask : 0u;
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uint sweepMask = envMask | worldCol.StructureMask; // DR-042 C5: also collide enemies against player-built walls
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var envFilter = new CollisionFilter { BelongsTo = ~0u, CollidesWith = sweepMask, GroupIndex = 0 };
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bool sweep = havePhysics && sweepMask != 0u;
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const float SweepRadius = 0.5f; // collide-and-slide sphere radius for Husk movement
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foreach (var (xform, stats, cooldown, knockback, windup, region) in
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SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyAttackCooldown>,
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RefRW<KnockbackState>, RefRW<AttackWindup>, RefRO<RegionTag>>()
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.WithAll<EnemyTag>().WithNone<LungeState, SpitterState>())
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{
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float3 pos = xform.ValueRO.Position;
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byte huskRegion = region.ValueRO.Region;
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bool huskCoreAlive = coreAlive && huskRegion == RegionId.Base;
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// Knockback overrides seek/strike for its window — EnemyAISystem stays the SOLE writer of Position.
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var kb = knockback.ValueRO;
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if (kb.UntilTick != 0)
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{
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var kbTick = new NetworkTick(kb.UntilTick);
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if (kbTick.IsValid && kbTick.IsNewerThan(serverTick))
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{
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float3 kpos = pos + new float3(kb.Dir.x, 0f, kb.Dir.y) * (kb.Speed * dt);
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kpos.y = pos.y;
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if (sweep)
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kpos = SweptMove(in physics, pos, kpos, SweepRadius, envFilter);
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xform.ValueRW.Position = kpos;
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windup.ValueRW.WindUpUntilTick = 0; // a recoiling Husk does not wind up
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continue; // recoiling: skip seek + strike this tick
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}
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knockback.ValueRW.UntilTick = 0; // window elapsed
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}
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// EB-1 fortress aggro: nearest of players (weight 1) + structures (StructureAggroWeight) — a wall/
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// turret is the preferred target unless a player is in the way (closer after weighting).
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EnemyAIMath.PickWeightedNearest(pos, playerPositions, playerRegions, structurePositions, structureRegions, huskRegion, structAggro, out bool tgtIsStruct, out int tgtIdx);
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if (tgtIdx < 0 && !huskCoreAlive)
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continue; // no player/structure and no Core -> nothing to seek
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Entity targetEntity = tgtIdx < 0 ? Entity.Null
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: (tgtIsStruct ? structureEntities[tgtIdx] : playerEntities[tgtIdx]);
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float3 targetPos = tgtIdx < 0 ? corePos
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: (tgtIsStruct ? structurePositions[tgtIdx] : playerPositions[tgtIdx]);
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// Seek: stop just inside strike range so the Husk holds position to attack.
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float stopDistance = stats.ValueRO.AttackRange * 0.9f;
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float3 vel = EnemyAIMath.SeekVelocity(pos, targetPos, stats.ValueRO.MoveSpeed, stopDistance);
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float3 newPos = pos + vel * dt;
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newPos.y = pos.y; // hold the movement plane
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if (sweep)
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newPos = SweptMove(in physics, pos, newPos, SweepRadius, envFilter);
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xform.ValueRW.Position = newPos;
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// Face the target (planar) for presentation.
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float3 toTarget = targetPos - pos;
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toTarget.y = 0f;
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if (math.lengthsq(toTarget) > 1e-6f)
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xform.ValueRW.Rotation = quaternion.LookRotationSafe(math.normalize(toTarget), math.up());
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// Two-phase strike with a telegraph wind-up: commit a wind-up when first in-range + cooldown-ready,
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// then strike when it elapses. WindUpUntilTick is a [GhostField] so the client can cue the ~0.3s
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// tell; leaving range mid-windup cancels it. Tuning.AttackWindupTicks = 0/1 -> near-instant (legacy).
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bool inRange = EnemyAIMath.InAttackRange(pos, targetPos, stats.ValueRO.AttackRange);
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uint windRaw = windup.ValueRO.WindUpUntilTick;
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if (windRaw != 0)
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{
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// B1 commitment: once inside the final ~30% of the wind-up the strike is COMMITTED — leaving
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// range no longer cancels it (a last-instant step-back won't save you; dash i-frames or an early
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// exit will). A committed swing the player dodged out of WHIFFS at elapse (still burns cooldown)
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// -> the punish window, mirroring the Charger. Grunts (speed < player) can now actually land on a
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// lingering player instead of being trivially kited (readable-but-fair).
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var windTick = new NetworkTick(windRaw);
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bool elapsed = !(windTick.IsValid && windTick.IsNewerThan(serverTick));
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int remain = windTick.IsValid ? windTick.TicksSince(serverTick) : 0;
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uint gTotal = (uint)math.max(1f, tune.GruntWindupTicks);
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bool committed = remain > 0 && remain <= (int)(gTotal * 0.3f);
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if (!elapsed)
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{
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if (!inRange && !committed)
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windup.ValueRW.WindUpUntilTick = 0; // left range early -> cancel the wind-up
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}
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else
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{
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if (inRange && targetEntity != Entity.Null) ecb.AppendToBuffer(targetEntity, new DamageEvent
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{
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Amount = stats.ValueRO.AttackDamage,
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SourceNetworkId = -1, // environment / Husk, not a player
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SourceTick = TickUtil.NonZero(now),
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});
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uint cooldownTicks = (uint)math.max(1, stats.ValueRO.AttackCooldownTicks);
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cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + cooldownTicks);
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windup.ValueRW.WindUpUntilTick = 0;
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}
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}
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else if (inRange)
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{
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uint nextRaw = cooldown.ValueRO.NextAttackTick;
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bool ready = true;
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if (nextRaw != 0)
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{
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var nextTick = new NetworkTick(nextRaw);
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if (nextTick.IsValid && nextTick.IsNewerThan(serverTick))
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ready = false;
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}
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if (ready)
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{
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uint windupTicks = (uint)math.max(1f, tune.GruntWindupTicks);
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windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + windupTicks);
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}
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}
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}
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// --- Charger pass: a Husk variant baked with LungeState commits to a punishable fixed-direction lunge.
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// Component-presence is the discriminator; the Grunt pass above excludes these via .WithNone<LungeState>().
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// Charger feel knobs — live-tunable via TuningConfig (MC-0), guarded at the read site. Server-only
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// (clients never simulate Chargers); the >=1-tick floor avoids a degenerate instant/no-travel lunge.
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float ChargerLungeSpeed = math.max(0f, tune.ChargerLungeSpeed); // units/s while lunging
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uint ChargerLungeDurationTicks = (uint)math.max(1f, tune.ChargerLungeDurationTicks); // committed travel
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uint ChargerWindupTicks = (uint)math.max(1f, tune.ChargerWindupTicks); // readable telegraph lead
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uint ChargerWhiffStaggerTicks = (uint)math.max(1f, tune.ChargerWhiffStaggerTicks); // punish window
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uint chargerWhiffsThisTick = 0;
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foreach (var (xform, stats, cooldown, knockback, windup, lunge, region) in
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SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyAttackCooldown>,
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RefRW<KnockbackState>, RefRW<AttackWindup>, RefRW<LungeState>, RefRO<RegionTag>>()
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.WithAll<EnemyTag>().WithNone<SpitterState, BossState>())
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{
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float3 pos = xform.ValueRO.Position;
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byte cHuskRegion = region.ValueRO.Region;
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bool cHuskCoreAlive = coreAlive && cHuskRegion == RegionId.Base;
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// 1. Knockback wins (and cancels any in-flight lunge so Position keeps a single writer).
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var kb = knockback.ValueRO;
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if (kb.UntilTick != 0)
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{
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var kbTick = new NetworkTick(kb.UntilTick);
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if (kbTick.IsValid && kbTick.IsNewerThan(serverTick))
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{
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float3 kpos = pos + new float3(kb.Dir.x, 0f, kb.Dir.y) * (kb.Speed * dt);
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kpos.y = pos.y;
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if (sweep) kpos = SweptMove(in physics, pos, kpos, SweepRadius, envFilter);
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xform.ValueRW.Position = kpos;
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windup.ValueRW.WindUpUntilTick = 0;
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lunge.ValueRW.UntilTick = 0;
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continue;
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}
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knockback.ValueRW.UntilTick = 0;
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}
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// EB-1 fortress aggro: same weighted target selection as the Grunt pass (shared helper).
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EnemyAIMath.PickWeightedNearest(pos, playerPositions, playerRegions, structurePositions, structureRegions, cHuskRegion, structAggro, out bool cIsStruct, out int cIdx);
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if (cIdx < 0 && !cHuskCoreAlive)
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continue;
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Entity cTargetEntity = cIdx < 0 ? Entity.Null
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: (cIsStruct ? structureEntities[cIdx] : playerEntities[cIdx]);
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float3 cTargetPos = cIdx < 0 ? corePos
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: (cIsStruct ? structurePositions[cIdx] : playerPositions[cIdx]);
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// 2. Lunge active: travel the locked direction; damage on contact, or stagger on a wall-stop whiff.
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var lg = lunge.ValueRO;
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if (lg.UntilTick != 0)
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{
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var lgTick = new NetworkTick(lg.UntilTick);
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if (lgTick.IsValid && lgTick.IsNewerThan(serverTick))
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{
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float3 intended = pos + new float3(lg.Dir.x, 0f, lg.Dir.y) * (lg.Speed * dt);
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intended.y = pos.y;
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float3 moved = sweep ? SweptMove(in physics, pos, intended, SweepRadius, envFilter) : intended;
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xform.ValueRW.Position = moved;
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if (math.lengthsq(lg.Dir) > 1e-6f)
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xform.ValueRW.Rotation = quaternion.LookRotationSafe(new float3(lg.Dir.x, 0f, lg.Dir.y), math.up());
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if (EnemyAIMath.InAttackRange(moved, cTargetPos, stats.ValueRO.AttackRange))
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{
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if (cTargetEntity != Entity.Null) ecb.AppendToBuffer(cTargetEntity, new DamageEvent
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{
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Amount = stats.ValueRO.AttackDamage,
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SourceNetworkId = -1,
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SourceTick = TickUtil.NonZero(now),
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});
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uint cdTicks = (uint)math.max(1, stats.ValueRO.AttackCooldownTicks);
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cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + cdTicks);
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lunge.ValueRW.UntilTick = 0; // landed -> end the lunge
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}
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else
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{
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float intendedDist = math.distance(pos.xz, intended.xz);
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float actualDist = math.distance(pos.xz, moved.xz);
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if (intendedDist > 1e-4f && actualDist < intendedDist * 0.5f)
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{
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cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + ChargerWhiffStaggerTicks);
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lunge.ValueRW.UntilTick = 0; // wall-stop whiff -> stagger (the punish window)
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chargerWhiffsThisTick++;
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lunge.ValueRW.StaggerUntilTick = TickUtil.NonZero(now + ChargerWhiffStaggerTicks); // scoreable punish window
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}
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}
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continue; // committed this tick
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}
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// Timer elapsed without landing -> overshoot whiff -> stagger, then seek this tick.
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cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + ChargerWhiffStaggerTicks);
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lunge.ValueRW.UntilTick = 0;
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chargerWhiffsThisTick++;
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lunge.ValueRW.StaggerUntilTick = TickUtil.NonZero(now + ChargerWhiffStaggerTicks); // scoreable punish window
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}
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// 3. Seek + face (shared shape with the Grunt path). B3: a whiffed Charger is ROOTED during its
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// stagger punish window so the advertised punish reads (the player sees it stop). Facing still tracks.
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bool cStaggered = lunge.ValueRO.StaggerUntilTick != 0u
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&& new NetworkTick(lunge.ValueRO.StaggerUntilTick).IsNewerThan(serverTick);
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if (!cStaggered)
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{
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float cStop = stats.ValueRO.AttackRange * 0.9f;
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float3 cvel = EnemyAIMath.SeekVelocity(pos, cTargetPos, stats.ValueRO.MoveSpeed, cStop);
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float3 cNewPos = pos + cvel * dt; cNewPos.y = pos.y;
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if (sweep) cNewPos = SweptMove(in physics, pos, cNewPos, SweepRadius, envFilter);
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xform.ValueRW.Position = cNewPos;
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}
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float3 cToTarget = cTargetPos - pos; cToTarget.y = 0f;
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if (math.lengthsq(cToTarget) > 1e-6f)
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xform.ValueRW.Rotation = quaternion.LookRotationSafe(math.normalize(cToTarget), math.up());
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// 4. Commit: a wind-up elapses -> LOCK the lunge direction + fire. NO cancel-on-leave-range — the
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// whole point is the commit lands even if the player dodged out of range (the punishable tell).
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uint cWindRaw = windup.ValueRO.WindUpUntilTick;
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if (cWindRaw != 0)
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{
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var cWindTick = new NetworkTick(cWindRaw);
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if (!(cWindTick.IsValid && cWindTick.IsNewerThan(serverTick)))
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{
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float3 toT = cTargetPos - pos; toT.y = 0f;
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float2 ldir = math.lengthsq(toT) > 1e-6f ? math.normalize(toT.xz) : new float2(0f, 1f);
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lunge.ValueRW.Dir = ldir;
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lunge.ValueRW.Speed = ChargerLungeSpeed;
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lunge.ValueRW.UntilTick = TickUtil.NonZero(now + ChargerLungeDurationTicks);
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windup.ValueRW.WindUpUntilTick = 0;
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}
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}
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else
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{
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bool cInRange = EnemyAIMath.InAttackRange(pos, cTargetPos, stats.ValueRO.AttackRange);
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if (cInRange)
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{
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bool cReady = cooldown.ValueRO.NextAttackTick == 0
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|| !new NetworkTick(cooldown.ValueRO.NextAttackTick).IsNewerThan(serverTick);
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if (cReady)
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windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + ChargerWindupTicks);
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}
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}
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}
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// --- Spitter pass: a Husk variant baked with SpitterState holds a RANGED range-band and fires a
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// telegraphed, dodgeable spit. Partitioned .WithAll<SpitterState>().WithNone<LungeState>() (and the Grunt
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// pass excludes SpitterState) so a Spitter is moved by EXACTLY this pass — the sole-Position-writer rule.
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bool haveSpit = SystemAPI.TryGetSingleton<SpitterProjectilePrefab>(out var spitCfg) && spitCfg.Prefab != Entity.Null;
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int liveSpits = m_EnemyProjectiles.CalculateEntityCount();
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LocalTransform spitBakedLt = default;
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EnemyProjectile spitBakedProj = default;
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if (haveSpit)
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|
{
|
|
spitBakedLt = state.EntityManager.GetComponentData<LocalTransform>(spitCfg.Prefab);
|
|
spitBakedProj = state.EntityManager.GetComponentData<EnemyProjectile>(spitCfg.Prefab);
|
|
}
|
|
foreach (var (xform, stats, knockback, windup, spitter, region) in
|
|
SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<KnockbackState>,
|
|
RefRW<AttackWindup>, RefRW<SpitterState>, RefRO<RegionTag>>()
|
|
.WithAll<EnemyTag, SpitterState>().WithNone<LungeState>())
|
|
{
|
|
float3 pos = xform.ValueRO.Position;
|
|
byte sRegion = region.ValueRO.Region;
|
|
bool sCoreAlive = coreAlive && sRegion == RegionId.Base;
|
|
|
|
// 1. Knockback overrides everything (sole Position writer preserved).
|
|
var kb = knockback.ValueRO;
|
|
if (kb.UntilTick != 0)
|
|
{
|
|
var kbTick = new NetworkTick(kb.UntilTick);
|
|
if (kbTick.IsValid && kbTick.IsNewerThan(serverTick))
|
|
{
|
|
float3 kpos = pos + new float3(kb.Dir.x, 0f, kb.Dir.y) * (kb.Speed * dt);
|
|
kpos.y = pos.y;
|
|
if (sweep) kpos = SweptMove(in physics, pos, kpos, SweepRadius, envFilter);
|
|
xform.ValueRW.Position = kpos;
|
|
windup.ValueRW.WindUpUntilTick = 0;
|
|
continue;
|
|
}
|
|
knockback.ValueRW.UntilTick = 0;
|
|
}
|
|
|
|
// 2. Target (region-scoped shared helper); Core fallback like the Grunt/Charger passes.
|
|
EnemyAIMath.PickWeightedNearest(pos, playerPositions, playerRegions, structurePositions, structureRegions, sRegion, structAggro, out bool sIsStruct, out int sIdx);
|
|
if (sIdx < 0 && !sCoreAlive)
|
|
continue;
|
|
Entity sTargetEntity = sIdx < 0 ? Entity.Null
|
|
: (sIsStruct ? structureEntities[sIdx] : playerEntities[sIdx]);
|
|
float3 sTargetPos = sIdx < 0 ? corePos
|
|
: (sIsStruct ? structurePositions[sIdx] : playerPositions[sIdx]);
|
|
|
|
// 3. Range-band movement: advance if too far, retreat if too close, hold in-band. Face the target.
|
|
var sp = spitter.ValueRO;
|
|
// Once the player has closed inside CorneredRange the Spitter STANDS (no flee) + point-blanks — so a
|
|
// melee player who commits can actually catch it (fixes the endless-kite complaint; the spit is dash-dodgeable).
|
|
bool sCorneredMove = math.distance(pos.xz, sTargetPos.xz) <= sp.CorneredRange;
|
|
float3 bandVel = sCorneredMove ? float3.zero
|
|
: EnemyAIMath.BandVelocity(pos, sTargetPos, stats.ValueRO.MoveSpeed, sp.PreferredRange, sp.RangeTolerance);
|
|
float3 sNewPos = pos + bandVel * dt; sNewPos.y = pos.y;
|
|
if (sweep) sNewPos = SweptMove(in physics, pos, sNewPos, SweepRadius, envFilter);
|
|
xform.ValueRW.Position = sNewPos;
|
|
float3 sToTarget = sTargetPos - pos; sToTarget.y = 0f;
|
|
if (math.lengthsq(sToTarget) > 1e-6f)
|
|
xform.ValueRW.Rotation = quaternion.LookRotationSafe(math.normalize(sToTarget), math.up());
|
|
|
|
// 4. Telegraphed shot: commit a wind-up (the dodge window) when the shot gate is ready; on elapse,
|
|
// spawn a spit toward the target. A cornered Spitter still fires (point-blank) — no safe corner.
|
|
uint sWindRaw = windup.ValueRO.WindUpUntilTick;
|
|
if (sWindRaw != 0)
|
|
{
|
|
var sWindTick = new NetworkTick(sWindRaw);
|
|
if (!(sWindTick.IsValid && sWindTick.IsNewerThan(serverTick)))
|
|
{
|
|
float2 dir2 = math.lengthsq(sToTarget) > 1e-6f ? math.normalize(sToTarget.xz) : new float2(0f, 1f);
|
|
if (haveSpit && liveSpits < math.max(1, spitCfg.MaxLiveProjectiles))
|
|
{
|
|
float3 spawnPos = pos + new float3(dir2.x, 0f, dir2.y) * 0.8f;
|
|
spawnPos.y = pos.y;
|
|
var spit = ecb.Instantiate(spitCfg.Prefab);
|
|
ecb.SetComponent(spit, spitBakedLt.WithPosition(spawnPos)); // preserve baked [GhostField] Scale
|
|
ecb.SetComponent(spit, new EnemyProjectile
|
|
{
|
|
Direction = dir2,
|
|
Speed = sp.ProjectileSpeed,
|
|
Damage = stats.ValueRO.AttackDamage,
|
|
Range = spitBakedProj.Range,
|
|
DistanceTravelled = 0f,
|
|
LastStep = 0f,
|
|
Region = sRegion,
|
|
});
|
|
ecb.AddComponent(spit, new RegionTag { Region = sRegion }); // relevancy (the spit prefab bakes none)
|
|
liveSpits++;
|
|
uint shotCd = (uint)math.max(1, stats.ValueRO.AttackCooldownTicks);
|
|
spitter.ValueRW.NextShotTick = TickUtil.NonZero(now + shotCd);
|
|
}
|
|
else
|
|
{
|
|
// Over the concurrent cap (or no prefab wired): soft-fail — short retry, no full cooldown burn.
|
|
spitter.ValueRW.NextShotTick = TickUtil.NonZero(now + 8u);
|
|
}
|
|
windup.ValueRW.WindUpUntilTick = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool sReady = sp.NextShotTick == 0 || !new NetworkTick(sp.NextShotTick).IsNewerThan(serverTick);
|
|
// In-band gate (DR-041): telegraph + fire ONLY when holding the preferred band, OR when the target has
|
|
// closed inside CorneredRange (point-blank, no retreat room). While ADVANCING from too far OR
|
|
// RETREATING from a too-close target it must NOT fire — that IS the hold-range "reposition" question.
|
|
float sDist = math.length(sToTarget);
|
|
bool sInBand = math.abs(sDist - sp.PreferredRange) <= sp.RangeTolerance;
|
|
bool sCornered = sDist <= sp.CorneredRange;
|
|
if (sReady && (sInBand || sCornered) && (sTargetEntity != Entity.Null || sCoreAlive))
|
|
{
|
|
uint wTicks = (uint)math.max(1, sp.WindupTicks);
|
|
windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + wTicks);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Slice 1 (Feature D): derive the replicated IsLunging cue ONCE per tick from the end-of-tick LungeState
|
|
// (single point, idempotent — mirrors PlayerDeathStateSystem deriving Dead from Health). .WithPresent so a
|
|
// Charger whose bit is currently DISABLED is still visited (Entities default-excludes disabled enableables).
|
|
foreach (var (lunge, isLunging) in
|
|
SystemAPI.Query<RefRO<LungeState>, EnabledRefRW<IsLunging>>()
|
|
.WithAll<EnemyTag>().WithPresent<IsLunging>())
|
|
{
|
|
isLunging.ValueRW = lunge.ValueRO.UntilTick != 0u; // lunging iff a committed lunge is live this tick
|
|
}
|
|
|
|
if (chargerWhiffsThisTick != 0 && SystemAPI.HasSingleton<DevTelemetry>())
|
|
SystemAPI.GetSingletonRW<DevTelemetry>().ValueRW.ChargerWhiffWindowsOpened += chargerWhiffsThisTick;
|
|
|
|
ecb.Playback(state.EntityManager);
|
|
|
|
ecb.Dispose();
|
|
playerEntities.Dispose();
|
|
playerPositions.Dispose();
|
|
playerRegions.Dispose();
|
|
structureEntities.Dispose();
|
|
structurePositions.Dispose();
|
|
structureRegions.Dispose();
|
|
}
|
|
|
|
// Swept collide-and-slide for server-authoritative enemy movement — delegates to the shared
|
|
// EnemyMoveUtil.SweptMove (extracted so BossAISystem reuses ONE collide-and-slide impl; a fix reaches both).
|
|
// Kept as a private wrapper so this file's many call sites read unchanged.
|
|
static float3 SweptMove(in PhysicsWorldSingleton physics, float3 from, float3 to, float radius, CollisionFilter filter)
|
|
=> EnemyMoveUtil.SweptMove(in physics, from, to, radius, filter);
|
|
}
|
|
}
|