3109b86d71
Reactivate the dormant Expedition region as a procedural combat venue.
v1 loop: walk the gate -> fight an epoch-seeded enemy wave in the
expedition -> clear -> return -> flat Ore reward (once per epoch) ->
escalated retaliation base siege.
- New sim types: ZoneEnemyTag, ZoneEnemyDirector (+ ZoneEnemyPrefab
buffer), ZoneEnemyState, ZoneEnemyMath (grunt->charger composition
by epoch). ZoneEnemyDirectorSystem (server, Burst): drip-spawns the
wave at a deterministic ring under a MaxAlive cap while a player is
out and the base is Calm; marks ClearedThisEpoch on a real clear.
[UpdateAfter(ExpeditionFieldSystem)] only (avoids a sort cycle).
- BLOCKER 1: EnemyAISystem region-filters target selection (player +
structure snapshots gain parallel region lists; no base structures /
no Core fallback for expedition husks).
- BLOCKER 3: WaveSystem, ThreatDirectorSystem timeout cull, and
CyclePhaseSystem DefendCleared + Core-breach cull all count/cull
RegionTag{Base} husks only (the breach cull was caught region-blind
by the post-impl review: a base breach wiped the live expedition
wave and spuriously paid the reward).
- BLOCKER 4: reward de-duped via CycleRuntime.LastRewardedEpoch +
ClearedThisEpoch; ExpeditionGateSystem deposits RewardOre once/epoch.
- ExpeditionFieldSystem teardown also culls zone enemies + region-
guards the clutter loop. Subscene wired with the director + roster.
368/368 EditMode green + clean netcode Play smoke. Docs: DR-040 ->
built, session log, CLAUDE.md cross-region tag-reaudit rule.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
131 lines
6.6 KiB
C#
131 lines
6.6 KiB
C#
using Unity.Collections;
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using Unity.Mathematics;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Pure, deterministic Husk AI math — no RNG, no wall-clock — so server simulation stays reproducible and
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/// the helpers are EditMode-unit-testable without an ECS world (mirrors <see cref="PlayerSpawnMath"/> /
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/// <c>StatMath</c>).
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/// </summary>
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public static class EnemyAIMath
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{
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/// <summary>
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/// Planar (XZ) seek velocity from <paramref name="from"/> toward <paramref name="to"/> at
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/// <paramref name="speed"/>. Y is forced to 0 (top-down plane). Returns zero once within
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/// <paramref name="stopDistance"/> (so the Husk halts at strike range instead of jittering through the
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/// target) or when the two points coincide.
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/// </summary>
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public static float3 SeekVelocity(float3 from, float3 to, float speed, float stopDistance)
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{
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float3 d = to - from;
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d.y = 0f;
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float distSq = math.lengthsq(d);
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if (distSq <= stopDistance * stopDistance || distSq < 1e-8f)
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return float3.zero;
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return math.normalize(d) * speed;
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}
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/// <summary>
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/// True when <paramref name="to"/> is within <paramref name="range"/> of <paramref name="from"/> on the
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/// XZ plane.
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/// </summary>
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public static bool InAttackRange(float3 from, float3 to, float range)
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{
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float3 d = to - from;
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d.y = 0f;
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return math.lengthsq(d) <= range * range;
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}
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/// <summary>
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/// Projects a planar movement <paramref name="vel"/> onto a wall plane defined by <paramref name="surfaceNormal"/>
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/// (collide-and-slide): removes the component of <paramref name="vel"/> that pushes into the surface so the
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/// mover glances along the wall instead of stopping dead. Both inputs are flattened to the XZ plane (top-down).
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/// Returns <paramref name="vel"/> unchanged when the normal is degenerate.
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/// </summary>
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public static float3 SlideVelocity(float3 vel, float3 surfaceNormal)
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{
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surfaceNormal.y = 0f;
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float len = math.length(surfaceNormal);
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if (len < 1e-6f)
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return vel;
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float3 n = surfaceNormal / len;
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float3 slid = vel - math.dot(vel, n) * n;
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slid.y = 0f;
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return slid;
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}
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/// <summary>
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/// Deterministic planar ring position around <paramref name="center"/> for spawn
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/// <paramref name="index"/>: evenly spaced over <paramref name="slots"/> angles at
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/// <paramref name="radius"/>. Stable per index so a replayed spawn lands identically.
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/// </summary>
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public static float3 RingPosition(float3 center, int index, int slots, float radius)
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{
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if (slots < 1)
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slots = 1;
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int slot = ((index % slots) + slots) % slots;
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float angle = (2f * math.PI * slot) / slots;
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math.sincos(angle, out float s, out float c);
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return center + new float3(c * radius, 0f, s * radius);
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}
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/// <summary>
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/// EB-1 fortress aggro: pick a Husk's target as the weighted-nearest of the living players (weight 1) and
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/// the live structures (a SQUARED <paramref name="structureWeight"/> applied to structure distance, so <1
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/// makes structures preferred while a sufficiently-closer player 'in the way' still wins). Planar XZ,
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/// deterministic (no RNG/wall-clock). Sets <paramref name="index"/> = -1 when there are no targets. Pure so
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/// both the Grunt and Charger passes select IDENTICALLY and it is EditMode-unit-testable.
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/// </summary>
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public static void PickWeightedNearest(float3 from, NativeList<float3> playerPositions,
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NativeList<float3> structurePositions, float structureWeight, out bool isStructure, out int index)
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{
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isStructure = false;
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index = -1;
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float bestSq = float.MaxValue;
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for (int i = 0; i < playerPositions.Length; i++)
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{
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float sq = math.lengthsq(playerPositions[i].xz - from.xz);
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if (sq < bestSq) { bestSq = sq; index = i; isStructure = false; }
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}
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float w = math.max(0f, structureWeight);
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float wsq = w * w; // applied to SQUARED distance so the weight scales true distance
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for (int i = 0; i < structurePositions.Length; i++)
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{
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float sq = math.lengthsq(structurePositions[i].xz - from.xz) * wsq;
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if (sq < bestSq) { bestSq = sq; index = i; isStructure = true; }
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}
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}
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/// <summary>
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/// Region-scoped variant of <see cref="PickWeightedNearest(float3,NativeList{float3},NativeList{float3},float,out bool,out int)"/>:
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/// considers ONLY targets whose stored region byte equals <paramref name="region"/>, so a Husk seeks within
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/// its own region only (an expedition Husk never paths across the 1000-unit gap to a base player/structure,
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/// and a base Husk never to an expedition target). <paramref name="playerRegions"/> /
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/// <paramref name="structureRegions"/> are parallel to the position lists; the returned <paramref name="index"/>
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/// maps to the FULL list so the caller's by-index entity lookup stays valid. Pure, Burst-safe (byte compares).
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/// </summary>
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public static void PickWeightedNearest(float3 from, NativeList<float3> playerPositions,
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NativeList<byte> playerRegions, NativeList<float3> structurePositions, NativeList<byte> structureRegions,
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byte region, float structureWeight, out bool isStructure, out int index)
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{
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isStructure = false;
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index = -1;
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float bestSq = float.MaxValue;
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for (int i = 0; i < playerPositions.Length; i++)
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{
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if (playerRegions[i] != region) continue;
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float sq = math.lengthsq(playerPositions[i].xz - from.xz);
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if (sq < bestSq) { bestSq = sq; index = i; isStructure = false; }
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}
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float w = math.max(0f, structureWeight);
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float wsq = w * w; // applied to SQUARED distance so the weight scales true distance
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for (int i = 0; i < structurePositions.Length; i++)
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{
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if (structureRegions[i] != region) continue;
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float sq = math.lengthsq(structurePositions[i].xz - from.xz) * wsq;
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if (sq < bestSq) { bestSq = sq; index = i; isStructure = true; }
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}
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}
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}
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}
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