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>
146 lines
7.1 KiB
C#
146 lines
7.1 KiB
C#
using NUnit.Framework;
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using ProjectM.Server;
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using ProjectM.Simulation;
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using Unity.Core;
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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.Transforms;
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namespace ProjectM.Tests
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{
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/// <summary>
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/// Plain-Entities EditMode tests for enemy KNOCKBACK (server-only, no re-bake). Two halves:
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/// ProjectileDamageSystem STAMPS a <see cref="KnockbackState"/> on a hit Husk (Dir = the projectile heading,
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/// UntilTick = now + Tuning.KnockbackDurationTicks); EnemyAISystem APPLIES it — moving the Husk along the
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/// knockback heading (overriding seek) and suppressing its strike for the window, then resuming seek. Both
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/// systems are server-only Burst ISystems; a NetworkTime singleton is seeded (TurretFireSystems pattern).
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/// Knockback is gated by Tuning.KnockbackSpeed (0 disables) — so ProjectileDamageSystem only stamps when > 0.
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/// </summary>
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public class KnockbackTests
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{
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static void SetServerTick(World world, uint tick)
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{
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var em = world.EntityManager;
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using var q = em.CreateEntityQuery(typeof(NetworkTime));
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Entity e = q.IsEmpty ? em.CreateEntity(typeof(NetworkTime)) : q.GetSingletonEntity();
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em.SetComponentData(e, new NetworkTime { ServerTick = new NetworkTick(tick) });
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}
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[Test]
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public void ProjectileDamage_Stamps_Knockback_On_Hit_Husk()
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{
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var world = new World("KnockbackStampWorld");
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var group = world.GetOrCreateSystemManaged<SimulationSystemGroup>();
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group.AddSystemToUpdateList(world.GetOrCreateSystem<ProjectileDamageSystem>());
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group.SortSystems();
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using (world)
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{
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var em = world.EntityManager;
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SetServerTick(world, 200);
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var husk = em.CreateEntity();
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em.AddComponentData(husk, LocalTransform.FromPosition(new float3(0, 0, 5)));
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em.AddComponentData(husk, new HitRadius { Value = 0.8f });
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em.AddComponentData(husk, new Health { Current = 50f, Max = 50f });
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em.AddBuffer<DamageEvent>(husk);
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em.AddComponentData(husk, new KnockbackState()); // baked on real Husks
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var proj = em.CreateEntity();
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em.AddComponentData(proj, LocalTransform.FromPosition(new float3(0, 0, 5)));
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em.AddComponentData(proj, new Projectile { Direction = new float2(0, 1), Speed = 10f, Damage = 20f, Range = 20f, DistanceTravelled = 5f });
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em.AddComponentData(proj, new GhostOwner { NetworkId = 1 });
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world.SetTime(new TimeData(elapsedTime: 0.1f, deltaTime: 0.1f));
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group.Update();
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Assert.AreEqual(1, em.GetBuffer<DamageEvent>(husk).Length, "The hit still deals damage.");
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Assert.IsFalse(em.Exists(proj), "The projectile is consumed on hit.");
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var kb = em.GetComponentData<KnockbackState>(husk);
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Assert.AreEqual(TickUtil.NonZero(200 + (uint)Tuning.KnockbackDurationTicks), kb.UntilTick,
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"Knockback is scheduled until now + KnockbackDurationTicks.");
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Assert.AreEqual(0f, kb.Dir.x, 1e-4f);
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Assert.AreEqual(1f, kb.Dir.y, 1e-4f, "Knockback heading matches the projectile direction.");
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Assert.AreEqual(Tuning.KnockbackSpeed, kb.Speed, 1e-4f);
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}
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}
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static (World world, SimulationSystemGroup group) MakeAiWorld(string name, uint serverTick)
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{
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var world = new World(name);
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var group = world.GetOrCreateSystemManaged<SimulationSystemGroup>();
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group.AddSystemToUpdateList(world.GetOrCreateSystem<EnemyAISystem>());
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group.SortSystems();
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world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
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SetServerTick(world, serverTick);
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return (world, group);
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}
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static Entity MakePlayer(EntityManager em, float3 pos)
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{
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var e = em.CreateEntity();
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em.AddComponentData(e, LocalTransform.FromPosition(pos));
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em.AddComponentData(e, new Health { Current = 100f, Max = 100f });
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em.AddComponent<PlayerTag>(e);
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em.AddBuffer<DamageEvent>(e);
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em.AddComponentData(e, new RegionTag { Region = RegionId.Base });
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return e;
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}
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static Entity MakeHusk(EntityManager em, float3 pos, KnockbackState kb)
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{
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var e = em.CreateEntity();
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em.AddComponentData(e, LocalTransform.FromPosition(pos));
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em.AddComponentData(e, new EnemyStats { MoveSpeed = 3f, AttackRange = 1.6f, AttackDamage = 8f, AttackCooldownTicks = 36 });
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em.AddComponentData(e, new EnemyAttackCooldown { NextAttackTick = 0 });
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em.AddComponentData(e, kb);
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em.AddComponentData(e, new AttackWindup());
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em.AddComponent<EnemyTag>(e);
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em.AddComponentData(e, new RegionTag { Region = RegionId.Base });
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return e;
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}
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[Test]
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public void Knockback_Overrides_Seek_Then_Resumes()
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{
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var (world, group) = MakeAiWorld("KnockbackAiWorld", 200);
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using (world)
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{
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var em = world.EntityManager;
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MakePlayer(em, new float3(10, 1, 0)); // player at +X
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var husk = MakeHusk(em, new float3(5, 1, 0),
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new KnockbackState { Dir = new float2(-1, 0), Speed = Tuning.KnockbackSpeed, UntilTick = TickUtil.NonZero(208) });
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group.Update(); // tick 200: knocked -> moves -X (against the seek toward +X)
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float xKnocked = em.GetComponentData<LocalTransform>(husk).Position.x;
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Assert.Less(xKnocked, 5f, "While knocked the Husk moves along the knockback heading (-X), not toward the player (+X).");
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SetServerTick(world, 208);
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group.Update(); // window elapsed -> seek resumes toward the player at +X
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float xResumed = em.GetComponentData<LocalTransform>(husk).Position.x;
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Assert.Greater(xResumed, xKnocked, "Once the knockback window elapses the Husk seeks back toward the player.");
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Assert.AreEqual(0u, em.GetComponentData<KnockbackState>(husk).UntilTick, "Knockback state is cleared after the window.");
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}
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}
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[Test]
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public void Knocked_Husk_Does_Not_Strike()
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{
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var (world, group) = MakeAiWorld("KnockbackNoStrikeWorld", 200);
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using (world)
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{
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var em = world.EntityManager;
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var player = MakePlayer(em, new float3(10, 1, 0));
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// Husk inside AttackRange of the player, but knocked.
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MakeHusk(em, new float3(9, 1, 0),
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new KnockbackState { Dir = new float2(-1, 0), Speed = Tuning.KnockbackSpeed, UntilTick = TickUtil.NonZero(208) });
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group.Update();
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Assert.AreEqual(0, em.GetBuffer<DamageEvent>(player).Length,
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"A recoiling Husk does not strike even when inside AttackRange.");
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}
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}
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}
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}
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