36950ca21d
Aoe/Hitscan archetype dispatch in AbilityFireSystem (both-worlds cooldown; server-only ecb.Instantiate — the client-never-instantiates invariant; ZoneEffect vs DecoyTag chosen by prefab membership). Harpooner REEL as a homing state (ReelState + ReelSystem re-aim the hit Husk's KnockbackState toward the caster's live position each tick; EnemyAISystem stays sole Position writer), stamped by ProjectileDamageSystem on a Reel-flag hit. ZonePulseSystem (enemy-only periodic AoE, caster attribution, no friendly fire, Vortex pull, born-0 lazy-stamp). Decoy aggro in EnemyAISystem + DecoySystem despawn. AbilityDefBlob gains EffectFlags (Reel) + DurationTicks. +3 ZonePulseSystem EditMode tests (497 green). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
711 lines
43 KiB
C#
711 lines
43 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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// LANTERN decoy-wisp aggro: a decoy draws Husks like a fake target. Region-agnostic gather (gym).
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var decoyEntities = new NativeList<Entity>(Allocator.Temp);
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var decoyPositions = new NativeList<float3>(Allocator.Temp);
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foreach (var (dx, dh, de) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
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.WithAll<DecoyTag>().WithEntityAccess())
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{
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if (dh.ValueRO.Current <= 0f) continue; // a spent decoy is being despawned; don't aggro a corpse
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decoyEntities.Add(de);
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decoyPositions.Add(dx.ValueRO.Position);
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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 && decoyEntities.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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decoyEntities.Dispose();
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decoyPositions.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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float decoyAggroSq = 30f * 30f; // LANTERN decoy-wisp aggro radius (world units, squared)
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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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// Anti-stuck (1/2): DEPENETRATE every living enemy out of any env/cover it overlaps BEFORE seeking, so a
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// Husk spawned inside or shoved into a cover rock isn't frozen by a zero-fraction sweep (the sweep cannot
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// move a mover that STARTS already penetrating). One point-distance query per living enemy (<=~15/room).
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// Boss excluded (BossAISystem owns it at a larger radius).
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if (sweep)
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{
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foreach (var depenXform in SystemAPI.Query<RefRW<LocalTransform>>()
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.WithAll<EnemyTag>().WithNone<Dying, BossState>())
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depenXform.ValueRW.Position = EnemyMoveUtil.Depenetrate(in physics, depenXform.ValueRO.Position, SweepRadius, envFilter);
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}
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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, Dying>())
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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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if (kb.Speed >= tune.StaggerKnockbackSpeed)
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windup.ValueRW.WindUpUntilTick = 0; // B2 poise: only a HEAVY hit interrupts; a light hit nudges while the wind-up keeps counting
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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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// Decoy aggro (LANTERN): a decoy-wisp within range is the PREFERRED target -- overrides player/structure/core.
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int decoyIdx = -1;
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float decoyBestSq = decoyAggroSq;
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for (int di = 0; di < decoyPositions.Length; di++)
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{
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float dsq = math.distancesq(pos.xz, decoyPositions[di].xz);
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if (dsq <= decoyBestSq) { decoyBestSq = dsq; decoyIdx = di; }
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}
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Entity targetEntity;
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float3 targetPos;
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if (decoyIdx >= 0)
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{
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targetEntity = decoyEntities[decoyIdx];
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targetPos = decoyPositions[decoyIdx];
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}
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else
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{
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if (tgtIdx < 0 && !huskCoreAlive)
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continue; // no decoy, no player/structure, and no Core -> nothing to seek
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targetEntity = tgtIdx < 0 ? Entity.Null
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: (tgtIsStruct ? structureEntities[tgtIdx] : playerEntities[tgtIdx]);
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targetPos = tgtIdx < 0 ? corePos
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: (tgtIsStruct ? structurePositions[tgtIdx] : playerPositions[tgtIdx]);
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}
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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, Dying>())
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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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if (kb.Speed >= tune.StaggerKnockbackSpeed)
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{
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windup.ValueRW.WindUpUntilTick = 0; // B2 poise: only a HEAVY hit breaks the windup / committed lunge
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lunge.ValueRW.UntilTick = 0;
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}
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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;
|
|
}
|
|
float3 cToTarget = cTargetPos - pos; cToTarget.y = 0f;
|
|
if (math.lengthsq(cToTarget) > 1e-6f)
|
|
xform.ValueRW.Rotation = quaternion.LookRotationSafe(math.normalize(cToTarget), math.up());
|
|
|
|
// 4. Commit: a wind-up elapses -> LOCK the lunge direction + fire. NO cancel-on-leave-range — the
|
|
// whole point is the commit lands even if the player dodged out of range (the punishable tell).
|
|
uint cWindRaw = windup.ValueRO.WindUpUntilTick;
|
|
if (cWindRaw != 0)
|
|
{
|
|
var cWindTick = new NetworkTick(cWindRaw);
|
|
if (!(cWindTick.IsValid && cWindTick.IsNewerThan(serverTick)))
|
|
{
|
|
float3 toT = cTargetPos - pos; toT.y = 0f;
|
|
float2 ldir = math.lengthsq(toT) > 1e-6f ? math.normalize(toT.xz) : new float2(0f, 1f);
|
|
lunge.ValueRW.Dir = ldir;
|
|
lunge.ValueRW.Speed = ChargerLungeSpeed;
|
|
lunge.ValueRW.UntilTick = TickUtil.NonZero(now + ChargerLungeDurationTicks);
|
|
windup.ValueRW.WindUpUntilTick = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool cInRange = EnemyAIMath.InAttackRange(pos, cTargetPos, stats.ValueRO.AttackRange);
|
|
if (cInRange)
|
|
{
|
|
bool cReady = cooldown.ValueRO.NextAttackTick == 0
|
|
|| !new NetworkTick(cooldown.ValueRO.NextAttackTick).IsNewerThan(serverTick);
|
|
if (cReady)
|
|
windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + ChargerWindupTicks);
|
|
}
|
|
}
|
|
}
|
|
// --- Spitter pass: a Husk variant baked with SpitterState holds a RANGED range-band and fires a
|
|
// telegraphed, dodgeable spit. Partitioned .WithAll<SpitterState>().WithNone<LungeState>() (and the Grunt
|
|
// pass excludes SpitterState) so a Spitter is moved by EXACTLY this pass — the sole-Position-writer rule.
|
|
bool haveSpit = SystemAPI.TryGetSingleton<SpitterProjectilePrefab>(out var spitCfg) && spitCfg.Prefab != Entity.Null;
|
|
int liveSpits = m_EnemyProjectiles.CalculateEntityCount();
|
|
LocalTransform spitBakedLt = default;
|
|
EnemyProjectile spitBakedProj = default;
|
|
if (haveSpit)
|
|
{
|
|
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, Dying>())
|
|
{
|
|
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;
|
|
if (kb.Speed >= tune.StaggerKnockbackSpeed)
|
|
windup.ValueRW.WindUpUntilTick = 0; // B2 poise: light hits nudge, only heavy interrupts
|
|
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>().WithNone<Dying>())
|
|
{
|
|
isLunging.ValueRW = lunge.ValueRO.UntilTick != 0u; // lunging iff a committed lunge is live this tick
|
|
}
|
|
|
|
// --- Phase 1 B1: SEPARATION (soft-collision) so hordes stop interpenetrating. Lives INSIDE
|
|
// EnemyAISystem (the sole enemy-Position writer; BossAISystem runs after and re-owns the boss).
|
|
// Pairwise among LIVING enemies (MaxAlive <= ~14 + boss -> O(n^2) is trivial); an enemy mid-knockback
|
|
// or mid-lunge keeps its committed motion (immovable this tick) but still pushes neighbours away, and
|
|
// the BOSS is never pushed (knockback-immune identity). Enemies also yield a SMALL personal radius
|
|
// around each player (below melee range so grunts can still strike - review B1-1). Displacement goes
|
|
// through the same swept move so separation cannot shove anything through walls.
|
|
{
|
|
var sepEnt = new NativeList<Entity>(Allocator.Temp);
|
|
var sepPos = new NativeList<float3>(Allocator.Temp);
|
|
var sepRad = new NativeList<float>(Allocator.Temp);
|
|
var sepMov = new NativeList<bool>(Allocator.Temp);
|
|
foreach (var (sxf, shr, se) in SystemAPI.Query<RefRO<LocalTransform>, RefRO<HitRadius>>()
|
|
.WithAll<EnemyTag>().WithNone<Dying>().WithEntityAccess())
|
|
{
|
|
bool movable = !SystemAPI.HasComponent<BossState>(se);
|
|
if (movable && SystemAPI.HasComponent<KnockbackState>(se))
|
|
{
|
|
var k = SystemAPI.GetComponent<KnockbackState>(se);
|
|
if (k.UntilTick != 0 && new NetworkTick(k.UntilTick).IsNewerThan(serverTick)) movable = false;
|
|
}
|
|
if (movable && SystemAPI.HasComponent<LungeState>(se))
|
|
{
|
|
var l = SystemAPI.GetComponent<LungeState>(se);
|
|
if (l.UntilTick != 0 && new NetworkTick(l.UntilTick).IsNewerThan(serverTick)) movable = false;
|
|
}
|
|
sepEnt.Add(se); sepPos.Add(sxf.ValueRO.Position); sepRad.Add(shr.ValueRO.Value); sepMov.Add(movable);
|
|
}
|
|
float sepMaxStep = math.max(0f, tune.SeparationMaxSpeed) * dt;
|
|
for (int i = 0; i < sepEnt.Length && sepMaxStep > 0f; i++)
|
|
{
|
|
if (!sepMov[i]) continue;
|
|
float3 pi = sepPos[i];
|
|
float2 push = float2.zero;
|
|
for (int j = 0; j < sepEnt.Length; j++)
|
|
{
|
|
if (j == i) continue;
|
|
float2 d = pi.xz - sepPos[j].xz;
|
|
float want = (sepRad[i] + sepRad[j]) * 0.9f;
|
|
float distSq = math.lengthsq(d);
|
|
if (want <= 0f || distSq >= want * want) continue;
|
|
float dist = math.sqrt(distSq);
|
|
// Exact stacks de-overlap deterministically by index (golden angle), never randomly.
|
|
float2 dir = dist > 1e-4f ? d / dist : new float2(math.sin(i * 2.399963f), math.cos(i * 2.399963f));
|
|
push += dir * (want - dist) * 0.5f;
|
|
}
|
|
for (int pj = 0; pj < playerPositions.Length; pj++)
|
|
{
|
|
float2 d = pi.xz - playerPositions[pj].xz;
|
|
float want = sepRad[i] + 0.35f; // small: never blocks strike range or the Spitter cornered-hold
|
|
float distSq = math.lengthsq(d);
|
|
if (distSq >= want * want) continue;
|
|
float dist = math.sqrt(distSq);
|
|
float2 dir = dist > 1e-4f ? d / dist : new float2(1f, 0f);
|
|
push += dir * (want - dist);
|
|
}
|
|
if (math.lengthsq(push) < 1e-8f) continue;
|
|
float pushLen = math.length(push);
|
|
if (pushLen > sepMaxStep) push *= sepMaxStep / pushLen;
|
|
float3 sepTarget = pi + new float3(push.x, 0f, push.y);
|
|
sepTarget.y = pi.y;
|
|
if (sweep) sepTarget = SweptMove(in physics, pi, sepTarget, SweepRadius, envFilter);
|
|
var sepXf = SystemAPI.GetComponentRW<LocalTransform>(sepEnt[i]);
|
|
sepXf.ValueRW.Position = sepTarget;
|
|
}
|
|
sepEnt.Dispose(); sepPos.Dispose(); sepRad.Dispose(); sepMov.Dispose();
|
|
}
|
|
|
|
// Anti-stuck (2/2): the GUARANTEED backstop. An enemy that WANTS to close on its target (outside attack
|
|
// range, not knocked/lunging/staggered) but hasn't gained ground on it for StuckUnstickTicks is phase-
|
|
// nudged toward the nearest target (collide-and-slide bypassed) until it escapes -> a room can never
|
|
// soft-lock on one Husk wedged in geometry the reactive slide can't solve. Progress is measured as
|
|
// distance CLOSED toward the target (not raw displacement) so the separation jiggle can't mask a stuck
|
|
// Husk. Server-only; EnemyNavState is not replicated. Spitters hold at range by design (excluded); the
|
|
// boss is driven by BossAISystem (excluded).
|
|
{
|
|
const float StuckMinProgressPerTick = 0.02f;
|
|
const uint StuckUnstickTicks = 90u; // ~1.5s of no ground gained before the nudge triggers
|
|
const uint NudgeBurstTicks = 45u; // ~0.75s of phasing toward the target per trigger
|
|
const float UnstickNudgeSpeed = 4.5f; // units/s while phase-nudging out of geometry
|
|
float nudgeStep = UnstickNudgeSpeed * dt;
|
|
foreach (var (nxform, nstats, nav, nregion, nent) in
|
|
SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyNavState>, RefRO<RegionTag>>()
|
|
.WithAll<EnemyTag>().WithNone<SpitterState, BossState, Dying>().WithEntityAccess())
|
|
{
|
|
float3 npos = nxform.ValueRO.Position;
|
|
byte nRegion = nregion.ValueRO.Region;
|
|
|
|
bool committed = false;
|
|
if (SystemAPI.HasComponent<KnockbackState>(nent))
|
|
{
|
|
var k = SystemAPI.GetComponent<KnockbackState>(nent);
|
|
committed |= k.UntilTick != 0 && new NetworkTick(k.UntilTick).IsNewerThan(serverTick);
|
|
}
|
|
if (SystemAPI.HasComponent<LungeState>(nent))
|
|
{
|
|
var l = SystemAPI.GetComponent<LungeState>(nent);
|
|
committed |= (l.UntilTick != 0 && new NetworkTick(l.UntilTick).IsNewerThan(serverTick))
|
|
|| (l.StaggerUntilTick != 0 && new NetworkTick(l.StaggerUntilTick).IsNewerThan(serverTick));
|
|
}
|
|
|
|
EnemyAIMath.PickWeightedNearest(npos, playerPositions, playerRegions, structurePositions, structureRegions, nRegion, structAggro, out bool nIsStruct, out int nIdx);
|
|
bool nCoreAlive = coreAlive && nRegion == RegionId.Base;
|
|
bool hasTarget = nIdx >= 0 || nCoreAlive;
|
|
float3 nTarget = nIdx < 0 ? corePos : (nIsStruct ? structurePositions[nIdx] : playerPositions[nIdx]);
|
|
bool wantsToClose = hasTarget && !committed
|
|
&& math.distance(npos.xz, nTarget.xz) > nstats.ValueRO.AttackRange * 1.15f;
|
|
|
|
bool nudging = nav.ValueRO.NudgeUntilTick != 0 && new NetworkTick(nav.ValueRO.NudgeUntilTick).IsNewerThan(serverTick);
|
|
if (nudging)
|
|
{
|
|
if (wantsToClose)
|
|
{
|
|
float3 toT = nTarget - npos; toT.y = 0f;
|
|
float l2 = math.lengthsq(toT);
|
|
if (l2 > 1e-6f)
|
|
{
|
|
float3 step = math.normalize(toT) * math.min(nudgeStep, math.sqrt(l2));
|
|
float3 np = npos + step; np.y = npos.y;
|
|
nxform.ValueRW.Position = np;
|
|
nav.ValueRW.LastPos = np;
|
|
continue;
|
|
}
|
|
}
|
|
nav.ValueRW.NudgeUntilTick = 0; // reached range / lost target -> stop nudging
|
|
}
|
|
|
|
if (!wantsToClose)
|
|
{
|
|
nav.ValueRW.StuckTicks = 0u;
|
|
nav.ValueRW.LastPos = npos;
|
|
continue;
|
|
}
|
|
|
|
float progressToward = math.distance(nav.ValueRO.LastPos.xz, nTarget.xz) - math.distance(npos.xz, nTarget.xz);
|
|
uint st = progressToward < StuckMinProgressPerTick ? nav.ValueRO.StuckTicks + 1u : 0u;
|
|
nav.ValueRW.LastPos = npos;
|
|
if (st >= StuckUnstickTicks)
|
|
{
|
|
// COVER-AWARE (destructible-cover review wf_e14dd739-069 HIGH): if what blocks this enemy
|
|
// is a LIVE cover GHOST (BlightClutter carrier), do NOT phase-nudge — cover must genuinely
|
|
// hold until the player breaks it. No soft-lock is possible: the blocker is destructible,
|
|
// and the counter stays primed so any OTHER wedge (static geometry) still nudges next check.
|
|
bool blockedByCover = false;
|
|
if (havePhysics)
|
|
{
|
|
float3 toTgt = nTarget - npos; toTgt.y = 0f;
|
|
float tl = math.length(toTgt);
|
|
if (tl > 1e-4f && physics.CollisionWorld.SphereCast(
|
|
npos, 0.35f, toTgt / tl, math.min(1.8f, tl), out var coverHit, envFilter))
|
|
blockedByCover = SystemAPI.HasComponent<BlightClutter>(coverHit.Entity);
|
|
}
|
|
if (!blockedByCover)
|
|
{
|
|
nav.ValueRW.NudgeUntilTick = TickUtil.NonZero(now + NudgeBurstTicks);
|
|
st = 0u;
|
|
}
|
|
}
|
|
nav.ValueRW.StuckTicks = st;
|
|
}
|
|
}
|
|
|
|
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();
|
|
decoyEntities.Dispose();
|
|
decoyPositions.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);
|
|
}
|
|
}
|