Files
Project-M/Assets/_Project/Scripts/Server/Combat/ZonePulseSystem.cs
T
kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)
The 2026-08-06 audit found the shipping scene was still the abandoned
co-op-Hades game with LANTERN combat bolted on, and that a third of the
codebase was live code for a direction abandoned on 2026-07-13. Operator
chose deletion over freezing: "everything is saved in source control if
needed. I want the project to be clean."

DELETED (~140 source files, Scripts 335->231, Tests 77->43):
- Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring /
  SwarmerAuthoring were attached to ZERO prefabs, so LungeState /
  SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI
  passes, BossAISystem (261 lines) and the whole MixBands escalation
  curve could not match a single chunk at runtime, while 734 lines of
  green tests certified them. Both shipping enemy prefabs were already
  byte-identical in stats.
- Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag,
  route select, portal interact, ready-check, room field/teardown.
- Meta shop, prep loadout, boons (incl. KillRewardSystem and
  DashTrailDamageSystem, which existed only to serve boon flags).
- Build palette + structures, shared storage, inventory/equipment
  (already recorded PAUSED in CLAUDE.md).
- The HUD panels driving all of the above (HudSystem 1168 -> 610).

KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter
for spawn rings, respawn and dynamic light), the resource ledger +
StorageMath, the save system, region/relevancy. Three of these were in
the delete set until I checked their consumers — worth remembering that
the file-level manifest was wrong about them.

Also folds in audit finding M5: PlayerClass was a second, server-only
copy of the byte FrameId already replicates. It existed for the meta
shop; with that gone, FrameId is the single frame identity.

Harvest is now single-sink (ledger). HarvestMath keeps its shape so
LANTERN's carried-vs-banked cargo split lands in one place, not two.

295/295 EditMode green, zero compile errors. Subscene re-bake and Play
validation follow in the next commit.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 12:59:39 -07:00

131 lines
5.8 KiB
C#

using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Server
{
/// <summary>
/// SERVER-ONLY player-cast zone driver (Vortex / LightZone — the LANTERN Aoe/zone Sparks). Borrows the
/// <see cref="GeyserEruptSystem"/> skeleton — the INVERTED invalid-tick guard (a born-0 <see cref="ZoneEffect.NextTick"/>
/// is lazy-stamped born-correct, never storm-fires) and the <c>= now + period</c> reschedule — but is
/// ENEMY-ONLY (NO friendly fire), stamps <see cref="DamageEvent.SourceNetworkId"/> = the caster's NetworkId
/// (kills credit the caster — NOT the -1 environment convention), and has NO region gate (a no-world gym).
/// A <see cref="ZoneEffectFlag.Vortex"/> zone ALSO writes a gentle inward <see cref="KnockbackState"/> every
/// tick (EnemyAISystem drives it, sole Position writer), so runs BEFORE EnemyAISystem. DestroyEntity when
/// <see cref="ZoneEffect.ExpireTick"/> elapses (server-authoritative ghost despawn). Ticks via
/// <see cref="TickUtil.NonZero"/>; compared with <see cref="NetworkTick"/> only.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
[UpdateBefore(typeof(EnemyAISystem))]
public partial struct ZonePulseSystem : ISystem
{
const float k_VortexPullSpeed = 4f; // gentle inward drift for a Vortex (world units/sec)
const float k_VortexDeadzoneSq = 0.25f; // don't re-aim (or NaN) an enemy already at the zone centre
ComponentLookup<KnockbackState> m_KnockbackLookup;
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<NetworkTime>();
state.RequireForUpdate<ZoneEffect>();
m_KnockbackLookup = state.GetComponentLookup<KnockbackState>(isReadOnly: false);
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
if (!serverTick.IsValid) return;
uint now = serverTick.TickIndexForValidTick;
uint stamp = TickUtil.NonZero(now);
uint reschedule = TickUtil.NonZero(now + ZoneEffect.PulsePeriodTicks);
m_KnockbackLookup.Update(ref state);
// Living enemies once this tick (entities + positions; stable query order).
var enemyEntities = new NativeList<Entity>(Allocator.Temp);
var enemyPositions = new NativeList<float3>(Allocator.Temp);
foreach (var (lt, hp, e) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
.WithAll<EnemyTag>().WithNone<Dying>().WithEntityAccess())
{
if (hp.ValueRO.Current <= 0f) continue;
enemyEntities.Add(e);
enemyPositions.Add(lt.ValueRO.Position);
}
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (zone, lt, zoneEntity) in
SystemAPI.Query<RefRW<ZoneEffect>, RefRO<LocalTransform>>().WithEntityAccess())
{
var ze = zone.ValueRO;
// Lifetime: despawn the zone ghost when the leash elapses (server-authoritative).
if (ze.ExpireTick != 0u && !new NetworkTick(ze.ExpireTick).IsNewerThan(serverTick))
{
ecb.DestroyEntity(zoneEntity);
continue;
}
float3 center = lt.ValueRO.Position;
float radiusSq = ze.Radius * ze.Radius;
bool vortex = (ze.Flags & ZoneEffectFlag.Vortex) != 0;
// Vortex pull: gentle inward drift EVERY tick (re-stamped, one tick; EnemyAISystem applies it).
if (vortex)
{
for (int i = 0; i < enemyEntities.Length; i++)
{
float2 to = center.xz - enemyPositions[i].xz;
float d2 = math.lengthsq(to);
if (d2 > radiusSq || d2 <= k_VortexDeadzoneSq) continue;
var e = enemyEntities[i];
if (!m_KnockbackLookup.HasComponent(e)) continue;
m_KnockbackLookup[e] = new KnockbackState
{
Dir = math.normalize(to),
Speed = k_VortexPullSpeed,
UntilTick = TickUtil.NonZero(now + 1u),
};
}
}
// Damage pulse: INVERTED invalid-tick guard (a born-0 NextTick lazy-stamps born-correct, never storms).
uint next = ze.NextTick;
if (next == 0u || !new NetworkTick(next).IsValid)
{
zone.ValueRW.NextTick = reschedule;
continue;
}
if (new NetworkTick(next).IsNewerThan(serverTick)) continue; // still counting down
for (int i = 0; i < enemyEntities.Length; i++)
{
if (math.distancesq(enemyPositions[i].xz, center.xz) > radiusSq) continue;
ecb.AppendToBuffer(enemyEntities[i], new DamageEvent
{
Amount = ze.DamagePerPulse,
SourceNetworkId = ze.CasterNetworkId,
SourceTick = stamp,
});
}
zone.ValueRW.NextTick = reschedule;
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
enemyEntities.Dispose();
enemyPositions.Dispose();
}
}
}