Files
Project-M/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs
T
kronic 3836e9c842 Phase 1 B3: enemies die with a corpse window instead of popping out of existence
Server: HealthApplyDamageSystem marks EnemyTag Dying{UntilTick} (TickUtil.
NonZero, ~54 ticks) on the lethal 0-crossing instead of instant destroy,
zeroes every live cue (replicated AttackWindup, LungeState + IsLunging bit,
KnockbackState), destroys on expiry; plain-world tests keep instant destroy
(no NetworkTime) so the suite's assertions stay meaningful.

Every consumer now ignores corpses (all confirmed entity-count/unfiltered by
the design review): EnemyAISystem all 4 passes, BossAISystem brain + summon
cap, RoomEnemyDirector room-clear + MaxAlive fit, WaveSystem cap + cleared,
CyclePhaseSystem breach wipe + DefendCleared, ThreatDirector timeout cull,
TurretFire targeting, CoreDamage drain, ProjectileDamage snapshot (corpses
are not shields), AbilityFire auto-aim candidates, debug cull + telemetry.
Wipe passes skip Dying to avoid cross-ECB double-destroys.

Client: EnemyAnimationDriveSystem finally drives the controller's IsDead
param (Health.Current<=0 is the replicated death read; corpse locomotion
zeroed); CombatFeedbackSystem moves the kill CRUNCH to the 0-crossing (the
prune-edge timing would land it ~1 s late) - the prune keeps a small
dissolve puff for corpses and the legacy full read for alive-vanish culls.

456/456 EditMode.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 18:34:12 -07:00

499 lines
30 KiB
C#

using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Physics;
using Unity.Transforms;
namespace ProjectM.Server
{
/// <summary>
/// Server-authoritative Husk AI: each tick every Husk seeks the nearest LIVING player and strikes on
/// contact. Husks are OWNERLESS INTERPOLATED ghosts (not predicted), so this runs SERVER-ONLY in the plain
/// <see cref="SimulationSystemGroup"/> — writing <see cref="LocalTransform"/> directly (replicated to clients
/// by the stock LocalTransform default variant; no hand-written <c>[GhostField]</c>). Ordered
/// <c>[UpdateAfter(PredictedSimulationSystemGroup)]</c> (the predicted group is OrderFirst, so UpdateBefore is ignored) so a contact <see cref="DamageEvent"/> appended this
/// tick is drained the following tick by <see cref="HealthApplyDamageSystem"/> (which runs inside the predicted
/// group on the server). No <c>Simulate</c> filter: interpolated ghosts are not predicted and the server has
/// no rollback, so every Husk advances exactly once per tick. Movement/attack math is the pure, deterministic
/// <see cref="EnemyAIMath"/>; server fixed-step <c>SystemAPI.Time.DeltaTime</c> is correct here (not the
/// rollback loop). Structural-free: the only deferred op is appending to the player's DamageEvent buffer.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
public partial struct EnemyAISystem : ISystem
{
EntityQuery m_EnemyProjectiles;
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<NetworkTime>();
state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<EnemyTag>()));
m_EnemyProjectiles = state.GetEntityQuery(ComponentType.ReadOnly<EnemyProjectile>());
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
// Snapshot living player targets once this tick (stable query order).
var playerEntities = new NativeList<Entity>(Allocator.Temp);
var playerPositions = new NativeList<float3>(Allocator.Temp);
var playerRegions = new NativeList<byte>(Allocator.Temp);
foreach (var (xform, health, region, entity) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>, RefRO<RegionTag>>()
.WithAll<PlayerTag>()
.WithEntityAccess())
{
if (health.ValueRO.Current <= 0f)
continue; // don't chase or strike a corpse
playerEntities.Add(entity);
playerPositions.Add(xform.ValueRO.Position);
playerRegions.Add(region.ValueRO.Region);
}
// EB-1 fortress aggro: also snapshot live structures (Turret/Wall/Pylon AND the Fabricator all carry
// Health since the DR-032 parity fix; the query keys on it). Snapshot ABOVE the early-return so Husks keep razing
// the base even with every player dead/away (the locked 'push for structures' fork).
var structureEntities = new NativeList<Entity>(Allocator.Temp);
var structurePositions = new NativeList<float3>(Allocator.Temp);
var structureRegions = new NativeList<byte>(Allocator.Temp);
foreach (var (sx, sh, sr, se) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>, RefRO<RegionTag>>()
.WithAll<PlacedStructure>()
.WithEntityAccess())
{
if (sh.ValueRO.Current <= 0f)
continue; // skip a structure already at 0 (pending destroy this tick)
structureEntities.Add(se);
structurePositions.Add(sx.ValueRO.Position);
structureRegions.Add(sr.ValueRO.Region);
}
// END-1: the Engine Core is a FALLBACK target. When no living player/structure remains, undefended
// Husks march on the base heart (PlotCenter) so the base can be overrun instead of the swarm idling.
bool coreAlive = SystemAPI.HasSingleton<BaseAnchor>()
&& SystemAPI.TryGetSingleton<CoreIntegrity>(out var coreInteg) && coreInteg.Current > 0;
float3 corePos = coreAlive ? BaseGridMath.PlotCenter(SystemAPI.GetSingleton<BaseAnchor>()) : float3.zero;
if (playerEntities.Length == 0 && structureEntities.Length == 0 && !coreAlive)
{
playerEntities.Dispose();
playerPositions.Dispose();
playerRegions.Dispose();
structureEntities.Dispose();
structurePositions.Dispose();
structureRegions.Dispose();
return;
}
float dt = SystemAPI.Time.DeltaTime;
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
uint now = serverTick.TickIndexForValidTick;
// Live feel knobs (MC-0): one read, guarded at use. Server-only — clients never simulate enemies.
var tune = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg) ? tcfg : TuningConfig.Defaults();
float structAggro = math.max(0f, tune.StructureAggroWeight);
var ecb = new EntityCommandBuffer(Allocator.Temp);
bool havePhysics = SystemAPI.TryGetSingleton<PhysicsWorldSingleton>(out var physics);
uint envMask = SystemAPI.TryGetSingleton<WorldCollisionConfig>(out var worldCol) ? worldCol.EnvironmentMask : 0u;
uint sweepMask = envMask | worldCol.StructureMask; // DR-042 C5: also collide enemies against player-built walls
var envFilter = new CollisionFilter { BelongsTo = ~0u, CollidesWith = sweepMask, GroupIndex = 0 };
bool sweep = havePhysics && sweepMask != 0u;
const float SweepRadius = 0.5f; // collide-and-slide sphere radius for Husk movement
foreach (var (xform, stats, cooldown, knockback, windup, region) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyAttackCooldown>,
RefRW<KnockbackState>, RefRW<AttackWindup>, RefRO<RegionTag>>()
.WithAll<EnemyTag>().WithNone<LungeState, SpitterState, Dying>())
{
float3 pos = xform.ValueRO.Position;
byte huskRegion = region.ValueRO.Region;
bool huskCoreAlive = coreAlive && huskRegion == RegionId.Base;
// Knockback overrides seek/strike for its window — EnemyAISystem stays the SOLE writer of Position.
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; // a recoiling Husk does not wind up
continue; // recoiling: skip seek + strike this tick
}
knockback.ValueRW.UntilTick = 0; // window elapsed
}
// EB-1 fortress aggro: nearest of players (weight 1) + structures (StructureAggroWeight) — a wall/
// turret is the preferred target unless a player is in the way (closer after weighting).
EnemyAIMath.PickWeightedNearest(pos, playerPositions, playerRegions, structurePositions, structureRegions, huskRegion, structAggro, out bool tgtIsStruct, out int tgtIdx);
if (tgtIdx < 0 && !huskCoreAlive)
continue; // no player/structure and no Core -> nothing to seek
Entity targetEntity = tgtIdx < 0 ? Entity.Null
: (tgtIsStruct ? structureEntities[tgtIdx] : playerEntities[tgtIdx]);
float3 targetPos = tgtIdx < 0 ? corePos
: (tgtIsStruct ? structurePositions[tgtIdx] : playerPositions[tgtIdx]);
// Seek: stop just inside strike range so the Husk holds position to attack.
float stopDistance = stats.ValueRO.AttackRange * 0.9f;
float3 vel = EnemyAIMath.SeekVelocity(pos, targetPos, stats.ValueRO.MoveSpeed, stopDistance);
float3 newPos = pos + vel * dt;
newPos.y = pos.y; // hold the movement plane
if (sweep)
newPos = SweptMove(in physics, pos, newPos, SweepRadius, envFilter);
xform.ValueRW.Position = newPos;
// Face the target (planar) for presentation.
float3 toTarget = targetPos - pos;
toTarget.y = 0f;
if (math.lengthsq(toTarget) > 1e-6f)
xform.ValueRW.Rotation = quaternion.LookRotationSafe(math.normalize(toTarget), math.up());
// Two-phase strike with a telegraph wind-up: commit a wind-up when first in-range + cooldown-ready,
// then strike when it elapses. WindUpUntilTick is a [GhostField] so the client can cue the ~0.3s
// tell; leaving range mid-windup cancels it. Tuning.AttackWindupTicks = 0/1 -> near-instant (legacy).
bool inRange = EnemyAIMath.InAttackRange(pos, targetPos, stats.ValueRO.AttackRange);
uint windRaw = windup.ValueRO.WindUpUntilTick;
if (windRaw != 0)
{
// B1 commitment: once inside the final ~30% of the wind-up the strike is COMMITTED — leaving
// range no longer cancels it (a last-instant step-back won't save you; dash i-frames or an early
// exit will). A committed swing the player dodged out of WHIFFS at elapse (still burns cooldown)
// -> the punish window, mirroring the Charger. Grunts (speed < player) can now actually land on a
// lingering player instead of being trivially kited (readable-but-fair).
var windTick = new NetworkTick(windRaw);
bool elapsed = !(windTick.IsValid && windTick.IsNewerThan(serverTick));
int remain = windTick.IsValid ? windTick.TicksSince(serverTick) : 0;
uint gTotal = (uint)math.max(1f, tune.GruntWindupTicks);
bool committed = remain > 0 && remain <= (int)(gTotal * 0.3f);
if (!elapsed)
{
if (!inRange && !committed)
windup.ValueRW.WindUpUntilTick = 0; // left range early -> cancel the wind-up
}
else
{
if (inRange && targetEntity != Entity.Null) ecb.AppendToBuffer(targetEntity, new DamageEvent
{
Amount = stats.ValueRO.AttackDamage,
SourceNetworkId = -1, // environment / Husk, not a player
SourceTick = TickUtil.NonZero(now),
});
uint cooldownTicks = (uint)math.max(1, stats.ValueRO.AttackCooldownTicks);
cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + cooldownTicks);
windup.ValueRW.WindUpUntilTick = 0;
}
}
else if (inRange)
{
uint nextRaw = cooldown.ValueRO.NextAttackTick;
bool ready = true;
if (nextRaw != 0)
{
var nextTick = new NetworkTick(nextRaw);
if (nextTick.IsValid && nextTick.IsNewerThan(serverTick))
ready = false;
}
if (ready)
{
uint windupTicks = (uint)math.max(1f, tune.GruntWindupTicks);
windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + windupTicks);
}
}
}
// --- Charger pass: a Husk variant baked with LungeState commits to a punishable fixed-direction lunge.
// Component-presence is the discriminator; the Grunt pass above excludes these via .WithNone<LungeState>().
// Charger feel knobs — live-tunable via TuningConfig (MC-0), guarded at the read site. Server-only
// (clients never simulate Chargers); the >=1-tick floor avoids a degenerate instant/no-travel lunge.
float ChargerLungeSpeed = math.max(0f, tune.ChargerLungeSpeed); // units/s while lunging
uint ChargerLungeDurationTicks = (uint)math.max(1f, tune.ChargerLungeDurationTicks); // committed travel
uint ChargerWindupTicks = (uint)math.max(1f, tune.ChargerWindupTicks); // readable telegraph lead
uint ChargerWhiffStaggerTicks = (uint)math.max(1f, tune.ChargerWhiffStaggerTicks); // punish window
uint chargerWhiffsThisTick = 0;
foreach (var (xform, stats, cooldown, knockback, windup, lunge, region) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyAttackCooldown>,
RefRW<KnockbackState>, RefRW<AttackWindup>, RefRW<LungeState>, RefRO<RegionTag>>()
.WithAll<EnemyTag>().WithNone<SpitterState, BossState, Dying>())
{
float3 pos = xform.ValueRO.Position;
byte cHuskRegion = region.ValueRO.Region;
bool cHuskCoreAlive = coreAlive && cHuskRegion == RegionId.Base;
// 1. Knockback wins (and cancels any in-flight lunge so Position keeps a single writer).
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;
lunge.ValueRW.UntilTick = 0;
continue;
}
knockback.ValueRW.UntilTick = 0;
}
// EB-1 fortress aggro: same weighted target selection as the Grunt pass (shared helper).
EnemyAIMath.PickWeightedNearest(pos, playerPositions, playerRegions, structurePositions, structureRegions, cHuskRegion, structAggro, out bool cIsStruct, out int cIdx);
if (cIdx < 0 && !cHuskCoreAlive)
continue;
Entity cTargetEntity = cIdx < 0 ? Entity.Null
: (cIsStruct ? structureEntities[cIdx] : playerEntities[cIdx]);
float3 cTargetPos = cIdx < 0 ? corePos
: (cIsStruct ? structurePositions[cIdx] : playerPositions[cIdx]);
// 2. Lunge active: travel the locked direction; damage on contact, or stagger on a wall-stop whiff.
var lg = lunge.ValueRO;
if (lg.UntilTick != 0)
{
var lgTick = new NetworkTick(lg.UntilTick);
if (lgTick.IsValid && lgTick.IsNewerThan(serverTick))
{
float3 intended = pos + new float3(lg.Dir.x, 0f, lg.Dir.y) * (lg.Speed * dt);
intended.y = pos.y;
float3 moved = sweep ? SweptMove(in physics, pos, intended, SweepRadius, envFilter) : intended;
xform.ValueRW.Position = moved;
if (math.lengthsq(lg.Dir) > 1e-6f)
xform.ValueRW.Rotation = quaternion.LookRotationSafe(new float3(lg.Dir.x, 0f, lg.Dir.y), math.up());
if (EnemyAIMath.InAttackRange(moved, cTargetPos, stats.ValueRO.AttackRange))
{
if (cTargetEntity != Entity.Null) ecb.AppendToBuffer(cTargetEntity, new DamageEvent
{
Amount = stats.ValueRO.AttackDamage,
SourceNetworkId = -1,
SourceTick = TickUtil.NonZero(now),
});
uint cdTicks = (uint)math.max(1, stats.ValueRO.AttackCooldownTicks);
cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + cdTicks);
lunge.ValueRW.UntilTick = 0; // landed -> end the lunge
}
else
{
float intendedDist = math.distance(pos.xz, intended.xz);
float actualDist = math.distance(pos.xz, moved.xz);
if (intendedDist > 1e-4f && actualDist < intendedDist * 0.5f)
{
cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + ChargerWhiffStaggerTicks);
lunge.ValueRW.UntilTick = 0; // wall-stop whiff -> stagger (the punish window)
chargerWhiffsThisTick++;
lunge.ValueRW.StaggerUntilTick = TickUtil.NonZero(now + ChargerWhiffStaggerTicks); // scoreable punish window
}
}
continue; // committed this tick
}
// Timer elapsed without landing -> overshoot whiff -> stagger, then seek this tick.
cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + ChargerWhiffStaggerTicks);
lunge.ValueRW.UntilTick = 0;
chargerWhiffsThisTick++;
lunge.ValueRW.StaggerUntilTick = TickUtil.NonZero(now + ChargerWhiffStaggerTicks); // scoreable punish window
}
// 3. Seek + face (shared shape with the Grunt path). B3: a whiffed Charger is ROOTED during its
// stagger punish window so the advertised punish reads (the player sees it stop). Facing still tracks.
bool cStaggered = lunge.ValueRO.StaggerUntilTick != 0u
&& new NetworkTick(lunge.ValueRO.StaggerUntilTick).IsNewerThan(serverTick);
if (!cStaggered)
{
float cStop = stats.ValueRO.AttackRange * 0.9f;
float3 cvel = EnemyAIMath.SeekVelocity(pos, cTargetPos, stats.ValueRO.MoveSpeed, cStop);
float3 cNewPos = pos + cvel * dt; cNewPos.y = pos.y;
if (sweep) cNewPos = SweptMove(in physics, pos, cNewPos, SweepRadius, envFilter);
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;
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>().WithNone<Dying>())
{
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);
}
}