274cf3b791
The room-exit portal was invisible in the first playtest - players loitered out the 30s ExploreGrace timeout. Adds RegionMath.ExpeditionPortalPos as the single client-derivable portal-position authority (HUD prompt + beacon can't drift), a pooled breathing HDR pillar in CombatFeedbackSystem shown only during RoomExplore, and an in-range/out-of-range two-stage prompt. Also repairs the comment-swallowed _portalMat initialization (NRE in OnStartRunning killed ALL combat feedback each session and auto-paused the editor via Error Pause). 456/456 EditMode. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
78 lines
3.9 KiB
C#
78 lines
3.9 KiB
C#
using Unity.Entities;
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using Unity.Mathematics;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Identifies which world REGION an entity belongs to. M6 splits the single server world into two
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/// spatial regions at a large coordinate offset — the persistent home <see cref="RegionId.Base"/> and
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/// the procedurally-arranged <see cref="RegionId.Expedition"/> — and uses per-connection GhostRelevancy
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/// to replicate each region only to the connections whose player is currently in it. Server-side only
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/// (NOT a [GhostField]; the server makes all relevancy decisions). Added to players on spawn and to
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/// every region-scoped ghost the server spawns. Untagged ghosts are global (relevant to everyone).
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/// </summary>
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public struct RegionTag : IComponentData
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{
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/// <summary>Region id (see <see cref="RegionId"/>): 0 = base, 1 = expedition.</summary>
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public byte Region;
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}
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/// <summary>Region ids for <see cref="RegionTag.Region"/> (a byte, not an enum, to keep server/Burst code trivial).</summary>
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public static class RegionId
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{
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/// <summary>The persistent, shared home base.</summary>
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public const byte Base = 0;
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/// <summary>The procedural expedition field (offset far from the base on +X).</summary>
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public const byte Expedition = 1;
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}
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/// <summary>
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/// Deterministic mapping of a region id to its world-space origin. The base region keeps the existing
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/// home-base coordinates; the expedition region lives at a large +X offset so the two never overlap in
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/// the single shared PhysicsWorld. Pure (no RNG/wall-clock) — server-authoritative teleports and field
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/// spawners resolve region positions through here.
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/// </summary>
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public static class RegionMath
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{
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/// <summary>World-space X offset of the expedition region (room sub-slot 0) from the base region.</summary>
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public const float ExpeditionOffsetX = 1000f;
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/// <summary>X stride between the two ping-pong room sub-slots — kept >= any sweep/AI/aggro range so two
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/// transiently-coexisting arenas can never interact in the shared PhysicsWorld.</summary>
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public const float RoomStrideX = 500f;
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/// <summary>
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/// World-space origin of expedition room sub-slot <paramref name="subSlot"/> (0 or 1 — the run FSM
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/// ping-pongs consecutive rooms between two offsets so the next room spawns at the idle slot while the
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/// cleared one is torn down). THE single expedition coordinate authority: every expedition placement
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/// (field scatter, enemy ring, party teleport) resolves through here.
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/// </summary>
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public static float3 ExpeditionRoomOrigin(float3 baseCenter, byte subSlot)
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{
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return baseCenter + new float3(ExpeditionOffsetX + subSlot * RoomStrideX, 0f, 0f);
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}
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/// <summary>World-space position of the room-exit PORTAL for sub-slot <paramref name="subSlot"/> — the single
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/// client-derivable authority the HUD prompt AND the presentation beacon both resolve through (DR-046), so they
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/// can't drift. = the room origin nudged by <see cref="Tuning.PortalOffsetZ"/> in Z.</summary>
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public static float3 ExpeditionPortalPos(float3 baseCenter, byte subSlot)
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{
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float3 p = ExpeditionRoomOrigin(baseCenter, subSlot);
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p.z += Tuning.PortalOffsetZ;
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return p;
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}
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/// <summary>World-space origin of <paramref name="region"/>, given the base center (BaseGridMath.PlotCenter).
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/// The expedition resolves to room sub-slot 0 (legacy call sites; room-aware systems pass the ACTIVE
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/// sub-slot to <see cref="ExpeditionRoomOrigin"/> directly).</summary>
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public static float3 RegionOrigin(byte region, float3 baseCenter)
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{
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return region == RegionId.Expedition
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? ExpeditionRoomOrigin(baseCenter, 0)
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: baseCenter;
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}
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}
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}
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