e32dadbc66
Completes the Combat Depth slice on top of the MC-2 server spine (56cf60cce):
MC-3 impact juice (client, observe-only):
- 7 FeelConfig fields + ResetDefaults; magnitude-scaled player-dealt-hit camera
PunchFov on the enemy-Health-decrease edge (camera-only hit-stop, never timeScale).
- Spitter Kind==2 aim-LANE telegraph (BuildLaneMesh) — reads baked SpitterState
client-side, falls back to a fixed length. True freeze + material flash deferred.
Content / wiring:
- SpitterProjectilePrefabAuthoring (the SpitterProjectilePrefab singleton).
- Both directors rebuilt to a 4-entry KIND-INDEXED roster [Grunt,Charger,Spitter,
Swarmer] + mix/MaxAlive config + the SpitterProjectileConfig singleton in the subscene.
- Real rigged models: EnemySpitter (re-skinned Kaiju, ranged poker) + EnemySwarmerUndead
(Undead-Werewolf, fast/low-HP); grunt/charger keep Werewolf/ChargerMuscle. EnemySpit =
ownerless interpolated ghost (no Health, no collider).
Post-impl adversarial review fixes (wf_febdcfdb-665):
- [MED] in-band fire gate: the Spitter committed its telegraph from ANY range (fired while
advancing from far). Now commits only when sInBand || sCornered (gives CorneredRange a
real read site) — a Spitter out-of-band holds fire and repositions.
- [LOW] EnemyProjectileDamageSystem early-returns on !ServerTick.IsValid (sibling parity).
- [LOW] EnemyAuthoring bake-time guard: errors if a prefab composes both Charger+Spitter
(would match zero AI passes -> never move).
- [LOW] tests: Spitter brain fires from Expedition (kills the Base==0 region false-green);
a direct partition-exclusion test replaces the order-masked claim; added out-of-band +
cornered negative tests.
388/388 EditMode green + two Play smokes (clean boot, fire, swept-hit, region, server==
client; rigged Kaiju spitter bakes + fires with zero console errors). Accepted as-is
(documented in DR-041): global spit soft-cap, co-op punch attribution.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
76 lines
4.5 KiB
C#
76 lines
4.5 KiB
C#
using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Authoring for the Husk enemy prefab. Bakes the gameplay components onto a prefab whose ghost setup
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/// (GhostAuthoringComponent: interpolated, ownerless) is inherited by DUPLICATING an existing interpolated
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/// ghost (UpgradePickup.prefab) — so the Husk replicates to all clients with no hand-written <c>[GhostField]</c>
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/// (the stock LocalTransform variant carries its server-driven position). Damageable exactly like the training
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/// dummy (Health/HitRadius/DamageEvent) plus the Husk AI tunables. <c>GetEntity(Dynamic)</c> gives a
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/// runtime-mutable LocalTransform for server-authoritative movement and hit tests.
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/// </summary>
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public class EnemyAuthoring : MonoBehaviour
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{
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[Min(0f), Tooltip("Starting and maximum health for the Husk.")]
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public float MaxHealth = 30f;
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[Min(0f), Tooltip("World-unit radius used by the projectile hit test.")]
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public float HitRadius = 0.7f;
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[Min(0f), Tooltip("Planar seek speed toward the nearest player, units/second.")]
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public float MoveSpeed = 3.5f;
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[Min(0f), Tooltip("Centre-to-centre distance at which the Husk can strike a player.")]
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public float AttackRange = 1.6f;
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[Min(0f), Tooltip("Damage dealt per strike.")]
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public float AttackDamage = 8f;
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[Min(1), Tooltip("Simulation ticks between strikes (~60 ticks/sec).")]
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public int AttackCooldownTicks = 36;
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private class EnemyBaker : Baker<EnemyAuthoring>
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{
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public override void Bake(EnemyAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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AddComponent<EnemyTag>(entity);
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AddComponent(entity, new Health { Current = authoring.MaxHealth, Max = authoring.MaxHealth });
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AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
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AddBuffer<DamageEvent>(entity);
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AddComponent(entity, new EnemyStats
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{
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MoveSpeed = authoring.MoveSpeed,
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AttackRange = authoring.AttackRange,
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AttackDamage = authoring.AttackDamage,
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AttackCooldownTicks = authoring.AttackCooldownTicks,
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});
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AddComponent(entity, new EnemyAttackCooldown { NextAttackTick = 0 });
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AddComponent<KnockbackState>(entity); // server-only recoil state (zero = not knocked)
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AddComponent<AttackWindup>(entity); // replicated telegraph signal (zero = not winding up)
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// Slice 1 (Feature C): client-safe baked telegraph metadata. EnemyBaker is the SOLE writer of
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// EnemyTelegraph even on a Charger (the prefab composes both authorings on one entity); reading the
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// sibling ChargerAuthoring here avoids a double-AddComponent. WindupTicks = the client danger-ramp
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// denominator per variant; IsCharger lets the client pick the Charger look (LungeState is server-only).
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// Kind byte (client telegraph look) — derived from the sibling variant authoring (EnemyBaker is the
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// SOLE EnemyTelegraph writer). Grunt=0 / Charger=1 / Spitter=2 / Swarmer=3 (ZoneEnemyMath.Kind*).
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byte kind = ZoneEnemyMath.KindGrunt;
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byte windup = (byte)Tuning.AttackWindupTicks;
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var spitter = GetComponent<SpitterAuthoring>();
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// Bake-time guard (DR-041 sole-Position-writer invariant): a prefab must carry at most ONE of
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// {ChargerAuthoring(LungeState), SpitterAuthoring(SpitterState)} — both would match ZERO AI passes.
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if (GetComponent<ChargerAuthoring>() != null && spitter != null)
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Debug.LogError($"Enemy '{authoring.name}' has BOTH ChargerAuthoring and SpitterAuthoring; it would match no AI pass and never move. Remove one.", authoring);
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if (GetComponent<ChargerAuthoring>() != null) { kind = ZoneEnemyMath.KindCharger; windup = 30; }
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else if (spitter != null) { kind = ZoneEnemyMath.KindSpitter; windup = (byte)Mathf.Clamp(spitter.WindupTicks, 1, 255); }
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else if (GetComponent<SwarmerAuthoring>() != null) { kind = ZoneEnemyMath.KindSwarmer; windup = 6; }
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AddComponent(entity, new EnemyTelegraph { WindupTicks = windup, Kind = kind });
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}
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}
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}
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}
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