56cf60cce3
Adds the server-authoritative mechanics for three new enemy archetypes on top of the Grunt/Charger base, plus the weighted wave-composition that introduces them: - Spitter: a ranged Husk variant (SpitterState) that holds a preferred range-band (advance/retreat/hold via EnemyAIMath.BandVelocity) and fires a telegraphed, dodgeable EnemyProjectile. New server EnemyProjectileMoveSystem (integrate + store LastStep) + EnemyProjectileDamageSystem (region-filtered swept hit-test rebuilt from LastStep — DR-018 anti-tunnelling; players use HitRadius, structures a const radius; at-most-once destroy). Concurrent-spit soft cap, soft-fail retry. - Swarmer: marker tag + deterministic cluster spawn (1 slot = 1 pack; EnemyAIMath.ClusterOffset), MaxAlive counts ENTITIES so a pack defers if it won't fit. - 4-type weighted mix: MixBands -> ZoneEnemyMath.WaveSlots/KindForSlot/ PackSizeForSlot drives both the expedition director and (fork-4a) the base siege, with a mandatory MaxAlive cap. Legacy WaveSize/IsChargerSlot kept + parity-tested. - Discriminator stays component-presence (no enum in Bursted systems): query- partition guards keep each enemy moved by exactly one EnemyAISystem pass (sole-Position-writer). EnemyTelegraph.IsCharger -> Kind byte for the client cue. New authoring (Spitter/Swarmer/EnemyProjectile) + expanded director authorings with tunable mix/cluster defaults. 13 new EditMode tests (mix composition + legacy parity, band/cluster math, projectile move + cross-region + swept anti-tunnelling regressions); full suite green before commit. Dormant until the prefab/subscene wiring lands (next): the new systems guard on TryGetSingleton/RequireForUpdate, so with no prefabs wired the new types stay inert. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
68 lines
3.5 KiB
C#
68 lines
3.5 KiB
C#
using Unity.Entities;
|
|
|
|
namespace ProjectM.Simulation
|
|
{
|
|
/// <summary>
|
|
/// Marker on a runtime-spawned EXPEDITION combat enemy (a Husk variant the server's ZoneEnemyDirectorSystem
|
|
/// instantiates in the expedition region). Distinguishes zone enemies from base-siege Husks for the single
|
|
/// teardown point in ExpeditionFieldSystem and for the per-epoch clear count. Zone enemies ALSO keep
|
|
/// <c>EnemyTag</c> + <c>RegionTag{Expedition}</c>, so Slice-1 readability/health-bars/telegraphs/damage and the
|
|
/// per-region AI target filter all work for them unchanged.
|
|
/// </summary>
|
|
public struct ZoneEnemyTag : IComponentData { }
|
|
|
|
/// <summary>
|
|
/// Baked config for the expedition zone-enemy director (one singleton in the gameplay subscene; the server-only
|
|
/// ZoneEnemyDirectorSystem reads it). One epoch-seeded wave per sortie: a <see cref="GruntsPerWave"/> +
|
|
/// <see cref="ChargersPerWave"/> baseline that shifts grunt->charger as the expedition epoch climbs (the
|
|
/// highest-leverage variety lever), spawned one every <see cref="SpawnIntervalTicks"/> at a deterministic ring of
|
|
/// <see cref="RingSlots"/> slots / <see cref="RingRadius"/> around the expedition origin, capped at
|
|
/// <see cref="MaxAlive"/> concurrent (the v1 ghost-relevancy mitigation). On a real clear the returning player
|
|
/// banks <see cref="RewardOre"/> to the shared ledger, once per epoch.
|
|
/// </summary>
|
|
public struct ZoneEnemyDirector : IComponentData
|
|
{
|
|
public int MaxAlive;
|
|
public float RingRadius;
|
|
public int RingSlots;
|
|
public int SpawnIntervalTicks;
|
|
public int GruntsPerWave;
|
|
public int ChargersPerWave;
|
|
// MC-2 mix bands (the director builds a ZoneEnemyMath.MixBands from these): GruntsPerWave/ChargersPerWave
|
|
// above are the Grunt/Charger BASE counts; these add the Spitter/Swarmer bases + per-epoch ramps + the pack.
|
|
public int SpitterBase;
|
|
public int SwarmerSlotBase;
|
|
public int ChargerPerEpoch;
|
|
public int SpitterPerEpoch;
|
|
public int SwarmerSlotPerEpoch;
|
|
public int SwarmerPackSize; // swarmers per swarmer-slot cluster (>=1)
|
|
public int SwarmerPackPerEpoch; // exposed pack ramp (v1 default 0 = fixed)
|
|
public float ClusterTightRadius; // tight ring radius for a swarmer pack
|
|
public int RewardOre;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Baked pool of zone-enemy prefab variants the director draws from by composition. Index 0 = Grunt variant,
|
|
/// index 1 = Charger variant (see <see cref="ZoneEnemyMath.IsChargerSlot"/>). Aliases the existing Husk ghost
|
|
/// prefabs so zone enemies reuse the whole combat/readability stack with no new ghost type.
|
|
/// </summary>
|
|
public struct ZoneEnemyPrefab : IBufferElementData
|
|
{
|
|
public Entity Prefab;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Runtime state of the zone-enemy director (server-only singleton; NOT replicated). Tracks its OWN spawn
|
|
/// counter (never WaveState.SpawnCounter), how many enemies remain to spawn for the current epoch's wave, the
|
|
/// next spawn tick, and the epoch the current wave was seeded for (re-syncs when CycleRuntime.ExpeditionEpoch
|
|
/// bumps). All session-scoped: 0-defaults safely on load (no SaveData field — DR-040 defers SaveData v6).
|
|
/// </summary>
|
|
public struct ZoneEnemyState : IComponentData
|
|
{
|
|
public uint SpawnCounter;
|
|
public int RemainingToSpawn;
|
|
public uint NextSpawnTick;
|
|
public int SeededEpoch;
|
|
}
|
|
}
|