3109b86d71
Reactivate the dormant Expedition region as a procedural combat venue.
v1 loop: walk the gate -> fight an epoch-seeded enemy wave in the
expedition -> clear -> return -> flat Ore reward (once per epoch) ->
escalated retaliation base siege.
- New sim types: ZoneEnemyTag, ZoneEnemyDirector (+ ZoneEnemyPrefab
buffer), ZoneEnemyState, ZoneEnemyMath (grunt->charger composition
by epoch). ZoneEnemyDirectorSystem (server, Burst): drip-spawns the
wave at a deterministic ring under a MaxAlive cap while a player is
out and the base is Calm; marks ClearedThisEpoch on a real clear.
[UpdateAfter(ExpeditionFieldSystem)] only (avoids a sort cycle).
- BLOCKER 1: EnemyAISystem region-filters target selection (player +
structure snapshots gain parallel region lists; no base structures /
no Core fallback for expedition husks).
- BLOCKER 3: WaveSystem, ThreatDirectorSystem timeout cull, and
CyclePhaseSystem DefendCleared + Core-breach cull all count/cull
RegionTag{Base} husks only (the breach cull was caught region-blind
by the post-impl review: a base breach wiped the live expedition
wave and spuriously paid the reward).
- BLOCKER 4: reward de-duped via CycleRuntime.LastRewardedEpoch +
ClearedThisEpoch; ExpeditionGateSystem deposits RewardOre once/epoch.
- ExpeditionFieldSystem teardown also culls zone enemies + region-
guards the clutter loop. Subscene wired with the director + roster.
368/368 EditMode green + clean netcode Play smoke. Docs: DR-040 ->
built, session log, CLAUDE.md cross-region tag-reaudit rule.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
193 lines
9.8 KiB
C#
193 lines
9.8 KiB
C#
using NUnit.Framework;
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using ProjectM.Server;
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using ProjectM.Simulation;
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using Unity.Core;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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using Unity.Transforms;
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namespace ProjectM.Tests
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{
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/// <summary>
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/// Plain-Entities EditMode tests for the MC-1 Charger branch in EnemyAISystem. A Husk variant baked with
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/// LungeState commits to a fixed-direction lunge on wind-up elapse (UNLIKE the Grunt, it does NOT cancel when
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/// the target leaves range — the commit is the punishable tell), deals contact damage if it connects, and
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/// staggers (extends EnemyAttackCooldown + clears the lunge + opens a telemetry whiff window) if it overshoots
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/// or wall-stops. Knockback cancels an in-flight lunge so EnemyAISystem stays the SOLE Position writer.
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/// </summary>
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public class ChargerTests
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{
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static void SetServerTick(World world, uint tick)
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{
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var em = world.EntityManager;
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using var q = em.CreateEntityQuery(typeof(NetworkTime));
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Entity e = q.IsEmpty ? em.CreateEntity(typeof(NetworkTime)) : q.GetSingletonEntity();
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em.SetComponentData(e, new NetworkTime { ServerTick = new NetworkTick(tick) });
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}
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static (World world, SimulationSystemGroup group) MakeWorld(string name, uint serverTick)
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{
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var world = new World(name);
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var group = world.GetOrCreateSystemManaged<SimulationSystemGroup>();
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group.AddSystemToUpdateList(world.GetOrCreateSystem<EnemyAISystem>());
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group.SortSystems();
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world.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f));
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SetServerTick(world, serverTick);
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return (world, group);
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}
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static Entity MakePlayer(EntityManager em, float3 pos)
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{
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var e = em.CreateEntity();
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em.AddComponentData(e, LocalTransform.FromPosition(pos));
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em.AddComponentData(e, new Health { Current = 100f, Max = 100f });
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em.AddComponent<PlayerTag>(e);
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em.AddBuffer<DamageEvent>(e);
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em.AddComponentData(e, new RegionTag { Region = RegionId.Base });
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return e;
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}
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static Entity MakeCharger(EntityManager em, float3 pos)
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{
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var e = em.CreateEntity();
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em.AddComponentData(e, LocalTransform.FromPosition(pos));
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em.AddComponentData(e, new EnemyStats { MoveSpeed = 3f, AttackRange = 1.6f, AttackDamage = 12f, AttackCooldownTicks = 36 });
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em.AddComponentData(e, new EnemyAttackCooldown { NextAttackTick = 0 });
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em.AddComponentData(e, new KnockbackState());
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em.AddComponentData(e, new AttackWindup());
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em.AddComponentData(e, new LungeState());
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em.AddComponent<IsLunging>(e);
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em.SetComponentEnabled<IsLunging>(e, false); // baked DISABLED on the real Charger (spawns not-lunging)
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em.AddComponent<EnemyTag>(e);
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em.AddComponentData(e, new RegionTag { Region = RegionId.Base });
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return e;
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}
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[Test]
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public void Commit_Fires_Even_When_Target_Left_Range()
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{
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var (world, group) = MakeWorld("ChargerCommit", 200);
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using (world)
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{
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var em = world.EntityManager;
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MakePlayer(em, new float3(10, 1, 0)); // far out of AttackRange (1.6)
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var charger = MakeCharger(em, new float3(0, 1, 0));
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em.SetComponentData(charger, new AttackWindup { WindUpUntilTick = 200 }); // elapses this tick
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group.Update(); // tick 200
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var lunge = em.GetComponentData<LungeState>(charger);
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Assert.AreNotEqual(0u, lunge.UntilTick, "Charger commits the lunge even with the target out of range (no cancel-on-leave-range).");
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Assert.Greater(lunge.Dir.x, 0.5f, "Lunge direction is locked toward the target at commit (+X).");
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Assert.AreEqual(0u, em.GetComponentData<AttackWindup>(charger).WindUpUntilTick, "The wind-up clears on commit.");
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}
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}
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[Test]
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public void Overshoot_Whiff_Staggers_And_Opens_A_Punish_Window()
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{
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var (world, group) = MakeWorld("ChargerWhiff", 206);
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using (world)
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{
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var em = world.EntityManager;
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MakePlayer(em, new float3(-10, 1, 0)); // player is behind; the lunge goes +X, never connects
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var charger = MakeCharger(em, new float3(0, 1, 0));
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em.SetComponentData(charger, new LungeState { Dir = new float2(1, 0), Speed = 16f, UntilTick = 205 }); // expiring lunge
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em.CreateEntity(typeof(DevTelemetry)); // so the whiff telemetry increment is observable
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group.Update(); // tick 206 > 205 -> lunge timer elapsed without landing -> overshoot whiff
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Assert.AreEqual(0u, em.GetComponentData<LungeState>(charger).UntilTick, "A whiffed lunge is cleared.");
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Assert.AreEqual(TickUtil.NonZero(206 + 36), em.GetComponentData<EnemyAttackCooldown>(charger).NextAttackTick,
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"An overshoot whiff extends the attack cooldown by the stagger window (the punish window).");
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using var tq = em.CreateEntityQuery(typeof(DevTelemetry));
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Assert.AreEqual(1u, tq.GetSingleton<DevTelemetry>().ChargerWhiffWindowsOpened, "A whiff opens one telemetry punish window.");
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Assert.AreEqual(TickUtil.NonZero(206 + 36), em.GetComponentData<LungeState>(charger).StaggerUntilTick,
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"The whiff stamps the scoreable StaggerUntilTick window (ChargerWhiffPunishesLanded source).");
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}
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}
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[Test]
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public void Knockback_Cancels_An_InFlight_Lunge()
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{
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var (world, group) = MakeWorld("ChargerKnockback", 305);
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using (world)
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{
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var em = world.EntityManager;
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MakePlayer(em, new float3(10, 1, 0));
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var charger = MakeCharger(em, new float3(0, 1, 0));
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em.SetComponentData(charger, new LungeState { Dir = new float2(1, 0), Speed = 16f, UntilTick = 320 }); // mid-lunge +X
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em.SetComponentData(charger, new KnockbackState { Dir = new float2(-1, 0), Speed = 10f, UntilTick = 315 }); // recoil -X
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group.Update(); // tick 305: knockback (until 315) wins
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Assert.AreEqual(0u, em.GetComponentData<LungeState>(charger).UntilTick,
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"Knockback cancels the in-flight lunge (no two-writer contention on Position).");
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Assert.Less(em.GetComponentData<LocalTransform>(charger).Position.x, 0f,
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"The recoiling Charger moved along its knockback direction (-X), not its lunge direction.");
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}
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}
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[Test]
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public void Commit_Enables_IsLunging()
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{
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var (world, group) = MakeWorld("ChargerIsLungingCommit", 200);
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using (world)
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{
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var em = world.EntityManager;
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MakePlayer(em, new float3(3, 1, 0));
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var charger = MakeCharger(em, new float3(0, 1, 0));
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em.SetComponentData(charger, new AttackWindup { WindUpUntilTick = 200 }); // elapses this tick -> commit
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Assert.IsFalse(em.IsComponentEnabled<IsLunging>(charger), "Charger spawns not-lunging (baked DISABLED).");
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group.Update(); // tick 200: commit the lunge
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Assert.AreNotEqual(0u, em.GetComponentData<LungeState>(charger).UntilTick, "Sanity: the lunge committed.");
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Assert.IsTrue(em.IsComponentEnabled<IsLunging>(charger),
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"The replicated mid-lunge cue is ENABLED while a committed lunge is live (.WithPresent visits the disabled entity to write the bit).");
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}
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}
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[Test]
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public void Whiff_Disables_IsLunging()
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{
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var (world, group) = MakeWorld("ChargerIsLungingWhiff", 206);
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using (world)
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{
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var em = world.EntityManager;
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MakePlayer(em, new float3(-10, 1, 0));
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var charger = MakeCharger(em, new float3(0, 1, 0));
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em.SetComponentData(charger, new LungeState { Dir = new float2(1, 0), Speed = 16f, UntilTick = 205 }); // expiring
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em.SetComponentEnabled<IsLunging>(charger, true); // was mid-lunge
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group.Update(); // tick 206 > 205 -> overshoot whiff clears the lunge
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Assert.AreEqual(0u, em.GetComponentData<LungeState>(charger).UntilTick, "Sanity: the whiffed lunge cleared.");
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Assert.IsFalse(em.IsComponentEnabled<IsLunging>(charger), "The cue clears the tick the lunge ends (whiff).");
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}
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}
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[Test]
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public void Knockback_Disables_IsLunging()
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{
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var (world, group) = MakeWorld("ChargerIsLungingKnockback", 305);
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using (world)
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{
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var em = world.EntityManager;
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MakePlayer(em, new float3(10, 1, 0));
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var charger = MakeCharger(em, new float3(0, 1, 0));
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em.SetComponentData(charger, new LungeState { Dir = new float2(1, 0), Speed = 16f, UntilTick = 320 });
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em.SetComponentData(charger, new KnockbackState { Dir = new float2(-1, 0), Speed = 10f, UntilTick = 315 });
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em.SetComponentEnabled<IsLunging>(charger, true); // mid-lunge before the knockback
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group.Update(); // tick 305: knockback cancels the lunge (UntilTick -> 0) via the mid-body continue path
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Assert.AreEqual(0u, em.GetComponentData<LungeState>(charger).UntilTick, "Sanity: knockback cancelled the lunge.");
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Assert.IsFalse(em.IsComponentEnabled<IsLunging>(charger),
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"The cue clears when knockback cancels the lunge (covers the mid-body continue exit path).");
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}
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}
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}
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}
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