86 lines
3.8 KiB
C#
86 lines
3.8 KiB
C#
using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.Transforms;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-only walk-in gate transit: a player who walks within a gate's radius (and whose region matches the
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/// gate's <see cref="ExpeditionGate.FromRegion"/>) is transited to the gate's ToRegion at its ArrivalPos
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/// (RegionTag flipped + LocalTransform teleported — GhostRelevancy re-scopes their ghosts, as in
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/// <c>RegionTransitSystem</c>). Returning to BASE signals the ThreatDirector (a completed expedition can draw a
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/// retaliation siege) by incrementing <see cref="ProjectM.Simulation.ThreatState.PendingReturns"/>. Plain server
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/// SimulationSystemGroup, ordered BEFORE CyclePhaseSystem (Gate -> ThreatDirector -> RunState) so the return is
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/// consumed the same tick. Arrival points are offset from the destination gate so a transited player does not
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/// immediately re-trigger.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(SimulationSystemGroup))]
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[UpdateBefore(typeof(CyclePhaseSystem))]
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public partial struct ExpeditionGateSystem : ISystem
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{
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<ExpeditionGate>();
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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// Snapshot gates once.
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var gateFrom = new NativeList<byte>(Allocator.Temp);
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var gateTo = new NativeList<byte>(Allocator.Temp);
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var gateRadiusSq = new NativeList<float>(Allocator.Temp);
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var gatePos = new NativeList<float2>(Allocator.Temp);
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var gateArrival = new NativeList<float3>(Allocator.Temp);
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foreach (var (gate, xform) in SystemAPI.Query<RefRO<ExpeditionGate>, RefRO<LocalTransform>>())
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{
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gateFrom.Add(gate.ValueRO.FromRegion);
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gateTo.Add(gate.ValueRO.ToRegion);
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gateRadiusSq.Add(gate.ValueRO.Radius * gate.ValueRO.Radius);
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gatePos.Add(xform.ValueRO.Position.xz);
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gateArrival.Add(gate.ValueRO.ArrivalPos);
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}
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bool returnedToBase = false;
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foreach (var (region, xform) in
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SystemAPI.Query<RefRW<RegionTag>, RefRW<LocalTransform>>().WithAll<PlayerTag>())
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{
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byte r = region.ValueRO.Region;
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float2 pp = xform.ValueRO.Position.xz;
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for (int i = 0; i < gateFrom.Length; i++)
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{
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if (gateFrom[i] != r) continue;
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if (math.distancesq(pp, gatePos[i]) > gateRadiusSq[i]) continue;
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region.ValueRW.Region = gateTo[i];
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xform.ValueRW.Position = gateArrival[i];
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if (gateTo[i] == RegionId.Base)
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returnedToBase = true;
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break;
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}
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}
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gateFrom.Dispose();
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gateTo.Dispose();
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gateRadiusSq.Dispose();
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gatePos.Dispose();
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gateArrival.Dispose();
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// A player returned to base from an expedition -> signal the ThreatDirector (it sizes/arms any
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// retaliation siege). The gate teleports the returner out of its radius, so this fires once per return.
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if (returnedToBase && SystemAPI.TryGetSingletonEntity<ThreatState>(out var threatEntity))
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{
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var threat = SystemAPI.GetComponent<ThreatState>(threatEntity);
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threat.PendingReturns += 1;
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threat.ExpeditionsCompleted += 1;
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SystemAPI.SetComponent(threatEntity, threat);
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}
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}
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}
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}
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