73cfe2943d
Structures (Turret/Wall/Pylon) reuse the combat spine: authoring bakes Health(GhostField)+DamageEvent buffer+a Destructible tag (no HitRadius -> no friendly projectile fire; no EffectiveCharacterStats -> clamp-to-0). HealthApplyDamageSystem destroys a Destructible at 0 (occupancy auto-frees). EnemyAISystem fortress-targets the weighted-nearest of players+structures via the shared EnemyAIMath.PickWeightedNearest (StructureAggroWeight TuningConfig knob, <1 prefers structures, squared factor; snapshot above the early-return so an undefended base is razed). Persistence v3: per-structure HP threaded through 5 sites (SaveData/PendingStructure/scan-guarded/BaseRestore same-ECB born-correct/WorldLauncher via SaveApply.ToPending); SaveService floor-gate [2,3] loads old saves. Loss feedback: proximity-gated StructureFeedbackSystem; CombatFeedbackSystem suppressed for structures. Pre-code review caught the DamageEvent-buffer crash blocker + 8 majors; post-code review clean. See DR-032. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
361 lines
20 KiB
C#
361 lines
20 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.NetCode;
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using Unity.Physics;
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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-authoritative Husk AI: each tick every Husk seeks the nearest LIVING player and strikes on
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/// contact. Husks are OWNERLESS INTERPOLATED ghosts (not predicted), so this runs SERVER-ONLY in the plain
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/// <see cref="SimulationSystemGroup"/> — writing <see cref="LocalTransform"/> directly (replicated to clients
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/// by the stock LocalTransform default variant; no hand-written <c>[GhostField]</c>). Ordered
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/// <c>[UpdateAfter(PredictedSimulationSystemGroup)]</c> (the predicted group is OrderFirst, so UpdateBefore is ignored) so a contact <see cref="DamageEvent"/> appended this
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/// tick is drained the following tick by <see cref="HealthApplyDamageSystem"/> (which runs inside the predicted
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/// group on the server). No <c>Simulate</c> filter: interpolated ghosts are not predicted and the server has
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/// no rollback, so every Husk advances exactly once per tick. Movement/attack math is the pure, deterministic
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/// <see cref="EnemyAIMath"/>; server fixed-step <c>SystemAPI.Time.DeltaTime</c> is correct here (not the
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/// rollback loop). Structural-free: the only deferred op is appending to the player's DamageEvent buffer.
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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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[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
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public partial struct EnemyAISystem : 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<NetworkTime>();
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state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<EnemyTag>()));
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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 living player targets once this tick (stable query order).
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var playerEntities = new NativeList<Entity>(Allocator.Temp);
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var playerPositions = new NativeList<float3>(Allocator.Temp);
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foreach (var (xform, health, entity) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
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.WithAll<PlayerTag>()
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.WithEntityAccess())
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{
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if (health.ValueRO.Current <= 0f)
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continue; // don't chase or strike a corpse
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playerEntities.Add(entity);
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playerPositions.Add(xform.ValueRO.Position);
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}
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// EB-1 fortress aggro: also snapshot live structures (Turret/Wall/Pylon carry Health; automation
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// machines lack it so the query excludes them). Snapshot ABOVE the early-return so Husks keep razing
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// the base even with every player dead/away (the locked 'push for structures' fork).
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var structureEntities = new NativeList<Entity>(Allocator.Temp);
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var structurePositions = new NativeList<float3>(Allocator.Temp);
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foreach (var (sx, sh, se) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
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.WithAll<PlacedStructure>()
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.WithEntityAccess())
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{
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if (sh.ValueRO.Current <= 0f)
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continue; // skip a structure already at 0 (pending destroy this tick)
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structureEntities.Add(se);
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structurePositions.Add(sx.ValueRO.Position);
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}
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if (playerEntities.Length == 0 && structureEntities.Length == 0)
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{
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playerEntities.Dispose();
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playerPositions.Dispose();
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structureEntities.Dispose();
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structurePositions.Dispose();
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return;
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}
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float dt = SystemAPI.Time.DeltaTime;
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var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
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uint now = serverTick.TickIndexForValidTick;
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// Live feel knobs (MC-0): one read, guarded at use. Server-only — clients never simulate enemies.
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var tune = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg) ? tcfg : TuningConfig.Defaults();
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float structAggro = math.max(0f, tune.StructureAggroWeight);
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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bool havePhysics = SystemAPI.TryGetSingleton<PhysicsWorldSingleton>(out var physics);
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uint envMask = SystemAPI.TryGetSingleton<WorldCollisionConfig>(out var worldCol) ? worldCol.EnvironmentMask : 0u;
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var envFilter = new CollisionFilter { BelongsTo = ~0u, CollidesWith = envMask, GroupIndex = 0 };
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bool sweep = havePhysics && envMask != 0u;
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const float SweepRadius = 0.5f; // collide-and-slide sphere radius for Husk movement
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foreach (var (xform, stats, cooldown, knockback, windup) in
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SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyAttackCooldown>,
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RefRW<KnockbackState>, RefRW<AttackWindup>>()
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.WithAll<EnemyTag>().WithNone<LungeState>())
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{
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float3 pos = xform.ValueRO.Position;
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// Knockback overrides seek/strike for its window — EnemyAISystem stays the SOLE writer of Position.
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var kb = knockback.ValueRO;
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if (kb.UntilTick != 0)
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{
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var kbTick = new NetworkTick(kb.UntilTick);
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if (kbTick.IsValid && kbTick.IsNewerThan(serverTick))
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{
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float3 kpos = pos + new float3(kb.Dir.x, 0f, kb.Dir.y) * (kb.Speed * dt);
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kpos.y = pos.y;
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if (sweep)
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kpos = SweptMove(in physics, pos, kpos, SweepRadius, envFilter);
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xform.ValueRW.Position = kpos;
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windup.ValueRW.WindUpUntilTick = 0; // a recoiling Husk does not wind up
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continue; // recoiling: skip seek + strike this tick
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}
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knockback.ValueRW.UntilTick = 0; // window elapsed
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}
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// EB-1 fortress aggro: nearest of players (weight 1) + structures (StructureAggroWeight) — a wall/
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// turret is the preferred target unless a player is in the way (closer after weighting).
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EnemyAIMath.PickWeightedNearest(pos, playerPositions, structurePositions, structAggro, out bool tgtIsStruct, out int tgtIdx);
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if (tgtIdx < 0)
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continue; // no target (covered by the early-return, but stay safe)
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Entity targetEntity = tgtIsStruct ? structureEntities[tgtIdx] : playerEntities[tgtIdx];
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float3 targetPos = tgtIsStruct ? structurePositions[tgtIdx] : playerPositions[tgtIdx];
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// Seek: stop just inside strike range so the Husk holds position to attack.
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float stopDistance = stats.ValueRO.AttackRange * 0.9f;
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float3 vel = EnemyAIMath.SeekVelocity(pos, targetPos, stats.ValueRO.MoveSpeed, stopDistance);
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float3 newPos = pos + vel * dt;
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newPos.y = pos.y; // hold the movement plane
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if (sweep)
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newPos = SweptMove(in physics, pos, newPos, SweepRadius, envFilter);
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xform.ValueRW.Position = newPos;
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// Face the target (planar) for presentation.
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float3 toTarget = targetPos - pos;
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toTarget.y = 0f;
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if (math.lengthsq(toTarget) > 1e-6f)
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xform.ValueRW.Rotation = quaternion.LookRotationSafe(math.normalize(toTarget), math.up());
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// Two-phase strike with a telegraph wind-up: commit a wind-up when first in-range + cooldown-ready,
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// then strike when it elapses. WindUpUntilTick is a [GhostField] so the client can cue the ~0.3s
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// tell; leaving range mid-windup cancels it. Tuning.AttackWindupTicks = 0/1 -> near-instant (legacy).
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bool inRange = EnemyAIMath.InAttackRange(pos, targetPos, stats.ValueRO.AttackRange);
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uint windRaw = windup.ValueRO.WindUpUntilTick;
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if (windRaw != 0)
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{
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if (!inRange)
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{
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windup.ValueRW.WindUpUntilTick = 0; // target left range -> cancel the wind-up
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}
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else
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{
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var windTick = new NetworkTick(windRaw);
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if (!(windTick.IsValid && windTick.IsNewerThan(serverTick)))
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{
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ecb.AppendToBuffer(targetEntity, new DamageEvent
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{
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Amount = stats.ValueRO.AttackDamage,
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SourceNetworkId = -1, // environment / Husk, not a player
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SourceTick = TickUtil.NonZero(now),
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});
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uint cooldownTicks = (uint)math.max(1, stats.ValueRO.AttackCooldownTicks);
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cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + cooldownTicks);
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windup.ValueRW.WindUpUntilTick = 0;
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}
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}
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}
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else if (inRange)
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{
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uint nextRaw = cooldown.ValueRO.NextAttackTick;
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bool ready = true;
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if (nextRaw != 0)
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{
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var nextTick = new NetworkTick(nextRaw);
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if (nextTick.IsValid && nextTick.IsNewerThan(serverTick))
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ready = false;
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}
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if (ready)
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{
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uint windupTicks = (uint)math.max(1f, tune.GruntWindupTicks);
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windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + windupTicks);
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}
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}
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}
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// --- Charger pass: a Husk variant baked with LungeState commits to a punishable fixed-direction lunge.
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// Component-presence is the discriminator; the Grunt pass above excludes these via .WithNone<LungeState>().
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// Charger feel knobs — live-tunable via TuningConfig (MC-0), guarded at the read site. Server-only
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// (clients never simulate Chargers); the >=1-tick floor avoids a degenerate instant/no-travel lunge.
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float ChargerLungeSpeed = math.max(0f, tune.ChargerLungeSpeed); // units/s while lunging
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uint ChargerLungeDurationTicks = (uint)math.max(1f, tune.ChargerLungeDurationTicks); // committed travel
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uint ChargerWindupTicks = (uint)math.max(1f, tune.ChargerWindupTicks); // readable telegraph lead
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uint ChargerWhiffStaggerTicks = (uint)math.max(1f, tune.ChargerWhiffStaggerTicks); // punish window
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uint chargerWhiffsThisTick = 0;
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foreach (var (xform, stats, cooldown, knockback, windup, lunge) in
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SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyAttackCooldown>,
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RefRW<KnockbackState>, RefRW<AttackWindup>, RefRW<LungeState>>()
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.WithAll<EnemyTag>())
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{
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float3 pos = xform.ValueRO.Position;
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// 1. Knockback wins (and cancels any in-flight lunge so Position keeps a single writer).
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var kb = knockback.ValueRO;
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if (kb.UntilTick != 0)
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{
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var kbTick = new NetworkTick(kb.UntilTick);
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if (kbTick.IsValid && kbTick.IsNewerThan(serverTick))
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{
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float3 kpos = pos + new float3(kb.Dir.x, 0f, kb.Dir.y) * (kb.Speed * dt);
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kpos.y = pos.y;
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if (sweep) kpos = SweptMove(in physics, pos, kpos, SweepRadius, envFilter);
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xform.ValueRW.Position = kpos;
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windup.ValueRW.WindUpUntilTick = 0;
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lunge.ValueRW.UntilTick = 0;
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continue;
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}
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knockback.ValueRW.UntilTick = 0;
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}
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// EB-1 fortress aggro: same weighted target selection as the Grunt pass (shared helper).
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EnemyAIMath.PickWeightedNearest(pos, playerPositions, structurePositions, structAggro, out bool cIsStruct, out int cIdx);
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if (cIdx < 0)
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continue;
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Entity cTargetEntity = cIsStruct ? structureEntities[cIdx] : playerEntities[cIdx];
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float3 cTargetPos = cIsStruct ? structurePositions[cIdx] : playerPositions[cIdx];
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// 2. Lunge active: travel the locked direction; damage on contact, or stagger on a wall-stop whiff.
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var lg = lunge.ValueRO;
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if (lg.UntilTick != 0)
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{
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var lgTick = new NetworkTick(lg.UntilTick);
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if (lgTick.IsValid && lgTick.IsNewerThan(serverTick))
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{
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float3 intended = pos + new float3(lg.Dir.x, 0f, lg.Dir.y) * (lg.Speed * dt);
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intended.y = pos.y;
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float3 moved = sweep ? SweptMove(in physics, pos, intended, SweepRadius, envFilter) : intended;
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xform.ValueRW.Position = moved;
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if (math.lengthsq(lg.Dir) > 1e-6f)
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xform.ValueRW.Rotation = quaternion.LookRotationSafe(new float3(lg.Dir.x, 0f, lg.Dir.y), math.up());
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if (EnemyAIMath.InAttackRange(moved, cTargetPos, stats.ValueRO.AttackRange))
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{
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ecb.AppendToBuffer(cTargetEntity, new DamageEvent
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{
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Amount = stats.ValueRO.AttackDamage,
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SourceNetworkId = -1,
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SourceTick = TickUtil.NonZero(now),
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});
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uint cdTicks = (uint)math.max(1, stats.ValueRO.AttackCooldownTicks);
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cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + cdTicks);
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lunge.ValueRW.UntilTick = 0; // landed -> end the lunge
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}
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else
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{
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float intendedDist = math.distance(pos.xz, intended.xz);
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float actualDist = math.distance(pos.xz, moved.xz);
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if (intendedDist > 1e-4f && actualDist < intendedDist * 0.5f)
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{
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cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + ChargerWhiffStaggerTicks);
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lunge.ValueRW.UntilTick = 0; // wall-stop whiff -> stagger (the punish window)
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chargerWhiffsThisTick++;
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lunge.ValueRW.StaggerUntilTick = TickUtil.NonZero(now + ChargerWhiffStaggerTicks); // scoreable punish window
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}
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}
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continue; // committed this tick
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}
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// Timer elapsed without landing -> overshoot whiff -> stagger, then seek this tick.
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cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + ChargerWhiffStaggerTicks);
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lunge.ValueRW.UntilTick = 0;
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chargerWhiffsThisTick++;
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lunge.ValueRW.StaggerUntilTick = TickUtil.NonZero(now + ChargerWhiffStaggerTicks); // scoreable punish window
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}
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// 3. Seek + face (shared shape with the Grunt path).
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float cStop = stats.ValueRO.AttackRange * 0.9f;
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float3 cvel = EnemyAIMath.SeekVelocity(pos, cTargetPos, stats.ValueRO.MoveSpeed, cStop);
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float3 cNewPos = pos + cvel * dt; cNewPos.y = pos.y;
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if (sweep) cNewPos = SweptMove(in physics, pos, cNewPos, SweepRadius, envFilter);
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xform.ValueRW.Position = cNewPos;
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float3 cToTarget = cTargetPos - pos; cToTarget.y = 0f;
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if (math.lengthsq(cToTarget) > 1e-6f)
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xform.ValueRW.Rotation = quaternion.LookRotationSafe(math.normalize(cToTarget), math.up());
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// 4. Commit: a wind-up elapses -> LOCK the lunge direction + fire. NO cancel-on-leave-range — the
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// whole point is the commit lands even if the player dodged out of range (the punishable tell).
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uint cWindRaw = windup.ValueRO.WindUpUntilTick;
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if (cWindRaw != 0)
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{
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var cWindTick = new NetworkTick(cWindRaw);
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if (!(cWindTick.IsValid && cWindTick.IsNewerThan(serverTick)))
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{
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float3 toT = cTargetPos - pos; toT.y = 0f;
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float2 ldir = math.lengthsq(toT) > 1e-6f ? math.normalize(toT.xz) : new float2(0f, 1f);
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lunge.ValueRW.Dir = ldir;
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lunge.ValueRW.Speed = ChargerLungeSpeed;
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lunge.ValueRW.UntilTick = TickUtil.NonZero(now + ChargerLungeDurationTicks);
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windup.ValueRW.WindUpUntilTick = 0;
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}
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}
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else
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{
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bool cInRange = EnemyAIMath.InAttackRange(pos, cTargetPos, stats.ValueRO.AttackRange);
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if (cInRange)
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{
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bool cReady = cooldown.ValueRO.NextAttackTick == 0
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|| !new NetworkTick(cooldown.ValueRO.NextAttackTick).IsNewerThan(serverTick);
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if (cReady)
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windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + ChargerWindupTicks);
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}
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}
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}
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if (chargerWhiffsThisTick != 0 && SystemAPI.HasSingleton<DevTelemetry>())
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SystemAPI.GetSingletonRW<DevTelemetry>().ValueRW.ChargerWhiffWindowsOpened += chargerWhiffsThisTick;
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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playerEntities.Dispose();
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playerPositions.Dispose();
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structureEntities.Dispose();
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structurePositions.Dispose();
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}
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// Swept collide-and-slide for server-authoritative Husk movement: sphere-cast the intended step against
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// the static environment (boundary ring + landmarks) and stop at / glance along the first wall hit. Closest-
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// hit SphereCast is non-generic -> Burst-safe (CLAUDE.md generic-collector hazard avoided). Y is held flat.
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static float3 SweptMove(in PhysicsWorldSingleton physics, float3 from, float3 to, float radius, CollisionFilter filter)
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{
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float3 delta = to - from;
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delta.y = 0f;
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float dist = math.length(delta);
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if (dist < 1e-5f)
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return to;
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float3 dir = delta / dist;
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const float skin = 0.05f;
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var cw = physics.CollisionWorld;
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if (!cw.SphereCast(from, radius, dir, dist, out var hit, filter))
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return to;
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float allowed = math.max(0f, hit.Fraction * dist - skin);
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float3 stop = from + dir * allowed;
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stop.y = from.y;
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// Slide the unused motion along the wall, then sweep the slide so we don't tunnel a second wall.
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float3 slide = EnemyAIMath.SlideVelocity(to - stop, hit.SurfaceNormal);
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float slideDist = math.length(slide);
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if (slideDist < 1e-5f)
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return stop;
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float3 sdir = slide / slideDist;
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float3 result = cw.SphereCast(stop, radius, sdir, slideDist, out var hit2, filter)
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? stop + sdir * math.max(0f, hit2.Fraction * slideDist - skin)
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: stop + slide;
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result.y = from.y;
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return result;
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}
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}
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}
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