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>
72 lines
4.0 KiB
C#
72 lines
4.0 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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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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