Files
Project-M/Assets/_Project/Scripts/Authoring/Combat/EnemyAuthoring.cs
T
kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)
The 2026-08-06 audit found the shipping scene was still the abandoned
co-op-Hades game with LANTERN combat bolted on, and that a third of the
codebase was live code for a direction abandoned on 2026-07-13. Operator
chose deletion over freezing: "everything is saved in source control if
needed. I want the project to be clean."

DELETED (~140 source files, Scripts 335->231, Tests 77->43):
- Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring /
  SwarmerAuthoring were attached to ZERO prefabs, so LungeState /
  SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI
  passes, BossAISystem (261 lines) and the whole MixBands escalation
  curve could not match a single chunk at runtime, while 734 lines of
  green tests certified them. Both shipping enemy prefabs were already
  byte-identical in stats.
- Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag,
  route select, portal interact, ready-check, room field/teardown.
- Meta shop, prep loadout, boons (incl. KillRewardSystem and
  DashTrailDamageSystem, which existed only to serve boon flags).
- Build palette + structures, shared storage, inventory/equipment
  (already recorded PAUSED in CLAUDE.md).
- The HUD panels driving all of the above (HudSystem 1168 -> 610).

KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter
for spawn rings, respawn and dynamic light), the resource ledger +
StorageMath, the save system, region/relevancy. Three of these were in
the delete set until I checked their consumers — worth remembering that
the file-level manifest was wrong about them.

Also folds in audit finding M5: PlayerClass was a second, server-only
copy of the byte FrameId already replicates. It existed for the meta
shop; with that gone, FrameId is the single frame identity.

Harvest is now single-sink (ledger). HarvestMath keeps its shape so
LANTERN's carried-vs-banked cargo split lands in one place, not two.

295/295 EditMode green, zero compile errors. Subscene re-bake and Play
validation follow in the next commit.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 12:59:39 -07:00

73 lines
4.2 KiB
C#

using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for the Husk enemy prefab. Bakes the gameplay components onto a prefab whose ghost setup
/// (GhostAuthoringComponent: interpolated, ownerless) is inherited by DUPLICATING an existing interpolated
/// ghost (UpgradePickup.prefab) — so the Husk replicates to all clients with no hand-written <c>[GhostField]</c>
/// (the stock LocalTransform variant carries its server-driven position). Damageable exactly like the training
/// dummy (Health/HitRadius/DamageEvent) plus the Husk AI tunables. <c>GetEntity(Dynamic)</c> gives a
/// runtime-mutable LocalTransform for server-authoritative movement and hit tests.
/// </summary>
public class EnemyAuthoring : MonoBehaviour
{
[Min(0f), Tooltip("Starting and maximum health for the Husk.")]
public float MaxHealth = 30f;
[Min(0f), Tooltip("World-unit radius used by the projectile hit test.")]
public float HitRadius = 0.7f;
[Min(0f), Tooltip("Planar seek speed toward the nearest player, units/second.")]
public float MoveSpeed = 3.5f;
[Min(0f), Tooltip("Centre-to-centre distance at which the Husk can strike a player.")]
public float AttackRange = 1.6f;
[Min(0f), Tooltip("Damage dealt per strike.")]
public float AttackDamage = 8f;
[Min(1), Tooltip("Simulation ticks between strikes (~60 ticks/sec).")]
public int AttackCooldownTicks = 36;
private class EnemyBaker : Baker<EnemyAuthoring>
{
public override void Bake(EnemyAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent<EnemyTag>(entity);
AddComponent(entity, new Health { Current = authoring.MaxHealth, Max = authoring.MaxHealth });
AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
AddBuffer<DamageEvent>(entity);
AddComponent(entity, new EnemyStats
{
MoveSpeed = authoring.MoveSpeed,
AttackRange = authoring.AttackRange,
AttackDamage = authoring.AttackDamage,
AttackCooldownTicks = authoring.AttackCooldownTicks,
});
AddComponent(entity, new EnemyAttackCooldown { NextAttackTick = 0 });
AddComponent<KnockbackState>(entity); // server-only recoil state (zero = not knocked)
AddComponent<ReelState>(entity); // server-only Harpooner-reel homing state (baked inert; stamped on a Reel-flag hit; NOT a GhostField)
AddComponent(entity, new EnemyNavState { LastPos = float.MaxValue }); // server-only anti-stuck nav state (not replicated); sentinel LastPos forces a first-tick reset
AddComponent<AttackWindup>(entity); // replicated telegraph signal (zero = not winding up)
// Slice 1 (Feature C): client-safe baked telegraph metadata. EnemyBaker is the SOLE writer of
// EnemyTelegraph even on a Charger (the prefab composes both authorings on one entity); reading the
// sibling ChargerAuthoring here avoids a double-AddComponent. WindupTicks = the client danger-ramp
// denominator per variant; IsCharger lets the client pick the Charger look (LungeState is server-only).
// Kind byte (client telegraph look) — derived from the sibling variant authoring (EnemyBaker is the
// SOLE EnemyTelegraph writer). Grunt=0 / Charger=1 / Spitter=2 / Swarmer=3 (ZoneEnemyMath.Kind*).
// 2026-08-07 audit purge: the Charger/Spitter/Swarmer variant authoring is gone — it was attached
// to ZERO prefabs, so every enemy already baked Kind=Grunt and the variant AI passes matched
// nothing. One kind, one windup, until the LANTERN bestiary reintroduces variety via CreatureKit.
const byte kind = ZoneEnemyMath.KindGrunt;
byte windup = (byte)Tuning.AttackWindupTicks;
AddComponent(entity, new EnemyTelegraph { WindupTicks = windup, Kind = kind });
}
}
}
}