Files
Project-M/Assets/_Project/Scripts/Server/Combat/WaveSystem.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kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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

137 lines
6.8 KiB
C#

using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Server
{
/// <summary>
/// Server-only Husk wave/threat director: a state machine that escalates the swarm. In <c>Lull</c> it waits
/// until the lull timer expires, then starts the next wave (count = <c>BaseCount + (wave-1)*CountPerWave</c>). In
/// <c>Spawning</c> it spawns one Husk every <c>SpawnIntervalTicks</c> at a deterministic ring slot around the
/// <see cref="BaseAnchor"/>, round-robin over the <see cref="WaveEnemyPrefab"/> pool, until the wave is fully
/// spawned; then it waits for the field to be cleared (no live <see cref="EnemyTag"/>) before returning to
/// <c>Lull</c>. Plain <see cref="SimulationSystemGroup"/>, server-authoritative (Husks are interpolated ghosts).
/// Replaces the flat <c>EnemySpawnSystem</c> sustain. Tick gating uses the wrap-safe <see cref="NetworkTick"/>
/// compare + <see cref="TickUtil.NonZero"/>.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
public partial struct WaveSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<WaveDirector>();
state.RequireForUpdate<WaveState>();
state.RequireForUpdate<NetworkTime>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
if (!serverTick.IsValid)
return;
uint now = serverTick.TickIndexForValidTick;
var director = SystemAPI.GetSingleton<WaveDirector>();
var directorEntity = SystemAPI.GetSingletonEntity<WaveDirector>();
var prefabs = SystemAPI.GetBuffer<WaveEnemyPrefab>(directorEntity);
if (prefabs.Length == 0)
return;
var wave = SystemAPI.GetComponent<WaveState>(directorEntity);
// 2026-08-07 audit purge: the 4-type weighted mix (MixBands) is gone. Its Charger/Spitter/Swarmer
// authoring was on ZERO prefabs, so every weighted slot resolved to Grunt at runtime anyway. MaxAlive
// stays the mandatory cap on the relevancy loop.
// Ring centre on the base plot when present.
float3 center = new float3(0f, 1f, 0f);
if (SystemAPI.TryGetSingleton<BaseAnchor>(out var baseAnchor))
center = BaseGridMath.PlotCenter(baseAnchor);
// Due when no action is scheduled yet (NextActionTick 0) or the scheduled tick is at/behind now.
bool dueNow = wave.NextActionTick == 0 || !new NetworkTick(wave.NextActionTick).IsNewerThan(serverTick);
if (wave.Phase == WavePhase.Lull)
{
if (dueNow)
{
// Start the next (bigger) wave.
wave.WaveNumber += 1;
wave.RemainingToSpawn = ZoneEnemyMath.WaveSize(wave.WaveNumber, director.BaseCount);
wave.Phase = WavePhase.Spawning;
wave.NextActionTick = TickUtil.NonZero(now); // spawn the first Husk this tick
}
}
else // Spawning
{
if (wave.RemainingToSpawn > 0)
{
if (dueNow)
{
int slots = math.max(1, director.RingSlots);
const byte kind = ZoneEnemyMath.KindGrunt;
const int packSize = 1;
// Live BASE husks for the entity cap (expedition zone enemies are EnemyTag too -> excluded).
int aliveBase = 0;
foreach (var hr in SystemAPI.Query<RefRO<RegionTag>>().WithAll<EnemyTag>().WithNone<Dying>())
if (hr.ValueRO.Region == RegionId.Base) aliveBase++;
// MaxAlive counts ENTITIES; spawn the whole pack only if it fits (else WAIT — don't consume the slot).
if (aliveBase + packSize <= math.max(1, director.MaxAlive))
{
int prefabIdx = kind;
if (prefabIdx >= prefabs.Length) prefabIdx = 0; // 4-entry buffer expected; clamp defensively
float3 packCenter = EnemyAIMath.RingPosition(center, wave.SpawnCounter, slots, director.RingRadius);
packCenter.y = center.y;
var baked = state.EntityManager.GetComponentData<LocalTransform>(prefabs[prefabIdx].Prefab);
var ecb = new EntityCommandBuffer(Allocator.Temp);
for (int k = 0; k < packSize; k++)
{
float3 pos = packSize > 1
? EnemyAIMath.ClusterOffset(packCenter, k, packSize, director.ClusterTightRadius) : packCenter;
pos.y = center.y;
var husk = ecb.Instantiate(prefabs[prefabIdx].Prefab);
ecb.SetComponent(husk, baked.WithPosition(pos)); // preserve baked [GhostField] Scale
ecb.AddComponent(husk, new RegionTag { Region = RegionId.Base });
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
wave.SpawnCounter += 1; // ONE slot consumed even for a pack
wave.RemainingToSpawn -= 1;
wave.NextActionTick = TickUtil.NonZero(now + (uint)math.max(1, director.SpawnIntervalTicks));
}
}
}
else
{
// Wave fully spawned: cleared only when no BASE husk remains. Expedition zone enemies are also
// EnemyTag but RegionTag{Expedition}; they must NOT hold the base siege open (DR-040 BLOCKER 3).
int baseHusks = 0;
foreach (var hr in SystemAPI.Query<RefRO<RegionTag>>().WithAll<EnemyTag>().WithNone<Dying>())
if (hr.ValueRO.Region == RegionId.Base) baseHusks++;
if (baseHusks == 0)
{
// Wave cleared: calm before the next.
wave.Phase = WavePhase.Lull;
wave.NextActionTick = TickUtil.NonZero(now + (uint)math.max(1, director.LullTicks));
}
}
}
SystemAPI.SetComponent(directorEntity, wave);
}
}
}