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kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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

33 lines
1.7 KiB
C#

using Unity.Entities;
using Unity.Mathematics;
namespace ProjectM.Simulation
{
/// <summary>
/// Shared knockback stamp for melee/cone hits. Guarded exactly as the two call sites were: the target must own
/// <see cref="KnockbackState"/> (dummies/structures lacking it would throw at ECB playback if written). The
/// planar (XZ) heading is normalize(targetPos - sourcePos), falling back to <paramref name="faceFallback"/>
/// when that delta is degenerate. Deduplicates the identical stamps in <see cref="AbilityFireSystem"/> (cone)
/// and <see cref="MeleeComboSystem"/> (melee cleave). Callers still gate their own speed/window (e.g. the melee
/// KnockSpeed &gt; 0 check) before calling.
///
/// The former BossState knockback-immunity gate was removed with the boss purge (2026-08-07 audit): the boss
/// query required LungeState, which no prefab baked, so BossAISystem matched nothing and the immunity branch
/// was unreachable. Reintroduce a per-target immunity flag when the LANTERN shelf-boss lands (Phase 6).
/// </summary>
static class KnockbackUtil
{
public static void Stamp(ref ComponentLookup<KnockbackState> lookup,
Entity target, float3 sourcePos, float3 targetPos, float2 faceFallback, float speed, uint untilTick, bool pull = false)
{
if (!lookup.HasComponent(target))
return;;
float3 delta = targetPos - sourcePos;
float2 dir = math.lengthsq(delta.xz) > 1e-6f ? math.normalize(delta.xz) : faceFallback;
if (pull) dir = -dir; // Phase 1.7 Gravity Pull: drag the target TOWARD the attacker
lookup[target] = new KnockbackState { Dir = dir, Speed = speed, UntilTick = untilTick };
}
}
}