Files
Project-M/Assets/_Project/Scripts/Server/Building/TurretFireSystem.cs
T
kronic 3836e9c842 Phase 1 B3: enemies die with a corpse window instead of popping out of existence
Server: HealthApplyDamageSystem marks EnemyTag Dying{UntilTick} (TickUtil.
NonZero, ~54 ticks) on the lethal 0-crossing instead of instant destroy,
zeroes every live cue (replicated AttackWindup, LungeState + IsLunging bit,
KnockbackState), destroys on expiry; plain-world tests keep instant destroy
(no NetworkTime) so the suite's assertions stay meaningful.

Every consumer now ignores corpses (all confirmed entity-count/unfiltered by
the design review): EnemyAISystem all 4 passes, BossAISystem brain + summon
cap, RoomEnemyDirector room-clear + MaxAlive fit, WaveSystem cap + cleared,
CyclePhaseSystem breach wipe + DefendCleared, ThreatDirector timeout cull,
TurretFire targeting, CoreDamage drain, ProjectileDamage snapshot (corpses
are not shields), AbilityFire auto-aim candidates, debug cull + telemetry.
Wipe passes skip Dying to avoid cross-ECB double-destroys.

Client: EnemyAnimationDriveSystem finally drives the controller's IsDead
param (Health.Current<=0 is the replicated death read; corpse locomotion
zeroed); CombatFeedbackSystem moves the kill CRUNCH to the 0-crossing (the
prune-edge timing would land it ~1 s late) - the prune keeps a small
dissolve puff for corpses and the legacy full read for alive-vanish culls.

456/456 EditMode.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 18:34:12 -07:00

131 lines
5.8 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 turret fire (hitscan) — EnemyAISystem reversed. Snapshots living Husks once (entity, planar
/// pos, region); each turret picks the nearest Husk in ITS region within Range and, on a NetworkTick
/// cooldown stored in <see cref="PlacedStructure.NextTick"/>, appends a direct <c>DamageEvent</c>
/// (SourceNetworkId=-1) to it. Reuses HealthApplyDamageSystem (already destroys EnemyTag at HP&lt;=0) — no
/// projectile, no tunnelling, no friendly-fire. Plain server SimulationSystemGroup
/// <c>[UpdateAfter(PredictedSimulationSystemGroup)]</c> (the predicted group is OrderFirst → UpdateBefore is
/// ignored); the appended DamageEvent drains next tick (~16ms), consistent with EnemyAISystem. Self-gates:
/// Husks only exist during the Defend wave.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
public partial struct TurretFireSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<NetworkTime>();
state.RequireForUpdate<ResourceLedger>();
state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<Turret>()));
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
if (!serverTick.IsValid)
return;
uint now = serverTick.TickIndexForValidTick;
var huskEntities = new NativeList<Entity>(Allocator.Temp);
var huskPos = new NativeList<float2>(Allocator.Temp);
var huskRegion = new NativeList<byte>(Allocator.Temp);
foreach (var (xform, health, region, e) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>, RefRO<RegionTag>>()
.WithAll<EnemyTag>().WithNone<Dying>().WithEntityAccess()) // LIVING targets only (B3)
{
if (health.ValueRO.Current <= 0f)
continue;
huskEntities.Add(e);
huskPos.Add(xform.ValueRO.Position.xz);
huskRegion.Add(region.ValueRO.Region);
}
if (huskEntities.Length == 0)
{
huskEntities.Dispose(); huskPos.Dispose(); huskRegion.Dispose();
return;
}
// EB-2: resolve the shared ledger ONCE (NEVER GetSingleton<StorageEntry> — a 2nd StorageEntry buffer
// exists on the base container). Turrets withdraw Charge from it sequentially (a finite pool split in
// query order; later turrets soft-fail when it empties).
var ledgerEntity = SystemAPI.GetSingletonEntity<ResourceLedger>();
var ledger = SystemAPI.GetBuffer<StorageEntry>(ledgerEntity);
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (ps, turret, xform, region) in
SystemAPI.Query<RefRW<PlacedStructure>, RefRO<Turret>, RefRO<LocalTransform>, RefRO<RegionTag>>())
{
uint nextRaw = ps.ValueRO.NextTick;
if (nextRaw != 0)
{
var nextTick = new NetworkTick(nextRaw);
if (nextTick.IsValid && nextTick.IsNewerThan(serverTick))
continue; // still cooling down
}
float2 tp = xform.ValueRO.Position.xz;
byte treg = region.ValueRO.Region;
float rangeSq = turret.ValueRO.Range * turret.ValueRO.Range;
int best = -1;
float bestSq = float.MaxValue;
for (int i = 0; i < huskEntities.Length; i++)
{
if (huskRegion[i] != treg)
continue;
float sq = math.distancesq(huskPos[i], tp);
if (sq <= rangeSq && sq < bestSq)
{
bestSq = sq;
best = i;
}
}
if (best >= 0)
{
// EB-2 felt spend: a shot costs Charge from the shared ledger. Gate BOTH the damage AND the
// cooldown advance on a SUCCESSFUL withdraw — out of Charge = SOFT-FAIL (no shot, no cooldown
// burn, so the turret fires the instant Charge returns). Refund a partial (cost>1 underflow).
int cost = math.max(1, Tuning.TurretChargeCostPerShot);
int got = StorageMath.Withdraw(ledger, ResourceId.Charge, cost);
if (got >= cost)
{
ecb.AppendToBuffer(huskEntities[best], new DamageEvent
{
Amount = turret.ValueRO.Damage,
SourceNetworkId = -1,
SourceTick = TickUtil.NonZero(now),
});
uint cd = (uint)math.max(1, turret.ValueRO.CooldownTicks);
ps.ValueRW.NextTick = TickUtil.NonZero(now + cd);
}
else if (got > 0)
{
StorageMath.Deposit(ledger, ResourceId.Charge, got); // never consume Charge without firing
}
}
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
huskEntities.Dispose(); huskPos.Dispose(); huskRegion.Dispose();
}
}
}