589e712db3
Delete (unreferenced in any scene, per operator decision):
- TrainingDummy* chain (authoring/spawner/system/components/prefab) + UpgradePickup* chain (authoring/spawner/systems/components/prefab); remove TrainingDummyTag from the 3 live combat queries (AbilityFire/Melee/HealthApplyDamage now key on EnemyTag) and repoint HealthApplyDamageSystemTests to EnemyTag.
- Dead RPC RegionTransitSystem + RegionTransitRequest (no sender, ungated) + its test.
- Heartbeat + HeartbeatSystem (no WorldSystemFilter, ran no-op every tick) + its test.
- BuildSendSystem dead conveyor/pylon dev hooks (s_ConveyorDir, [/] rotation, Place{Pylon,Harvester,Conveyor} statics).
- Deprecated CyclePhase alias consts (Expedition/Defend/Build/*Ticks); repoint WaveSystemTests to Siege/Calm.
- Unread FeelConfig fields (HitFlashDurationMs, RumbleHeavy) + dangling HudUi doc-comments + stale crefs.
451/451 EditMode tests pass. CLAUDE.md HeartbeatSystemTests example ref to be repointed in B7.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
96 lines
5.5 KiB
C#
96 lines
5.5 KiB
C#
using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Macro-loop state for "The Aether Cycle": which phase the run is in, the cycle number, and the server
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/// tick the current (timed) phase ends. Server-authoritative, maintained by CyclePhaseSystem. Currently a
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/// server-side singleton; the [GhostField]s below are inert until it is moved onto the runtime-spawned
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/// CycleDirector ghost (when the client HUD is wired), at which point the same struct replicates unchanged.
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/// The Defend phase is NOT timed — it ends when the base-defense wave is cleared — so PhaseEndTick is only
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/// meaningful in Expedition/Build (0 during Defend).
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/// </summary>
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public struct CycleState : IComponentData
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{
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/// <summary>Current phase (see <see cref="CyclePhase"/>).</summary>
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[GhostField] public byte Phase;
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/// <summary>1-based cycle counter (increments when a new Expedition begins).</summary>
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[GhostField] public int CycleNumber;
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/// <summary>Server tick the current timed phase ends (Expedition/Build only; 0 in Defend).</summary>
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[GhostField] public uint PhaseEndTick;
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/// <summary>Live Husk wave number during Defend, synced from the server-only WaveState by CyclePhaseSystem so the replicated-state-only HUD can show it (holds the last wave number outside Defend; the HUD gates the display to the Defend phase).</summary>
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[GhostField] public int WaveNumber;
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}
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/// <summary>Phase constants for <see cref="CycleState.Phase"/> — the GLOBAL shared posture (a byte, not an enum, for trivial Burst/serialization). Being out on an expedition is per-player presence (server-only RegionTag), NOT a global phase.</summary>
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public static class CyclePhase
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{
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// Re-meaned IN PLACE — the byte VALUES are unchanged from the old Expedition/Defend/Build, so the
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// [GhostField] serializer layout is identical (the const re-mean alone forces no re-bake). slot 0 (was
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// Expedition) -> Calm; slot 1 (was Defend) -> Siege; slot 2 (was Build) -> retired.
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/// <summary>The persistent, unhurried home base — the DEFAULT posture. No countdown; build/prep at your pace.</summary>
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public const byte Calm = 0;
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/// <summary>The base is under assault by a Husk wave (event-triggered; ends when the wave is cleared).</summary>
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public const byte Siege = 1;
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}
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/// <summary>
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/// Server-only bookkeeping for the run-state machine that must NOT replicate (kept separate from the
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/// replicated <see cref="CycleState"/>). Records the wave number captured when the current Siege began plus
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/// the procedural-expedition-field session epoch (bumped when the expedition region goes empty->occupied so
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/// the field reseeds per sortie).
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/// </summary>
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public struct CycleRuntime : IComponentData
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{
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/// <summary>WaveState.WaveNumber captured the moment the current Siege started (DefendCleared tests > this).</summary>
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public int DefendStartWave;
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/// <summary>Monotonic expedition-field session counter; bumped on the expedition region's empty->occupied edge so each sortie reseeds. RNG seed (never tick math; never 0, via max(1, ...)).</summary>
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public int ExpeditionEpoch;
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/// <summary>The <see cref="ExpeditionEpoch"/> the field was last seeded for (compared by int equality).</summary>
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public int LastSpawnedEpoch;
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/// <summary>Previous-tick expedition occupancy (1 = at least one player out), for the empty<->occupied edge.</summary>
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public byte PrevExpeditionOccupied;
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/// <summary>The <see cref="ExpeditionEpoch"/> a zone-clear Ore reward was last banked for — gates the once-per-epoch reward so two same-tick co-op returners pay once and gate re-entry can't farm (int equality, never tick math).</summary>
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public int LastRewardedEpoch;
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/// <summary>1 once the current epoch's expedition wave has FULLY spawned and been cleared to zero live zone enemies; reset to 0 on the empty->occupied epoch bump. The reward fires only on a REAL clear.</summary>
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public byte ClearedThisEpoch;
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}
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/// <summary>
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/// DR-042 C7b — a SMALL replicated summary of the current expedition objective so the client HUD can show an
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/// "enemies remaining / cleared — return to claim" readout. Rides the GLOBAL UNTAGGED CycleDirector ghost
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/// (alongside <see cref="CycleState"/> / GoalProgress) so GhostRelevancy.SetIsIrrelevant never hides it
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/// cross-region — a base teammate can't see the expedition's own (region-tagged, relevancy-hidden) enemy
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/// ghosts. SOLE writer: ZoneEnemyDirectorSystem (server, plain group), written ABOVE its early-returns
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/// (snapshot-above-early-return) so the readout never freezes stale. byte/short, never enum (writer is [BurstCompile]).
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/// </summary>
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public struct ExpeditionObjective : IComponentData
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{
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/// <summary>0 = Idle (no sortie active), 1 = Active (wave in progress), 2 = Cleared (return to claim).</summary>
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[GhostField] public byte State;
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/// <summary>Live zone enemies remaining (alive + not-yet-spawned) while Active; 0 when Idle/Cleared.</summary>
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[GhostField] public short Remaining;
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}
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/// <summary>State constants for <see cref="ExpeditionObjective.State"/> (byte, not enum — Burst/serialization).</summary>
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public static class ExpeditionObjectiveState
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{
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public const byte Idle = 0;
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public const byte Active = 1;
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public const byte Cleared = 2;
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}
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}
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