Files
Project-M/Assets/_Project/Scripts/Server/Combat/DecoySystem.cs
T
kronic 36950ca21d LANTERN P1 Group B: 5-Spark systems — Aoe/Hitscan dispatch + reel/zone/decoy
Aoe/Hitscan archetype dispatch in AbilityFireSystem (both-worlds cooldown;
server-only ecb.Instantiate — the client-never-instantiates invariant; ZoneEffect
vs DecoyTag chosen by prefab membership). Harpooner REEL as a homing state
(ReelState + ReelSystem re-aim the hit Husk's KnockbackState toward the caster's
live position each tick; EnemyAISystem stays sole Position writer), stamped by
ProjectileDamageSystem on a Reel-flag hit. ZonePulseSystem (enemy-only periodic
AoE, caster attribution, no friendly fire, Vortex pull, born-0 lazy-stamp).
Decoy aggro in EnemyAISystem + DecoySystem despawn. AbilityDefBlob gains
EffectFlags (Reel) + DurationTicks. +3 ZonePulseSystem EditMode tests (497 green).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 00:00:41 -07:00

46 lines
1.8 KiB
C#

using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Server
{
/// <summary>
/// SERVER-ONLY decoy-wisp lifecycle: despawns a decoy ghost when its Health is spent (Husks "killed" it) or
/// its <see cref="DecoyTag.ExpireTick"/> lifetime elapses. Server-authoritative ghost despawn (the client's
/// copy is removed by GhostSendSystem — never DestroyEntity a ghost client-side). The decoy draws aggro via
/// <c>EnemyAISystem</c>'s decoy target set; this system only ends its life. Presence-gated on DecoyTag.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup))]
public partial struct DecoySystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<NetworkTime>();
state.RequireForUpdate<DecoyTag>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
if (!serverTick.IsValid) return;
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (decoy, hp, e) in
SystemAPI.Query<RefRO<DecoyTag>, RefRO<Health>>().WithEntityAccess())
{
bool expired = decoy.ValueRO.ExpireTick != 0u
&& !new NetworkTick(decoy.ValueRO.ExpireTick).IsNewerThan(serverTick);
if (hp.ValueRO.Current <= 0f || expired)
ecb.DestroyEntity(e);
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
}