62e48a3b0b
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>
430 lines
25 KiB
C#
430 lines
25 KiB
C#
using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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using Unity.Physics;
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using Unity.Transforms;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-authoritative Husk AI: each tick every Husk seeks the nearest LIVING player and strikes on
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/// contact. Husks are OWNERLESS INTERPOLATED ghosts (not predicted), so this runs SERVER-ONLY in the plain
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/// <see cref="SimulationSystemGroup"/> — writing <see cref="LocalTransform"/> directly (replicated to clients
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/// by the stock LocalTransform default variant; no hand-written <c>[GhostField]</c>). Ordered
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/// <c>[UpdateAfter(PredictedSimulationSystemGroup)]</c> (the predicted group is OrderFirst, so UpdateBefore is ignored) so a contact <see cref="DamageEvent"/> appended this
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/// tick is drained the following tick by <see cref="HealthApplyDamageSystem"/> (which runs inside the predicted
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/// group on the server). No <c>Simulate</c> filter: interpolated ghosts are not predicted and the server has
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/// no rollback, so every Husk advances exactly once per tick. Movement/attack math is the pure, deterministic
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/// <see cref="EnemyAIMath"/>; server fixed-step <c>SystemAPI.Time.DeltaTime</c> is correct here (not the
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/// rollback loop). Structural-free: the only deferred op is appending to the player's DamageEvent buffer.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(SimulationSystemGroup))]
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[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
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public partial struct EnemyAISystem : ISystem
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{
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<NetworkTime>();
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state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<EnemyTag>()));
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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// Snapshot living player targets once this tick (stable query order).
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var playerEntities = new NativeList<Entity>(Allocator.Temp);
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var playerPositions = new NativeList<float3>(Allocator.Temp);
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var playerRegions = new NativeList<byte>(Allocator.Temp);
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foreach (var (xform, health, region, entity) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>, RefRO<RegionTag>>()
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.WithAll<PlayerTag>()
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.WithEntityAccess())
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{
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if (health.ValueRO.Current <= 0f)
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continue; // don't chase or strike a corpse
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playerEntities.Add(entity);
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playerPositions.Add(xform.ValueRO.Position);
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playerRegions.Add(region.ValueRO.Region);
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}
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// EB-1 fortress aggro: also snapshot live structures (Turret/Wall/Pylon AND the Fabricator all carry
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// Health since the DR-032 parity fix; the query keys on it). Snapshot ABOVE the early-return so Husks keep razing
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// the base even with every player dead/away (the locked 'push for structures' fork).
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var structureEntities = new NativeList<Entity>(Allocator.Temp);
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var structurePositions = new NativeList<float3>(Allocator.Temp);
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var structureRegions = new NativeList<byte>(Allocator.Temp);
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// Structures were deleted with the shell (2026-08-07 audit purge), so the raze-target snapshot is
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// empty. The lists stay so the aggro selection below keeps one code path; drop them when the
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// LANTERN buildables land and give enemies something to attack again.
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foreach (var (sx, sh, sr, se) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>, RefRO<RegionTag>>()
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.WithAll<Destructible>()
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.WithEntityAccess())
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{
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if (sh.ValueRO.Current <= 0f)
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continue; // skip a structure already at 0 (pending destroy this tick)
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structureEntities.Add(se);
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structurePositions.Add(sx.ValueRO.Position);
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structureRegions.Add(sr.ValueRO.Region);
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}
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// LANTERN decoy-wisp aggro: a decoy draws Husks like a fake target. Region-agnostic gather (gym).
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var decoyEntities = new NativeList<Entity>(Allocator.Temp);
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var decoyPositions = new NativeList<float3>(Allocator.Temp);
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foreach (var (dx, dh, de) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
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.WithAll<DecoyTag>().WithEntityAccess())
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{
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if (dh.ValueRO.Current <= 0f) continue; // a spent decoy is being despawned; don't aggro a corpse
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decoyEntities.Add(de);
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decoyPositions.Add(dx.ValueRO.Position);
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}
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if (playerEntities.Length == 0 && structureEntities.Length == 0 && decoyEntities.Length == 0)
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{
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playerEntities.Dispose();
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playerPositions.Dispose();
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playerRegions.Dispose();
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structureEntities.Dispose();
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structurePositions.Dispose();
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structureRegions.Dispose();
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decoyEntities.Dispose();
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decoyPositions.Dispose();
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return;
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}
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float dt = SystemAPI.Time.DeltaTime;
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var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
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uint now = serverTick.TickIndexForValidTick;
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float decoyAggroSq = 30f * 30f; // LANTERN decoy-wisp aggro radius (world units, squared)
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// Live feel knobs (MC-0): one read, guarded at use. Server-only — clients never simulate enemies.
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var tune = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg) ? tcfg : TuningConfig.Defaults();
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float structAggro = math.max(0f, tune.StructureAggroWeight);
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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bool havePhysics = SystemAPI.TryGetSingleton<PhysicsWorldSingleton>(out var physics);
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uint envMask = SystemAPI.TryGetSingleton<WorldCollisionConfig>(out var worldCol) ? worldCol.EnvironmentMask : 0u;
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uint sweepMask = envMask | worldCol.StructureMask; // DR-042 C5: also collide enemies against player-built walls
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var envFilter = new CollisionFilter { BelongsTo = ~0u, CollidesWith = sweepMask, GroupIndex = 0 };
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bool sweep = havePhysics && sweepMask != 0u;
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const float SweepRadius = 0.5f; // collide-and-slide sphere radius for Husk movement
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// Anti-stuck (1/2): DEPENETRATE every living enemy out of any env/cover it overlaps BEFORE seeking, so a
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// Husk spawned inside or shoved into a cover rock isn't frozen by a zero-fraction sweep (the sweep cannot
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// move a mover that STARTS already penetrating). One point-distance query per living enemy (<=~15/room).
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// Boss excluded (BossAISystem owns it at a larger radius).
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if (sweep)
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{
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foreach (var depenXform in SystemAPI.Query<RefRW<LocalTransform>>()
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.WithAll<EnemyTag>().WithNone<Dying>().WithNone<TargetDummyTag>())
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depenXform.ValueRW.Position = EnemyMoveUtil.Depenetrate(in physics, depenXform.ValueRO.Position, SweepRadius, envFilter);
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}
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foreach (var (xform, stats, cooldown, knockback, windup, region) in
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SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyAttackCooldown>,
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RefRW<KnockbackState>, RefRW<AttackWindup>, RefRO<RegionTag>>()
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.WithAll<EnemyTag>().WithNone<Dying>().WithNone<TargetDummyTag>())
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{
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float3 pos = xform.ValueRO.Position;
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byte huskRegion = region.ValueRO.Region;
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// Knockback overrides seek/strike for its window — EnemyAISystem stays the SOLE writer of Position.
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var kb = knockback.ValueRO;
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if (kb.UntilTick != 0)
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{
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var kbTick = new NetworkTick(kb.UntilTick);
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if (kbTick.IsValid && kbTick.IsNewerThan(serverTick))
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{
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float3 kpos = pos + new float3(kb.Dir.x, 0f, kb.Dir.y) * (kb.Speed * dt);
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kpos.y = pos.y;
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if (sweep)
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kpos = SweptMove(in physics, pos, kpos, SweepRadius, envFilter);
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xform.ValueRW.Position = kpos;
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if (kb.Speed >= tune.StaggerKnockbackSpeed)
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windup.ValueRW.WindUpUntilTick = 0; // B2 poise: only a HEAVY hit interrupts; a light hit nudges while the wind-up keeps counting
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continue; // recoiling: skip seek + strike this tick
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}
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knockback.ValueRW.UntilTick = 0; // window elapsed
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}
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// EB-1 fortress aggro: nearest of players (weight 1) + structures (StructureAggroWeight) — a wall/
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// turret is the preferred target unless a player is in the way (closer after weighting).
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EnemyAIMath.PickWeightedNearest(pos, playerPositions, playerRegions, structurePositions, structureRegions, huskRegion, structAggro, out bool tgtIsStruct, out int tgtIdx);
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// Decoy aggro (LANTERN): a decoy-wisp within range is the PREFERRED target -- overrides player/structure/core.
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int decoyIdx = -1;
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float decoyBestSq = decoyAggroSq;
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for (int di = 0; di < decoyPositions.Length; di++)
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{
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float dsq = math.distancesq(pos.xz, decoyPositions[di].xz);
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if (dsq <= decoyBestSq) { decoyBestSq = dsq; decoyIdx = di; }
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}
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Entity targetEntity;
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float3 targetPos;
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if (decoyIdx >= 0)
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{
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targetEntity = decoyEntities[decoyIdx];
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targetPos = decoyPositions[decoyIdx];
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}
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else
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{
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if (tgtIdx < 0)
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continue; // no decoy, no player/structure -> nothing to seek
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targetEntity = tgtIsStruct ? structureEntities[tgtIdx] : playerEntities[tgtIdx];
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targetPos = tgtIsStruct ? structurePositions[tgtIdx] : playerPositions[tgtIdx];
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}
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// Seek: stop just inside strike range so the Husk holds position to attack.
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float stopDistance = stats.ValueRO.AttackRange * 0.9f;
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float3 vel = EnemyAIMath.SeekVelocity(pos, targetPos, stats.ValueRO.MoveSpeed, stopDistance);
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float3 newPos = pos + vel * dt;
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newPos.y = pos.y; // hold the movement plane
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if (sweep)
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newPos = SweptMove(in physics, pos, newPos, SweepRadius, envFilter);
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xform.ValueRW.Position = newPos;
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// Face the target (planar) for presentation.
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float3 toTarget = targetPos - pos;
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toTarget.y = 0f;
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if (math.lengthsq(toTarget) > 1e-6f)
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xform.ValueRW.Rotation = quaternion.LookRotationSafe(math.normalize(toTarget), math.up());
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// Two-phase strike with a telegraph wind-up: commit a wind-up when first in-range + cooldown-ready,
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// then strike when it elapses. WindUpUntilTick is a [GhostField] so the client can cue the ~0.3s
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// tell; leaving range mid-windup cancels it. Tuning.AttackWindupTicks = 0/1 -> near-instant (legacy).
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bool inRange = EnemyAIMath.InAttackRange(pos, targetPos, stats.ValueRO.AttackRange);
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uint windRaw = windup.ValueRO.WindUpUntilTick;
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if (windRaw != 0)
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{
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// B1 commitment: once inside the final ~30% of the wind-up the strike is COMMITTED — leaving
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// range no longer cancels it (a last-instant step-back won't save you; dash i-frames or an early
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// exit will). A committed swing the player dodged out of WHIFFS at elapse (still burns cooldown)
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// -> the punish window, mirroring the Charger. Grunts (speed < player) can now actually land on a
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// lingering player instead of being trivially kited (readable-but-fair).
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var windTick = new NetworkTick(windRaw);
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bool elapsed = !(windTick.IsValid && windTick.IsNewerThan(serverTick));
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int remain = windTick.IsValid ? windTick.TicksSince(serverTick) : 0;
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uint gTotal = (uint)math.max(1f, tune.GruntWindupTicks);
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bool committed = remain > 0 && remain <= (int)(gTotal * 0.3f);
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if (!elapsed)
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{
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if (!inRange && !committed)
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windup.ValueRW.WindUpUntilTick = 0; // left range early -> cancel the wind-up
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}
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else
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{
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if (inRange && targetEntity != Entity.Null) ecb.AppendToBuffer(targetEntity, new DamageEvent
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{
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Amount = stats.ValueRO.AttackDamage,
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SourceNetworkId = -1, // environment / Husk, not a player
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SourceTick = TickUtil.NonZero(now),
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});
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uint cooldownTicks = (uint)math.max(1, stats.ValueRO.AttackCooldownTicks);
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cooldown.ValueRW.NextAttackTick = TickUtil.NonZero(now + cooldownTicks);
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windup.ValueRW.WindUpUntilTick = 0;
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}
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}
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else if (inRange)
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{
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uint nextRaw = cooldown.ValueRO.NextAttackTick;
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bool ready = true;
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if (nextRaw != 0)
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{
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var nextTick = new NetworkTick(nextRaw);
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if (nextTick.IsValid && nextTick.IsNewerThan(serverTick))
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ready = false;
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}
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if (ready)
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{
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uint windupTicks = (uint)math.max(1f, tune.GruntWindupTicks);
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windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + windupTicks);
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}
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}
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}
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// --- Charger / Spitter / IsLunging passes DELETED 2026-08-07 (audit purge).
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// ChargerAuthoring, SpitterAuthoring and SwarmerAuthoring were attached to ZERO prefabs, so
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// LungeState / SpitterState / SwarmerTag were never baked and these three passes could not match a
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// single chunk at runtime — ~272 lines of Bursted code plus 734 lines of green tests certifying an
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// escalation curve that always resolved to Grunt. Recover from git if the lunge/spit behaviours are
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// wanted; the LANTERN bestiary reintroduces variety through the CreatureKit path instead.
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// --- Phase 1 B1: SEPARATION (soft-collision) so hordes stop interpenetrating. Lives INSIDE
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// EnemyAISystem (the sole enemy-Position writer; BossAISystem runs after and re-owns the boss).
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// Pairwise among LIVING enemies (MaxAlive <= ~14 + boss -> O(n^2) is trivial); an enemy mid-knockback
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// or mid-lunge keeps its committed motion (immovable this tick) but still pushes neighbours away, and
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// the BOSS is never pushed (knockback-immune identity). Enemies also yield a SMALL personal radius
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// around each player (below melee range so grunts can still strike - review B1-1). Displacement goes
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// through the same swept move so separation cannot shove anything through walls.
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{
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var sepEnt = new NativeList<Entity>(Allocator.Temp);
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var sepPos = new NativeList<float3>(Allocator.Temp);
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var sepRad = new NativeList<float>(Allocator.Temp);
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var sepMov = new NativeList<bool>(Allocator.Temp);
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foreach (var (sxf, shr, se) in SystemAPI.Query<RefRO<LocalTransform>, RefRO<HitRadius>>()
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.WithAll<EnemyTag>().WithNone<Dying>().WithEntityAccess())
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{
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bool movable = true;
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if (movable && SystemAPI.HasComponent<KnockbackState>(se))
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{
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var k = SystemAPI.GetComponent<KnockbackState>(se);
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if (k.UntilTick != 0 && new NetworkTick(k.UntilTick).IsNewerThan(serverTick)) movable = false;
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}
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sepEnt.Add(se); sepPos.Add(sxf.ValueRO.Position); sepRad.Add(shr.ValueRO.Value); sepMov.Add(movable);
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}
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float sepMaxStep = math.max(0f, tune.SeparationMaxSpeed) * dt;
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for (int i = 0; i < sepEnt.Length && sepMaxStep > 0f; i++)
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{
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if (!sepMov[i]) continue;
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float3 pi = sepPos[i];
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float2 push = float2.zero;
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for (int j = 0; j < sepEnt.Length; j++)
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{
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if (j == i) continue;
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float2 d = pi.xz - sepPos[j].xz;
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float want = (sepRad[i] + sepRad[j]) * 0.9f;
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float distSq = math.lengthsq(d);
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if (want <= 0f || distSq >= want * want) continue;
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float dist = math.sqrt(distSq);
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// Exact stacks de-overlap deterministically by index (golden angle), never randomly.
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float2 dir = dist > 1e-4f ? d / dist : new float2(math.sin(i * 2.399963f), math.cos(i * 2.399963f));
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push += dir * (want - dist) * 0.5f;
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}
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for (int pj = 0; pj < playerPositions.Length; pj++)
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{
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float2 d = pi.xz - playerPositions[pj].xz;
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float want = sepRad[i] + 0.35f; // small: never blocks strike range or the Spitter cornered-hold
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float distSq = math.lengthsq(d);
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if (distSq >= want * want) continue;
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float dist = math.sqrt(distSq);
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float2 dir = dist > 1e-4f ? d / dist : new float2(1f, 0f);
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push += dir * (want - dist);
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}
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if (math.lengthsq(push) < 1e-8f) continue;
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float pushLen = math.length(push);
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if (pushLen > sepMaxStep) push *= sepMaxStep / pushLen;
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float3 sepTarget = pi + new float3(push.x, 0f, push.y);
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sepTarget.y = pi.y;
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if (sweep) sepTarget = SweptMove(in physics, pi, sepTarget, SweepRadius, envFilter);
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var sepXf = SystemAPI.GetComponentRW<LocalTransform>(sepEnt[i]);
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sepXf.ValueRW.Position = sepTarget;
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}
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sepEnt.Dispose(); sepPos.Dispose(); sepRad.Dispose(); sepMov.Dispose();
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}
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// Anti-stuck (2/2): the GUARANTEED backstop. An enemy that WANTS to close on its target (outside attack
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// range, not knocked/lunging/staggered) but hasn't gained ground on it for StuckUnstickTicks is phase-
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// nudged toward the nearest target (collide-and-slide bypassed) until it escapes -> a room can never
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// soft-lock on one Husk wedged in geometry the reactive slide can't solve. Progress is measured as
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// distance CLOSED toward the target (not raw displacement) so the separation jiggle can't mask a stuck
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// Husk. Server-only; EnemyNavState is not replicated. Spitters hold at range by design (excluded); the
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// boss is driven by BossAISystem (excluded).
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{
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const float StuckMinProgressPerTick = 0.02f;
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const uint StuckUnstickTicks = 90u; // ~1.5s of no ground gained before the nudge triggers
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const uint NudgeBurstTicks = 45u; // ~0.75s of phasing toward the target per trigger
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const float UnstickNudgeSpeed = 4.5f; // units/s while phase-nudging out of geometry
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float nudgeStep = UnstickNudgeSpeed * dt;
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foreach (var (nxform, nstats, nav, nregion, nent) in
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SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRW<EnemyNavState>, RefRO<RegionTag>>()
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.WithAll<EnemyTag>().WithNone<Dying>().WithNone<TargetDummyTag>().WithEntityAccess())
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{
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float3 npos = nxform.ValueRO.Position;
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byte nRegion = nregion.ValueRO.Region;
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bool committed = false;
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if (SystemAPI.HasComponent<KnockbackState>(nent))
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{
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var k = SystemAPI.GetComponent<KnockbackState>(nent);
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committed |= k.UntilTick != 0 && new NetworkTick(k.UntilTick).IsNewerThan(serverTick);
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}
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EnemyAIMath.PickWeightedNearest(npos, playerPositions, playerRegions, structurePositions, structureRegions, nRegion, structAggro, out bool nIsStruct, out int nIdx);
|
|
bool hasTarget = nIdx >= 0;
|
|
float3 nTarget = nIdx < 0 ? npos : (nIsStruct ? structurePositions[nIdx] : playerPositions[nIdx]);
|
|
bool wantsToClose = hasTarget && !committed
|
|
&& math.distance(npos.xz, nTarget.xz) > nstats.ValueRO.AttackRange * 1.15f;
|
|
|
|
bool nudging = nav.ValueRO.NudgeUntilTick != 0 && new NetworkTick(nav.ValueRO.NudgeUntilTick).IsNewerThan(serverTick);
|
|
if (nudging)
|
|
{
|
|
if (wantsToClose)
|
|
{
|
|
float3 toT = nTarget - npos; toT.y = 0f;
|
|
float l2 = math.lengthsq(toT);
|
|
if (l2 > 1e-6f)
|
|
{
|
|
float3 step = math.normalize(toT) * math.min(nudgeStep, math.sqrt(l2));
|
|
float3 np = npos + step; np.y = npos.y;
|
|
nxform.ValueRW.Position = np;
|
|
nav.ValueRW.LastPos = np;
|
|
continue;
|
|
}
|
|
}
|
|
nav.ValueRW.NudgeUntilTick = 0; // reached range / lost target -> stop nudging
|
|
}
|
|
|
|
if (!wantsToClose)
|
|
{
|
|
nav.ValueRW.StuckTicks = 0u;
|
|
nav.ValueRW.LastPos = npos;
|
|
continue;
|
|
}
|
|
|
|
float progressToward = math.distance(nav.ValueRO.LastPos.xz, nTarget.xz) - math.distance(npos.xz, nTarget.xz);
|
|
uint st = progressToward < StuckMinProgressPerTick ? nav.ValueRO.StuckTicks + 1u : 0u;
|
|
nav.ValueRW.LastPos = npos;
|
|
if (st >= StuckUnstickTicks)
|
|
{
|
|
// COVER-AWARE (destructible-cover review wf_e14dd739-069 HIGH): if what blocks this enemy
|
|
// is a LIVE cover GHOST (BlightClutter carrier), do NOT phase-nudge — cover must genuinely
|
|
// hold until the player breaks it. No soft-lock is possible: the blocker is destructible,
|
|
// and the counter stays primed so any OTHER wedge (static geometry) still nudges next check.
|
|
bool blockedByCover = false;
|
|
if (havePhysics)
|
|
{
|
|
float3 toTgt = nTarget - npos; toTgt.y = 0f;
|
|
float tl = math.length(toTgt);
|
|
if (tl > 1e-4f && physics.CollisionWorld.SphereCast(
|
|
npos, 0.35f, toTgt / tl, math.min(1.8f, tl), out var coverHit, envFilter))
|
|
blockedByCover = SystemAPI.HasComponent<BlightClutter>(coverHit.Entity);
|
|
}
|
|
if (!blockedByCover)
|
|
{
|
|
nav.ValueRW.NudgeUntilTick = TickUtil.NonZero(now + NudgeBurstTicks);
|
|
st = 0u;
|
|
}
|
|
}
|
|
nav.ValueRW.StuckTicks = st;
|
|
}
|
|
}
|
|
|
|
|
|
ecb.Playback(state.EntityManager);
|
|
|
|
ecb.Dispose();
|
|
playerEntities.Dispose();
|
|
playerPositions.Dispose();
|
|
playerRegions.Dispose();
|
|
structureEntities.Dispose();
|
|
structurePositions.Dispose();
|
|
structureRegions.Dispose();
|
|
decoyEntities.Dispose();
|
|
decoyPositions.Dispose();
|
|
}
|
|
|
|
// Swept collide-and-slide for server-authoritative enemy movement — delegates to the shared
|
|
// EnemyMoveUtil.SweptMove (extracted so BossAISystem reuses ONE collide-and-slide impl; a fix reaches both).
|
|
// Kept as a private wrapper so this file's many call sites read unchanged.
|
|
static float3 SweptMove(in PhysicsWorldSingleton physics, float3 from, float3 to, float radius, CollisionFilter filter)
|
|
=> EnemyMoveUtil.SweptMove(in physics, from, to, radius, filter);
|
|
}
|
|
}
|