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>
131 lines
5.8 KiB
C#
131 lines
5.8 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.Transforms;
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namespace ProjectM.Server
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{
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/// <summary>
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/// SERVER-ONLY player-cast zone driver (Vortex / LightZone — the LANTERN Aoe/zone Sparks). Borrows the
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/// <see cref="GeyserEruptSystem"/> skeleton — the INVERTED invalid-tick guard (a born-0 <see cref="ZoneEffect.NextTick"/>
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/// is lazy-stamped born-correct, never storm-fires) and the <c>= now + period</c> reschedule — but is
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/// ENEMY-ONLY (NO friendly fire), stamps <see cref="DamageEvent.SourceNetworkId"/> = the caster's NetworkId
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/// (kills credit the caster — NOT the -1 environment convention), and has NO region gate (a no-world gym).
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/// A <see cref="ZoneEffectFlag.Vortex"/> zone ALSO writes a gentle inward <see cref="KnockbackState"/> every
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/// tick (EnemyAISystem drives it, sole Position writer), so runs BEFORE EnemyAISystem. DestroyEntity when
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/// <see cref="ZoneEffect.ExpireTick"/> elapses (server-authoritative ghost despawn). Ticks via
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/// <see cref="TickUtil.NonZero"/>; compared with <see cref="NetworkTick"/> only.
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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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[UpdateBefore(typeof(EnemyAISystem))]
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public partial struct ZonePulseSystem : ISystem
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{
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const float k_VortexPullSpeed = 4f; // gentle inward drift for a Vortex (world units/sec)
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const float k_VortexDeadzoneSq = 0.25f; // don't re-aim (or NaN) an enemy already at the zone centre
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ComponentLookup<KnockbackState> m_KnockbackLookup;
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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<ZoneEffect>();
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m_KnockbackLookup = state.GetComponentLookup<KnockbackState>(isReadOnly: false);
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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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var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
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if (!serverTick.IsValid) return;
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uint now = serverTick.TickIndexForValidTick;
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uint stamp = TickUtil.NonZero(now);
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uint reschedule = TickUtil.NonZero(now + ZoneEffect.PulsePeriodTicks);
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m_KnockbackLookup.Update(ref state);
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// Living enemies once this tick (entities + positions; stable query order).
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var enemyEntities = new NativeList<Entity>(Allocator.Temp);
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var enemyPositions = new NativeList<float3>(Allocator.Temp);
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foreach (var (lt, hp, e) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
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.WithAll<EnemyTag>().WithNone<Dying>().WithEntityAccess())
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{
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if (hp.ValueRO.Current <= 0f) continue;
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enemyEntities.Add(e);
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enemyPositions.Add(lt.ValueRO.Position);
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}
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (zone, lt, zoneEntity) in
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SystemAPI.Query<RefRW<ZoneEffect>, RefRO<LocalTransform>>().WithEntityAccess())
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{
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var ze = zone.ValueRO;
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// Lifetime: despawn the zone ghost when the leash elapses (server-authoritative).
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if (ze.ExpireTick != 0u && !new NetworkTick(ze.ExpireTick).IsNewerThan(serverTick))
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{
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ecb.DestroyEntity(zoneEntity);
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continue;
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}
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float3 center = lt.ValueRO.Position;
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float radiusSq = ze.Radius * ze.Radius;
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bool vortex = (ze.Flags & ZoneEffectFlag.Vortex) != 0;
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// Vortex pull: gentle inward drift EVERY tick (re-stamped, one tick; EnemyAISystem applies it).
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if (vortex)
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{
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for (int i = 0; i < enemyEntities.Length; i++)
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{
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float2 to = center.xz - enemyPositions[i].xz;
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float d2 = math.lengthsq(to);
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if (d2 > radiusSq || d2 <= k_VortexDeadzoneSq) continue;
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var e = enemyEntities[i];
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if (!m_KnockbackLookup.HasComponent(e)) continue;
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m_KnockbackLookup[e] = new KnockbackState
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{
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Dir = math.normalize(to),
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Speed = k_VortexPullSpeed,
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UntilTick = TickUtil.NonZero(now + 1u),
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};
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}
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}
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// Damage pulse: INVERTED invalid-tick guard (a born-0 NextTick lazy-stamps born-correct, never storms).
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uint next = ze.NextTick;
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if (next == 0u || !new NetworkTick(next).IsValid)
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{
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zone.ValueRW.NextTick = reschedule;
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continue;
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}
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if (new NetworkTick(next).IsNewerThan(serverTick)) continue; // still counting down
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for (int i = 0; i < enemyEntities.Length; i++)
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{
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if (math.distancesq(enemyPositions[i].xz, center.xz) > radiusSq) continue;
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ecb.AppendToBuffer(enemyEntities[i], new DamageEvent
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{
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Amount = ze.DamagePerPulse,
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SourceNetworkId = ze.CasterNetworkId,
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SourceTick = stamp,
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});
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}
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zone.ValueRW.NextTick = reschedule;
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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enemyEntities.Dispose();
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enemyPositions.Dispose();
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}
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}
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}
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