2da29783fd
Mined Ore now has an ongoing sink: a ledger-fed Fabricator converts Ore->Charge (1 Ore -> 3 Charge / 30t) and turrets spend Charge per shot, soft-failing (no shot, no cooldown burn) when the shared pool runs dry. - ResourceId.Charge=4 rides the existing [GhostField] StorageEntry ledger (no new wire). - TurretFireSystem: single ledger resolve + atomic spend / soft-fail / partial-refund. - Fabricator.InputFromLedger (byte, server-only) feeds input from the shared ledger, read live in-loop so two machines split a finite pool; both modes deposit to ledger. - HudSystem: violet Charge chip + global quiet-turret cue when siege && Charge==0. - StorageMath.TotalOf backs the affordability read; catalog re-enables the Fabricator (4 entries). See DR-033. Co-Authored-By: Claude Opus 4.8 <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 turret fire (hitscan) — EnemyAISystem reversed. Snapshots living Husks once (entity, planar
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/// pos, region); each turret picks the nearest Husk in ITS region within Range and, on a NetworkTick
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/// cooldown stored in <see cref="PlacedStructure.NextTick"/>, appends a direct <c>DamageEvent</c>
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/// (SourceNetworkId=-1) to it. Reuses HealthApplyDamageSystem (already destroys EnemyTag at HP<=0) — no
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/// projectile, no tunnelling, no friendly-fire. Plain server SimulationSystemGroup
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/// <c>[UpdateAfter(PredictedSimulationSystemGroup)]</c> (the predicted group is OrderFirst → UpdateBefore is
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/// ignored); the appended DamageEvent drains next tick (~16ms), consistent with EnemyAISystem. Self-gates:
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/// Husks only exist during the Defend wave.
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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 TurretFireSystem : 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<ResourceLedger>();
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state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<Turret>()));
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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)
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return;
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uint now = serverTick.TickIndexForValidTick;
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var huskEntities = new NativeList<Entity>(Allocator.Temp);
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var huskPos = new NativeList<float2>(Allocator.Temp);
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var huskRegion = new NativeList<byte>(Allocator.Temp);
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foreach (var (xform, health, region, e) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>, RefRO<RegionTag>>()
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.WithAll<EnemyTag>().WithEntityAccess())
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{
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if (health.ValueRO.Current <= 0f)
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continue;
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huskEntities.Add(e);
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huskPos.Add(xform.ValueRO.Position.xz);
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huskRegion.Add(region.ValueRO.Region);
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}
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if (huskEntities.Length == 0)
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{
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huskEntities.Dispose(); huskPos.Dispose(); huskRegion.Dispose();
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return;
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}
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// EB-2: resolve the shared ledger ONCE (NEVER GetSingleton<StorageEntry> — a 2nd StorageEntry buffer
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// exists on the base container). Turrets withdraw Charge from it sequentially (a finite pool split in
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// query order; later turrets soft-fail when it empties).
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var ledgerEntity = SystemAPI.GetSingletonEntity<ResourceLedger>();
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var ledger = SystemAPI.GetBuffer<StorageEntry>(ledgerEntity);
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (ps, turret, xform, region) in
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SystemAPI.Query<RefRW<PlacedStructure>, RefRO<Turret>, RefRO<LocalTransform>, RefRO<RegionTag>>())
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{
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uint nextRaw = ps.ValueRO.NextTick;
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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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continue; // still cooling down
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}
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float2 tp = xform.ValueRO.Position.xz;
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byte treg = region.ValueRO.Region;
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float rangeSq = turret.ValueRO.Range * turret.ValueRO.Range;
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int best = -1;
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float bestSq = float.MaxValue;
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for (int i = 0; i < huskEntities.Length; i++)
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{
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if (huskRegion[i] != treg)
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continue;
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float sq = math.distancesq(huskPos[i], tp);
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if (sq <= rangeSq && sq < bestSq)
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{
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bestSq = sq;
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best = i;
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}
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}
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if (best >= 0)
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{
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// EB-2 felt spend: a shot costs Charge from the shared ledger. Gate BOTH the damage AND the
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// cooldown advance on a SUCCESSFUL withdraw — out of Charge = SOFT-FAIL (no shot, no cooldown
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// burn, so the turret fires the instant Charge returns). Refund a partial (cost>1 underflow).
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int cost = math.max(1, Tuning.TurretChargeCostPerShot);
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int got = StorageMath.Withdraw(ledger, ResourceId.Charge, cost);
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if (got >= cost)
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{
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ecb.AppendToBuffer(huskEntities[best], new DamageEvent
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{
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Amount = turret.ValueRO.Damage,
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SourceNetworkId = -1,
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SourceTick = TickUtil.NonZero(now),
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});
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uint cd = (uint)math.max(1, turret.ValueRO.CooldownTicks);
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ps.ValueRW.NextTick = TickUtil.NonZero(now + cd);
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}
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else if (got > 0)
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{
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StorageMath.Deposit(ledger, ResourceId.Charge, got); // never consume Charge without firing
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}
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}
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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huskEntities.Dispose(); huskPos.Dispose(); huskRegion.Dispose();
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}
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}
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}
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