Files
Project-M/Assets/_Project/Scripts/Authoring/Combat/EnemyAuthoring.cs
T
kronic ba303e5fd0 Hygiene B3: single-sourcing & magic-number consolidation
- StructureCatalogAuthoring: WallCostOre -> WallCostBiomass (it bakes a Biomass cost; [FormerlySerializedAs] preserves the scene value).
- Harvester/Fabricator authoring: resource-id byte defaults reference ResourceId.Ore/.Charge instead of magic 2/4.
- RegionMath.RegionBoundaryX (= ExpeditionOffsetX*0.5) single-sources the region-flip X used by HudSystem + OnboardingSystem (was 500f in 3 places).
- CharacterComponent.DefaultGroundedSharpness single-sources the CC sharpness 15f (GetDefault, DashSystem, PlayerDeathStateSystem, PlayerCharacterAuthoring).
- InventorySlot [InternalBufferCapacity] references Tuning.InventoryMaxSlots.
- ConnectionMode enum -> byte-const class (project convention; removes the latent enum-in-Burst trap); field + one Seed() param become byte.
- Tuning.ChargerWindupTicks single-sources the Charger telegraph windup (EnemyBaker + TuningConfig.Defaults; was a bare 30 that could drift).
- (TicksPerSecond deliberately NOT added: no seconds->ticks conversion site exists; the tick-count fields are per-authoring designer tunables, so a const would be unreferenced.)

451/451 EditMode tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:29:43 -07:00

77 lines
4.8 KiB
C#

using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for the Husk enemy prefab. Bakes the gameplay components onto a prefab whose ghost setup
/// (GhostAuthoringComponent: interpolated, ownerless) is inherited by DUPLICATING an existing interpolated
/// ghost (UpgradePickup.prefab) — so the Husk replicates to all clients with no hand-written <c>[GhostField]</c>
/// (the stock LocalTransform variant carries its server-driven position). Damageable exactly like the training
/// dummy (Health/HitRadius/DamageEvent) plus the Husk AI tunables. <c>GetEntity(Dynamic)</c> gives a
/// runtime-mutable LocalTransform for server-authoritative movement and hit tests.
/// </summary>
public class EnemyAuthoring : MonoBehaviour
{
[Min(0f), Tooltip("Starting and maximum health for the Husk.")]
public float MaxHealth = 30f;
[Min(0f), Tooltip("World-unit radius used by the projectile hit test.")]
public float HitRadius = 0.7f;
[Min(0f), Tooltip("Planar seek speed toward the nearest player, units/second.")]
public float MoveSpeed = 3.5f;
[Min(0f), Tooltip("Centre-to-centre distance at which the Husk can strike a player.")]
public float AttackRange = 1.6f;
[Min(0f), Tooltip("Damage dealt per strike.")]
public float AttackDamage = 8f;
[Min(1), Tooltip("Simulation ticks between strikes (~60 ticks/sec).")]
public int AttackCooldownTicks = 36;
private class EnemyBaker : Baker<EnemyAuthoring>
{
public override void Bake(EnemyAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent<EnemyTag>(entity);
AddComponent(entity, new Health { Current = authoring.MaxHealth, Max = authoring.MaxHealth });
AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
AddBuffer<DamageEvent>(entity);
AddComponent(entity, new EnemyStats
{
MoveSpeed = authoring.MoveSpeed,
AttackRange = authoring.AttackRange,
AttackDamage = authoring.AttackDamage,
AttackCooldownTicks = authoring.AttackCooldownTicks,
});
AddComponent(entity, new EnemyAttackCooldown { NextAttackTick = 0 });
AddComponent<KnockbackState>(entity); // server-only recoil state (zero = not knocked)
AddComponent(entity, new EnemyNavState { LastPos = float.MaxValue }); // server-only anti-stuck nav state (not replicated); sentinel LastPos forces a first-tick reset
AddComponent<AttackWindup>(entity); // replicated telegraph signal (zero = not winding up)
// Slice 1 (Feature C): client-safe baked telegraph metadata. EnemyBaker is the SOLE writer of
// EnemyTelegraph even on a Charger (the prefab composes both authorings on one entity); reading the
// sibling ChargerAuthoring here avoids a double-AddComponent. WindupTicks = the client danger-ramp
// denominator per variant; IsCharger lets the client pick the Charger look (LungeState is server-only).
// Kind byte (client telegraph look) — derived from the sibling variant authoring (EnemyBaker is the
// SOLE EnemyTelegraph writer). Grunt=0 / Charger=1 / Spitter=2 / Swarmer=3 (ZoneEnemyMath.Kind*).
byte kind = ZoneEnemyMath.KindGrunt;
byte windup = (byte)Tuning.AttackWindupTicks;
var spitter = GetComponent<SpitterAuthoring>();
// Bake-time guard (DR-041 sole-Position-writer invariant): a prefab must carry at most ONE of
// {ChargerAuthoring(LungeState), SpitterAuthoring(SpitterState)} — both would match ZERO AI passes.
if (GetComponent<ChargerAuthoring>() != null && spitter != null)
Debug.LogError($"Enemy '{authoring.name}' has BOTH ChargerAuthoring and SpitterAuthoring; it would match no AI pass and never move. Remove one.", authoring);
if (GetComponent<ChargerAuthoring>() != null) { kind = ZoneEnemyMath.KindCharger; windup = (byte)Tuning.ChargerWindupTicks; }
else if (spitter != null) { kind = ZoneEnemyMath.KindSpitter; windup = (byte)Mathf.Clamp(spitter.WindupTicks, 1, 255); }
else if (GetComponent<SwarmerAuthoring>() != null) { kind = ZoneEnemyMath.KindSwarmer; windup = (byte)Tuning.AttackWindupTicks; /* B4: match the server windup (grunt-path swarmers use GruntWindupTicks); baked 6 was a snap-ramp lie */ }
AddComponent(entity, new EnemyTelegraph { WindupTicks = windup, Kind = kind });
}
}
}
}