Files
Project-M/Assets/_Project/Scripts/Client/Presentation/EnemyAnimationDriveSystem.cs
T
kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)
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>
2026-08-07 12:59:39 -07:00

172 lines
9.7 KiB
C#

using ProjectM.Simulation;
using Rukhanka; // FastAnimatorParameter, AnimatorParametersAspect, ParameterValue,
// AnimatorControllerParameterComponent, AnimatorControllerParameterIndexTableComponent,
// RukhankaAnimationSystemGroup
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms; // LocalTransform
namespace ProjectM.Client
{
/// <summary>
/// Client-only animation driver for Husk ENEMIES. OBSERVES replicated state and writes Rukhanka animator
/// blend params; never mutates the sim (presentation-only). The enemy mirror of the REMOTE path of
/// <see cref="PlayerAnimationDriveSystem"/>: a Husk is an OWNERLESS INTERPOLATED ghost (server-moved by
/// EnemyAISystem, position+rotation via stock LocalTransform replication, no KinematicCharacterBody on the
/// client) — structurally identical to a remote player — so planar velocity is derived from replicated
/// <see cref="LocalTransform.Position"/> frame-deltas, facing from the replicated <see cref="LocalTransform.Rotation"/>
/// (the server faces the target each tick), and the run-blend normalizer from the baked-on-both-worlds
/// <see cref="EnemyStats.MoveSpeed"/>. The attack telegraph rides the already-replicated
/// <see cref="AttackWindup"/> [GhostField] (non-zero for the ~0.3s wind-up) — no new [GhostField], no server
/// change (Rukhanka is stripped server-side by ServerStripAnimationSystem), no ghost-hash change. See DR-023.
/// <para>
/// Runs in SimulationSystemGroup via [UpdateBefore(RukhankaAnimationSystemGroup)] so params are set before
/// Rukhanka's same-frame controller eval (no 1-tick lag) — the same documented exception to the
/// "all juice = PresentationSystemGroup" rule the player driver uses. Observe-only, never in the predicted loop.
/// </para>
/// <para>
/// NOTE: deliberately NOT [RequireMatchingQueriesForUpdate]. Husks despawn far more often than players, so the
/// per-frame prevPos prune must run EVERY frame (even with zero live Husks) to reclaim the cache entry of a
/// just-killed Husk — otherwise one NativeParallelHashMap entry would leak per kill.
/// </para>
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation | WorldSystemFilterFlags.ClientSimulation)]
[UpdateBefore(typeof(RukhankaAnimationSystemGroup))]
public partial class EnemyAnimationDriveSystem : SystemBase
{
// Perfect-hash keys, built once. Names MUST match AC_EnemyTopDown.controller parameter names exactly.
static readonly FastAnimatorParameter k_MoveX = new FastAnimatorParameter("MoveX");
static readonly FastAnimatorParameter k_MoveZ = new FastAnimatorParameter("MoveZ");
static readonly FastAnimatorParameter k_Speed = new FastAnimatorParameter("Speed");
static readonly FastAnimatorParameter k_IsAttacking = new FastAnimatorParameter("IsAttacking");
static readonly FastAnimatorParameter k_IsDead = new FastAnimatorParameter("IsDead"); // B3: the controller's Death state existed but was never driven
static readonly FastAnimatorParameter k_IsHit = new FastAnimatorParameter("IsHit"); // 07-21 hit-react (G5): pulsed off replicated Health-drop edges
static readonly FastAnimatorParameter k_IsHitHeavy = new FastAnimatorParameter("IsHitHeavy"); // heavy tier -> HitStagger (aligns with the server's B2 poise break)
/// <summary>07-21: per-Husk anim cache -- position (velocity derivation), Health (the hit-react damage
/// edge), and the active flinch pulse. Pruned every frame (a vanished Husk = a server-authoritative death).</summary>
struct EnemyAnimCache
{
public float3 Pos;
public float Hp;
public float ReactUntil; // wall-clock ElapsedTime the flinch pulse ends (0 = none)
public bool Heavy; // this pulse is the stagger tier
}
NativeParallelHashMap<Entity, EnemyAnimCache> _prevPos;
protected override void OnCreate()
{
_prevPos = new NativeParallelHashMap<Entity, EnemyAnimCache>(64, Allocator.Persistent);
}
protected override void OnDestroy()
{
if (_prevPos.IsCreated) _prevPos.Dispose();
}
protected override void OnUpdate()
{
float dt = SystemAPI.Time.DeltaTime; // wall-frame delta is correct for presentation
if (dt < 1e-5f) dt = 1e-5f;
var seen = new NativeParallelHashSet<Entity>(64, Allocator.TempJob);
var job = new EnemyDriveJob
{
moveX = k_MoveX, moveZ = k_MoveZ, speed = k_Speed, isAttacking = k_IsAttacking, isDead = k_IsDead,
isHit = k_IsHit, isHitHeavy = k_IsHitHeavy,
// 07-21 hit-react knobs (read main-thread, passed by value -- never FeelConfig inside Burst)
el = (float)SystemAPI.Time.ElapsedTime,
reactSeconds = math.max(0f, FeelConfig.HitReactSeconds),
staggerSeconds = math.max(0f, FeelConfig.HitStaggerSeconds),
staggerDamage = math.max(1f, FeelConfig.HitReactStaggerDamage),
dt = dt,
prevPos = _prevPos,
seen = seen,
};
Dependency = job.Schedule(Dependency); // .Schedule (not parallel): mutates _prevPos
// Prune stale entries (despawned Husks) AFTER the job, on the main thread.
Dependency.Complete();
PruneCache(seen);
seen.Dispose();
}
void PruneCache(NativeParallelHashSet<Entity> seen)
{
using var keys = _prevPos.GetKeyArray(Allocator.Temp);
for (int i = 0; i < keys.Length; i++)
if (!seen.Contains(keys[i])) _prevPos.Remove(keys[i]);
}
// Husks are ownerless interpolated ghosts: no local/remote split, no Dead enableable. Velocity from
// LocalTransform.Position delta; facing from LocalTransform.Rotation (server-faced); IsAttacking from the
// replicated AttackWindup telegraph. The Rukhanka param components match only rigged ghosts.
[BurstCompile]
[WithAll(typeof(EnemyTag))]
partial struct EnemyDriveJob : IJobEntity
{
public FastAnimatorParameter moveX, moveZ, speed, isAttacking, isDead, isHit, isHitHeavy;
public float el, reactSeconds, staggerSeconds, staggerDamage; // 07-21 hit-react (reactSeconds 0 = off)
public float dt;
public NativeParallelHashMap<Entity, EnemyAnimCache> prevPos;
public NativeParallelHashSet<Entity> seen;
void Execute(
Entity e,
AnimatorControllerParameterIndexTableComponent indexTable,
DynamicBuffer<AnimatorControllerParameterComponent> parametersArr,
in LocalTransform xform,
in EnemyStats stats,
in AttackWindup windup,
in Health health)
{
seen.Add(e);
float3 cur = xform.Position;
float3 vel = float3.zero;
var cache = new EnemyAnimCache { Pos = cur, Hp = health.Current };
if (prevPos.TryGetValue(e, out var prev))
{
vel = (cur - prev.Pos) / dt;
cache.ReactUntil = prev.ReactUntil;
cache.Heavy = prev.Heavy;
// 07-21 hit-react (G5): a replicated Health DROP on a living Husk = the flinch edge. The heavy
// tier (>= staggerDamage, e.g. the finisher) plays the stagger -- aligned with the server's B2
// poise break, so the anim never claims an interrupt the sim didn't make.
float drop = prev.Hp - health.Current;
if (drop > 0.01f && health.Current > 0f && reactSeconds > 0f)
{
cache.Heavy = drop >= staggerDamage;
cache.ReactUntil = el + (cache.Heavy ? staggerSeconds : reactSeconds);
}
}
prevPos[e] = cache;
float2 facing = AnimParamMath.PlanarForward(xform.Rotation);
float3 p = AnimParamMath.LocomotionParams(vel, facing, stats.MoveSpeed);
bool attacking = windup.WindUpUntilTick != 0; // the IsLunging OR went with the Charger purge (2026-08-07)
// B3: the corpse window — Health.Current is replicated, so <=0 IS the death read. A corpse
// plays the Death state and nothing else (no jog, no frozen attack).
bool dead = health.Current <= 0f;
if (dead) { p = float3.zero; attacking = false; }
var a = new AnimatorParametersAspect(parametersArr, indexTable);
if (a.HasParameter(moveX)) a.SetParameterValue(moveX, p.x);
if (a.HasParameter(moveZ)) a.SetParameterValue(moveZ, p.y);
if (a.HasParameter(speed)) a.SetParameterValue(speed, p.z);
if (a.HasParameter(isAttacking)) a.SetParameterValue(isAttacking, attacking);
if (a.HasParameter(isDead)) a.SetParameterValue(isDead, dead);
// 07-21 hit-react pulse (a corpse never flinches; the controller adds the windup-honesty gate).
bool hitActive = !dead && cache.ReactUntil > 0f && el < cache.ReactUntil;
if (a.HasParameter(isHit)) a.SetParameterValue(isHit, hitActive);
if (a.HasParameter(isHitHeavy)) a.SetParameterValue(isHitHeavy, hitActive && cache.Heavy);
}
}
}
}