ea108e48e4
B1 SEPARATION: pairwise soft-collision pass INSIDE EnemyAISystem (sole enemy-Position writer preserved; O(n^2) fine at MaxAlive<=14). Knocked/ lunging enemies keep committed motion but still push neighbours; the boss is never pushed; enemies yield a small personal radius around players (below melee range per review B1-1); displacement goes through the swept move so nothing shoves through walls. SeparationMaxSpeed = live knob. B2 POISE: the windup-cancel lived in the knockback CONTINUE branches (grunt/ charger/spitter). Threshold on the EXISTING KnockbackState.Speed channel: light melee (6) nudges without interrupting; the finisher (10.8) and cone (8) stagger as before. StaggerKnockbackSpeed = live knob (default 7). B4 BOSS LUNGE: a telegraphed gap-closer on its own cooldown when the target sits outside slam reach (repositioning - the slam stays the damage beat). BossState.PendingAttack (server-only byte) disambiguates the shared windup elapse (review-confirmed: naive reuse would SLAM on a lunge elapse); LungeState.UntilTick spans windup+travel so the existing IsLunging ghost bit replicates the tell, and the client draws a travel wedge instead of the slam ring while it is set. B5 PARTY HP SCALE: boss Health x(1 + 0.75/extra LIVING expedition player) at spawn (not RunParticipant - dead-respawned members park at base). Max is a GhostField so the bar stays truthful. B6 RUN-FAILED BANNER: silent wipes used to land players home with zero explanation. Client detects the (in-run)->Staging edge with a launch-cached Charge (NEVER Returning - a 1-tick transient that precedes the bank by a tick) and shows EXPEDITION FAILED for 6 s. B7 FIRE ANIM: the class ability finally moves the body - a stateless window from replicated AbilityCooldown.NextFireTick minus derived CooldownTicks (works for predicted local + interpolated remotes, no cached edges). 456/456 EditMode; live Play smoke: launch -> 5 kills credit the room clear through the corpse window -> boon window opens -> corpses expire clean, no exceptions. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
262 lines
15 KiB
C#
262 lines
15 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 EXPEDITION BOSS brain — the SOLE mover/attacker of <c>.WithAll<EnemyTag, BossState>()</c>
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/// (EnemyAISystem's Charger MOVE pass excludes it via <c>.WithNone<BossState>()</c>, so exactly one system
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/// writes the boss's Position/Rotation/AttackWindup — the sole-writer invariant). Runs SERVER-ONLY in the plain
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/// <see cref="SimulationSystemGroup"/> <c>[UpdateAfter(EnemyAISystem)]</c> (a linear chain, no sort cycle), once per
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/// tick (interpolated ghost, no rollback → no Simulate filter, no IsFirstTimeFullyPredictingTick).
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///
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/// v2 boss = a real fight (operator-locked): chase the nearest living expedition player, then a telegraphed radial
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/// SLAM — the client danger cue rides the replicated <see cref="AttackWindup"/> [GhostField] (CombatFeedbackSystem
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/// draws a boss-scale ring). At/below <see cref="Tuning.BossPhase2HealthFraction"/> HP it enters phase two: faster,
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/// slams more often, and periodically summons swarmer adds. B4 (Phase 1): the boss ALSO lunges - a telegraphed
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/// gap-closer on its own cooldown when the target sits outside slam reach; LungeState.UntilTick spans the
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/// windup+travel so EnemyAISystem's IsLunging derive replicates the tell (the client suppresses the slam ring
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/// off that bit), and BossState.PendingAttack (server-only byte) tells the shared windup-elapse branch WHICH
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/// attack fires. Knockback-immune (the stamp
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/// sites skip BossState; this system also clears any residual so nothing else can shove it). Summoned adds go
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/// through <see cref="ZoneEnemySpawnUtil"/> so they carry the SAME ZoneEnemyTag/RoomTag/RegionTag stack the
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/// room-clear gate + teardown depend on (dropping one would leak adds or clear the room early). All ticks route
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/// through <c>TickUtil.NonZero</c> and compare with <see cref="NetworkTick"/> only (never raw uint).
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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(EnemyAISystem))]
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public partial struct BossAISystem : ISystem
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{
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EntityQuery m_Bosses;
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EntityQuery m_ZoneEnemies;
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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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m_Bosses = state.GetEntityQuery(ComponentType.ReadOnly<EnemyTag>(), ComponentType.ReadOnly<BossState>(), ComponentType.Exclude<Dying>());
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state.RequireForUpdate(m_Bosses);
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m_ZoneEnemies = state.GetEntityQuery(ComponentType.ReadOnly<ZoneEnemyTag>(), ComponentType.Exclude<Dying>()); // summon cap counts LIVING only (B3)
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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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float dt = SystemAPI.Time.DeltaTime;
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// Living EXPEDITION players — the boss's only valid targets. Snapshot once (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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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>().WithEntityAccess())
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{
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if (health.ValueRO.Current <= 0f || region.ValueRO.Region != RegionId.Expedition)
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continue;
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playerEntities.Add(entity);
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playerPositions.Add(xform.ValueRO.Position);
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}
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// Collide-and-slide setup (mirrors EnemyAISystem).
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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;
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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 = 0.8f; // the boss is a big body
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int liveZone = m_ZoneEnemies.CalculateEntityCount();
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// Summon resources (phase two): the swarmer prefab + baked transform + the current room byte.
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bool haveDirector = SystemAPI.TryGetSingletonEntity<ZoneEnemyDirector>(out var directorEntity);
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Entity swarmerPrefab = Entity.Null;
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LocalTransform swarmerBaked = default;
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if (haveDirector)
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{
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var prefabs = SystemAPI.GetBuffer<ZoneEnemyPrefab>(directorEntity);
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if (prefabs.Length > ZoneEnemyMath.KindSwarmer)
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{
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swarmerPrefab = prefabs[ZoneEnemyMath.KindSwarmer].Prefab;
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if (swarmerPrefab != Entity.Null)
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swarmerBaked = state.EntityManager.GetComponentData<LocalTransform>(swarmerPrefab);
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}
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}
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byte roomByte = SystemAPI.TryGetSingleton<RunInfo>(out var runInfo) ? (byte)(runInfo.CurrentRoom & 0xFF) : (byte)0;
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (xform, stats, health, boss, windup, knockback, lunge) in
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SystemAPI.Query<RefRW<LocalTransform>, RefRO<EnemyStats>, RefRO<Health>, RefRW<BossState>,
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RefRW<AttackWindup>, RefRW<KnockbackState>, RefRW<LungeState>>()
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.WithAll<EnemyTag, BossState>().WithNone<Dying>())
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{
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float3 pos = xform.ValueRO.Position;
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// Knockback-immune: never recoil (A4). Zero any residual so a competing stamp can't shove the boss.
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if (knockback.ValueRO.UntilTick != 0u) knockback.ValueRW.UntilTick = 0u;
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// Phase from the boss's own Current vs (server-side, real ×BossHealthMultiplier) Max.
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float maxHp = math.max(1f, health.ValueRO.Max);
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byte phase = health.ValueRO.Current <= maxHp * Tuning.BossPhase2HealthFraction ? (byte)2 : (byte)1;
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boss.ValueRW.Phase = phase;
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// Target: nearest living expedition player.
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int tgt = -1; float bestSq = float.MaxValue;
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for (int i = 0; i < playerPositions.Length; i++)
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{
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float d = math.distancesq(pos, playerPositions[i]);
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if (d < bestSq) { bestSq = d; tgt = i; }
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}
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if (tgt < 0)
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continue; // no valid target -> idle (InRoom-abort handles a fully-empty expedition)
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float3 targetPos = playerPositions[tgt];
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// Face the target (planar) at all times, incl. while telegraphing.
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float3 toTarget = targetPos - pos; 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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// --- SLAM in progress: root (the telegraph) until it lands, then AoE all players in the ring. ---
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uint windRaw = windup.ValueRO.WindUpUntilTick;
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if (windRaw != 0u)
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{
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var wt = new NetworkTick(windRaw);
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if (!(wt.IsValid && wt.IsNewerThan(serverTick)))
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{
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// B4: the windup elapse fires whichever attack was PENDING - the shared AttackWindup field
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// alone cannot tell them apart (review-confirmed: the naive reuse slams on a lunge elapse).
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if (boss.ValueRO.PendingAttack == 1)
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{
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// Lunge commit: lock direction at travel start (the Charger contract - dodge DURING
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// travel with dash i-frames). No unique damage: arriving re-opens the slam threat.
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lunge.ValueRW.Dir = math.normalizesafe(toTarget.xz, new float2(0f, 1f));
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lunge.ValueRW.Speed = Tuning.BossLungeSpeed;
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lunge.ValueRW.UntilTick = TickUtil.NonZero(now + Tuning.BossLungeDurationTicks);
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windup.ValueRW.WindUpUntilTick = 0u;
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continue;
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}
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float slamSq = Tuning.BossSlamRadius * Tuning.BossSlamRadius;
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for (int i = 0; i < playerEntities.Length; i++)
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{
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if (math.distancesq(pos, playerPositions[i]) > slamSq)
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continue;
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ecb.AppendToBuffer(playerEntities[i], new DamageEvent
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{
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Amount = Tuning.BossSlamDamage,
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SourceNetworkId = -1, // environment / boss, not a player
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SourceTick = TickUtil.NonZero(now),
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});
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}
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windup.ValueRW.WindUpUntilTick = 0u;
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uint baseCd = Tuning.BossSlamCooldownTicks;
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uint cd = phase == 2
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? (uint)math.max(1f, baseCd * Tuning.BossPhase2SlamCooldownMult)
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: baseCd;
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boss.ValueRW.SlamReadyTick = TickUtil.NonZero(now + cd);
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}
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continue; // rooted while winding up (the tell); rotation already written above
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}
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// --- B4 LUNGE travel in progress: committed movement along the locked direction. Wall-stop or
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// timer ends it (the Charger contract); the replicated IsLunging bit rides LungeState.UntilTick. ---
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if (lunge.ValueRO.UntilTick != 0u)
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{
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var blt = new NetworkTick(lunge.ValueRO.UntilTick);
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if (blt.IsValid && blt.IsNewerThan(serverTick))
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{
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float3 intended = pos + new float3(lunge.ValueRO.Dir.x, 0f, lunge.ValueRO.Dir.y) * (lunge.ValueRO.Speed * dt);
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intended.y = pos.y;
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float3 moved = sweep ? EnemyMoveUtil.SweptMove(in physics, pos, intended, SweepRadius, envFilter) : intended;
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xform.ValueRW.Position = moved;
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if (math.lengthsq(lunge.ValueRO.Dir) > 1e-6f)
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xform.ValueRW.Rotation = quaternion.LookRotationSafe(new float3(lunge.ValueRO.Dir.x, 0f, lunge.ValueRO.Dir.y), math.up());
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float intendedDist = math.distance(pos.xz, intended.xz);
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float actualDist = math.distance(pos.xz, moved.xz);
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if (intendedDist > 1e-4f && actualDist < intendedDist * 0.5f)
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{
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lunge.ValueRW.UntilTick = 0u; // wall-stop -> end the travel early
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boss.ValueRW.PendingAttack = 0;
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boss.ValueRW.LungeReadyTick = TickUtil.NonZero(now + Tuning.BossLungeCooldownTicks);
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}
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continue; // committed this tick
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}
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lunge.ValueRW.UntilTick = 0u; // travel done
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boss.ValueRW.PendingAttack = 0;
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boss.ValueRW.LungeReadyTick = TickUtil.NonZero(now + Tuning.BossLungeCooldownTicks);
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}
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// --- Chase (no active slam). ---
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float speed = stats.ValueRO.MoveSpeed * (phase == 2 ? Tuning.BossPhase2SpeedMult : 1f);
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float stopDist = stats.ValueRO.AttackRange * 0.9f;
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float3 vel = EnemyAIMath.SeekVelocity(pos, targetPos, speed, stopDist);
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float3 newPos = pos + vel * dt; newPos.y = pos.y;
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if (sweep) newPos = EnemyMoveUtil.SweptMove(in physics, pos, newPos, SweepRadius, envFilter);
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xform.ValueRW.Position = newPos;
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// Slam gate: ready + a player inside (ring + a small lead) -> commit a telegraphed slam.
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bool slamReady = boss.ValueRO.SlamReadyTick == 0u
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|| !new NetworkTick(boss.ValueRO.SlamReadyTick).IsNewerThan(serverTick);
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float lead = Tuning.BossSlamRadius + 1.5f;
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float tgtDistSq = math.distancesq(newPos, targetPos);
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if (slamReady && tgtDistSq <= lead * lead)
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{
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windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + Tuning.BossSlamWindupTicks);
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boss.ValueRW.PendingAttack = 0;
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}
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else
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{
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// B4 lunge gate: target out of slam reach but within lunge range -> telegraphed gap-closer.
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// LungeState.UntilTick spans windup+travel so the IsLunging ghost bit (derived by EnemyAISystem
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// from LungeState) is ON for the whole move - the client suppresses the slam ring off that bit.
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bool lungeReady = boss.ValueRO.LungeReadyTick == 0u
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|| !new NetworkTick(boss.ValueRO.LungeReadyTick).IsNewerThan(serverTick);
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if (lungeReady
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&& tgtDistSq >= Tuning.BossLungeMinRange * Tuning.BossLungeMinRange
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&& tgtDistSq <= Tuning.BossLungeMaxRange * Tuning.BossLungeMaxRange)
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{
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windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + Tuning.BossLungeWindupTicks);
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boss.ValueRW.PendingAttack = 1;
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lunge.ValueRW.UntilTick = TickUtil.NonZero(now + Tuning.BossLungeWindupTicks + Tuning.BossLungeDurationTicks);
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}
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}
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// Summon (phase two only): ready + under the live cap + a swarmer prefab wired.
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if (phase == 2 && swarmerPrefab != Entity.Null && liveZone < Tuning.BossSummonLiveCap)
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{
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bool summonReady = boss.ValueRO.SummonReadyTick == 0u
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|| !new NetworkTick(boss.ValueRO.SummonReadyTick).IsNewerThan(serverTick);
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if (summonReady)
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{
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int toSpawn = math.min(Tuning.BossSummonCount, Tuning.BossSummonLiveCap - liveZone);
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for (int k = 0; k < toSpawn; k++)
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{
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float3 spawnPos = EnemyAIMath.ClusterOffset(newPos, k, math.max(1, toSpawn), 2.5f);
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spawnPos.y = newPos.y;
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ZoneEnemySpawnUtil.Spawn(ecb, swarmerPrefab, in swarmerBaked, spawnPos, RegionId.Expedition, roomByte);
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liveZone++;
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}
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boss.ValueRW.SummonReadyTick = TickUtil.NonZero(now + Tuning.BossSummonCooldownTicks);
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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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playerEntities.Dispose();
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playerPositions.Dispose();
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}
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}
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}
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