Initial import

This commit is contained in:
ldbetteridge
2026-03-31 15:59:23 +01:00
commit 58da5d1d71
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using Unity.Entities;
using UnityEngine;
using EE2Clone.Components;
using EE2Clone.Data;
namespace EE2Clone.Authoring
{
public class BuildingAuthoring : MonoBehaviour
{
public BuildingDataSO BuildingData;
public bool StartConstructed = false;
public class Baker : Baker<BuildingAuthoring>
{
public override void Bake(BuildingAuthoring authoring)
{
var data = authoring.BuildingData;
if (data == null) return;
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new BuildingTag());
AddComponent(entity, new Health
{
Current = authoring.StartConstructed ? data.MaxHealth : 1,
Max = data.MaxHealth
});
AddComponent(entity, new OwnerPlayer { PlayerId = 0 });
AddComponent(entity, new BuildingTypeComponent { Value = data.BuildingType });
AddComponent(entity, new LineOfSight { Range = data.LineOfSightRange });
AddComponent(entity, new EpochLevel { Value = data.RequiredEpoch });
if (!authoring.StartConstructed)
{
AddComponent(entity, new UnderConstructionTag());
AddComponent(entity, new ConstructionProgress
{
Progress = 0f,
BuildTime = data.BuildTime
});
}
if (data.TerritoryRadius > 0)
{
AddComponent(entity, new TerritorySource { Radius = data.TerritoryRadius });
}
if (data.ProvidesPopulation > 0)
{
AddComponent(entity, new ProvidesPopulation { Amount = data.ProvidesPopulation });
}
AddComponent(entity, new RallyPoint { Position = default });
// Production queue
AddBuffer<ProductionQueueElement>(entity);
AddBuffer<ResearchQueueElement>(entity);
// Dropoff
if (data.IsDropoff && data.AcceptedResourceTypes != null && data.AcceptedResourceTypes.Length > 0)
{
AddComponent(entity, new DropoffBuilding { AcceptedType = data.AcceptedResourceTypes[0] });
}
}
}
}
}

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using Unity.Entities;
using UnityEngine;
using EE2Clone.Components;
using EE2Clone.Core;
namespace EE2Clone.Authoring
{
public class PlayerStateAuthoring : MonoBehaviour
{
public int StartingFood = 200;
public int StartingWood = 200;
public int StartingStone = 100;
public int StartingGold = 100;
public class Baker : Baker<PlayerStateAuthoring>
{
public override void Bake(PlayerStateAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.None);
AddComponent(entity, new PlayerStateComponent
{
PlayerId = 0,
CurrentEpoch = Epoch.StoneAge,
PopulationCurrent = 0,
PopulationMax = GameConstants.StartingPopulationCap,
CivilizationId = 0,
IsAlive = true
});
AddComponent(entity, new PlayerResourcesComponent
{
Food = authoring.StartingFood,
Wood = authoring.StartingWood,
Stone = authoring.StartingStone,
Gold = authoring.StartingGold,
Tin = 0
});
AddBuffer<PlayerTechBufferElement>(entity);
}
}
}
}

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using Unity.Entities;
using UnityEngine;
using EE2Clone.Components;
namespace EE2Clone.Authoring
{
public class ProjectileAuthoring : MonoBehaviour
{
public float Speed = 20f;
public class Baker : Baker<ProjectileAuthoring>
{
public override void Bake(ProjectileAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new ProjectileTag());
AddComponent(entity, new ProjectileData
{
Target = Entity.Null,
Damage = 0,
Speed = authoring.Speed,
OwnerPlayerId = 0
});
}
}
}
}

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using Unity.Entities;
using UnityEngine;
using EE2Clone.Components;
using EE2Clone.Core;
namespace EE2Clone.Authoring
{
public class ResourceNodeAuthoring : MonoBehaviour
{
public ResourceType ResourceType = ResourceType.Food;
public int StartingAmount = 500;
public class Baker : Baker<ResourceNodeAuthoring>
{
public override void Bake(ResourceNodeAuthoring authoring)
{
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new ResourceNodeTag());
AddComponent(entity, new ResourceNode
{
Type = authoring.ResourceType,
RemainingAmount = authoring.StartingAmount
});
}
}
}
}

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using Unity.Entities;
using UnityEngine;
using EE2Clone.Components;
using EE2Clone.Core;
using EE2Clone.Data;
namespace EE2Clone.Authoring
{
public class UnitAuthoring : MonoBehaviour
{
public UnitDataSO UnitData;
public class Baker : Baker<UnitAuthoring>
{
public override void Bake(UnitAuthoring authoring)
{
var data = authoring.UnitData;
if (data == null) return;
var entity = GetEntity(TransformUsageFlags.Dynamic);
AddComponent(entity, new UnitTag());
AddComponent(entity, new Health { Current = data.MaxHealth, Max = data.MaxHealth });
AddComponent(entity, new OwnerPlayer { PlayerId = 0 });
AddComponent(entity, new MovementSpeed { Value = data.MoveSpeed });
AddComponent(entity, new MoveTarget { Position = default, IsActive = false });
AddComponent(entity, new AttackData
{
Damage = data.AttackDamage,
Range = data.AttackRange,
AttackCooldown = data.AttackCooldown,
CooldownRemaining = 0
});
AddComponent(entity, new ArmorData { Value = data.Armor });
AddComponent(entity, new UnitClassComponent { Value = data.UnitClass });
AddComponent(entity, new UnitStateComponent { Value = UnitState.Idle });
AddComponent(entity, new LineOfSight { Range = data.LineOfSightRange });
AddComponent(entity, new EpochLevel { Value = data.RequiredEpoch });
AddComponent(entity, new CombatTarget { Target = Entity.Null });
// Counter bonuses
var counterBuffer = AddBuffer<CounterBonusElement>(entity);
if (data.CounterBonuses != null)
{
foreach (var bonus in data.CounterBonuses)
{
counterBuffer.Add(new CounterBonusElement
{
TargetClass = bonus.TargetClass,
Multiplier = bonus.Multiplier
});
}
}
// Citizen-specific components
if (data.UnitClass == UnitClass.Citizen)
{
AddComponent(entity, new CitizenTag());
AddComponent(entity, new CitizenStateComponent { Value = CitizenState.Idle });
AddComponent(entity, new CarriedResource
{
Type = ResourceType.Food,
Amount = 0,
MaxCarryCapacity = data.MaxCarryCapacity
});
AddComponent(entity, new GatherTarget { Target = Entity.Null });
AddComponent(entity, new BuildTarget { Target = Entity.Null });
}
}
}
}
}

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using Unity.Entities;
using Unity.Transforms;
namespace EE2Clone.Components
{
public readonly partial struct UnitAspect : IAspect
{
public readonly Entity Entity;
public readonly RefRW<LocalTransform> Transform;
public readonly RefRO<Health> Health;
public readonly RefRO<OwnerPlayer> Owner;
public readonly RefRO<MovementSpeed> Speed;
public readonly RefRW<MoveTarget> MoveTarget;
public readonly RefRO<AttackData> Attack;
public readonly RefRO<ArmorData> Armor;
public readonly RefRO<UnitClassComponent> UnitClass;
public readonly RefRW<UnitStateComponent> State;
public readonly RefRO<LineOfSight> LineOfSight;
}
public readonly partial struct BuildingAspect : IAspect
{
public readonly Entity Entity;
public readonly RefRO<LocalTransform> Transform;
public readonly RefRW<Health> Health;
public readonly RefRO<OwnerPlayer> Owner;
public readonly RefRO<BuildingTypeComponent> BuildingType;
public readonly RefRO<LineOfSight> LineOfSight;
}
public readonly partial struct GathererAspect : IAspect
{
public readonly Entity Entity;
public readonly RefRW<LocalTransform> Transform;
public readonly RefRO<OwnerPlayer> Owner;
public readonly RefRO<MovementSpeed> Speed;
public readonly RefRW<MoveTarget> MoveTarget;
public readonly RefRW<CitizenStateComponent> CitizenState;
public readonly RefRW<CarriedResource> CarriedResource;
public readonly RefRW<GatherTarget> GatherTarget;
}
}

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using Unity.Entities;
using Unity.NetCode;
using EE2Clone.Core;
namespace EE2Clone.Components
{
[GhostComponent]
[InternalBufferCapacity(4)]
public struct CounterBonusElement : IBufferElementData
{
[GhostField] public UnitClass TargetClass;
[GhostField] public float Multiplier;
}
[GhostComponent]
[InternalBufferCapacity(5)]
public struct ProductionQueueElement : IBufferElementData
{
[GhostField] public int UnitDataId;
[GhostField] public float TimeRemaining;
[GhostField] public float TotalTime;
}
[GhostComponent]
[InternalBufferCapacity(2)]
public struct ResearchQueueElement : IBufferElementData
{
[GhostField] public int TechId;
[GhostField] public float TimeRemaining;
[GhostField] public float TotalTime;
}
[GhostComponent]
[InternalBufferCapacity(32)]
public struct PlayerTechBufferElement : IBufferElementData
{
[GhostField] public int TechId;
}
}

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using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using EE2Clone.Core;
namespace EE2Clone.Components
{
[GhostComponent]
public struct Health : IComponentData
{
[GhostField] public float Current;
[GhostField] public float Max;
}
[GhostComponent]
public struct OwnerPlayer : IComponentData
{
[GhostField] public int PlayerId;
}
[GhostComponent]
public struct MovementSpeed : IComponentData
{
[GhostField] public float Value;
}
[GhostComponent]
public struct MoveTarget : IComponentData
{
[GhostField] public float3 Position;
[GhostField] public bool IsActive;
}
[GhostComponent]
public struct AttackData : IComponentData
{
[GhostField] public float Damage;
[GhostField] public float Range;
[GhostField] public float AttackCooldown;
public float CooldownRemaining;
}
[GhostComponent]
public struct ArmorData : IComponentData
{
[GhostField] public float Value;
}
[GhostComponent]
public struct UnitClassComponent : IComponentData
{
[GhostField] public UnitClass Value;
}
[GhostComponent]
public struct UnitStateComponent : IComponentData
{
[GhostField] public UnitState Value;
}
[GhostComponent]
public struct ResourceNode : IComponentData
{
[GhostField] public ResourceType Type;
[GhostField] public int RemainingAmount;
}
[GhostComponent]
public struct CarriedResource : IComponentData
{
[GhostField] public ResourceType Type;
[GhostField] public int Amount;
[GhostField] public int MaxCarryCapacity;
}
[GhostComponent]
public struct GatherTarget : IComponentData
{
[GhostField] public Entity Target;
}
[GhostComponent]
public struct BuildTarget : IComponentData
{
[GhostField] public Entity Target;
}
[GhostComponent]
public struct ConstructionProgress : IComponentData
{
[GhostField] public float Progress; // 0.0 to 1.0
[GhostField] public float BuildTime; // Total time required
}
[GhostComponent]
public struct ProductionTimer : IComponentData
{
[GhostField] public float TimeRemaining;
[GhostField] public float TotalTime;
}
[GhostComponent]
public struct RallyPoint : IComponentData
{
[GhostField] public float3 Position;
}
[GhostComponent]
public struct TerritorySource : IComponentData
{
[GhostField] public float Radius;
}
[GhostComponent]
public struct LineOfSight : IComponentData
{
[GhostField] public float Range;
}
[GhostComponent]
public struct EpochLevel : IComponentData
{
[GhostField] public Epoch Value;
}
[GhostComponent]
public struct CitizenStateComponent : IComponentData
{
[GhostField] public CitizenState Value;
}
[GhostComponent]
public struct DropoffBuilding : IComponentData
{
[GhostField] public ResourceType AcceptedType;
}
[GhostComponent]
public struct CombatTarget : IComponentData
{
[GhostField] public Entity Target;
}
[GhostComponent]
public struct BuildingTypeComponent : IComponentData
{
[GhostField] public BuildingType Value;
}
[GhostComponent]
public struct ProvidesPopulation : IComponentData
{
[GhostField] public int Amount;
}
public struct ProjectileData : IComponentData
{
[GhostField] public Entity Target;
[GhostField] public float Damage;
[GhostField] public float Speed;
[GhostField] public int OwnerPlayerId;
}
public struct DeathTimer : IComponentData
{
public float TimeRemaining;
}
}

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using Unity.Entities;
using Unity.NetCode;
using EE2Clone.Core;
namespace EE2Clone.Components
{
[GhostComponent(PrefabType = GhostPrefabType.All)]
public struct PlayerStateComponent : IComponentData
{
[GhostField] public int PlayerId;
[GhostField] public Epoch CurrentEpoch;
[GhostField] public int PopulationCurrent;
[GhostField] public int PopulationMax;
[GhostField] public int CivilizationId;
[GhostField] public bool IsAlive;
}
[GhostComponent(PrefabType = GhostPrefabType.All)]
public struct PlayerResourcesComponent : IComponentData
{
[GhostField] public int Food;
[GhostField] public int Wood;
[GhostField] public int Stone;
[GhostField] public int Gold;
[GhostField] public int Tin;
public int GetResource(ResourceType type)
{
return type switch
{
ResourceType.Food => Food,
ResourceType.Wood => Wood,
ResourceType.Stone => Stone,
ResourceType.Gold => Gold,
ResourceType.Tin => Tin,
_ => 0
};
}
public void AddResource(ResourceType type, int amount)
{
switch (type)
{
case ResourceType.Food: Food += amount; break;
case ResourceType.Wood: Wood += amount; break;
case ResourceType.Stone: Stone += amount; break;
case ResourceType.Gold: Gold += amount; break;
case ResourceType.Tin: Tin += amount; break;
}
}
public bool TrySpend(ResourceType type, int amount)
{
if (GetResource(type) < amount)
return false;
AddResource(type, -amount);
return true;
}
}
}

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using Unity.Entities;
namespace EE2Clone.Components
{
public struct UnitTag : IComponentData { }
public struct BuildingTag : IComponentData { }
public struct CitizenTag : IComponentData { }
public struct ProjectileTag : IComponentData { }
public struct ResourceNodeTag : IComponentData { }
public struct SelectedTag : IComponentData { }
public struct DestroyEntityTag : IComponentData { }
/// <summary>
/// Marks an entity as under construction (not yet functional).
/// </summary>
public struct UnderConstructionTag : IComponentData { }
/// <summary>
/// Tag for entities that have just spawned and need initialization.
/// </summary>
public struct NewlySpawnedTag : IComponentData { }
}

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namespace EE2Clone.Core
{
public enum UnitClass
{
Citizen,
Infantry,
Ranged,
Cavalry,
Siege,
Priest
}
public enum ResourceType
{
Food,
Wood,
Stone,
Gold,
Tin
}
public enum Epoch
{
StoneAge = 0,
BronzeAge = 1,
IronAge = 2
}
public enum BuildingType
{
TownCenter,
House,
Barracks,
ArcheryRange,
Stable,
SiegeWorkshop,
Temple,
University,
Farm,
LumberCamp,
MiningCamp,
Quarry,
Wall,
Tower
}
public enum CitizenState
{
Idle,
MovingToGather,
Gathering,
MovingToDropoff,
Depositing,
MovingToBuild,
Building,
Repairing,
Fighting
}
public enum UnitState
{
Idle,
Moving,
Attacking,
Dying
}
public static class GameConstants
{
public const int MaxPlayers = 8;
public const int MaxPopulationCap = 200;
public const int PopulationPerHouse = 5;
public const int StartingPopulationCap = 10;
public const float GatherTickInterval = 1.0f;
public const float ConstructionTickInterval = 0.5f;
public const int FlowFieldWidth = 256;
public const int FlowFieldHeight = 256;
public const float FlowFieldCellSize = 1.0f;
public const float MinDamage = 1f;
// Counter bonus multipliers (rock-paper-scissors)
public const float CounterBonusStrong = 1.5f;
public const float CounterBonusWeak = 0.75f;
public const float CounterBonusNeutral = 1.0f;
public const float SiegeBuildingBonus = 3.0f;
}
}

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using UnityEngine;
using EE2Clone.Core;
namespace EE2Clone.Data
{
[CreateAssetMenu(fileName = "NewBuildingData", menuName = "EE2Clone/Building Data")]
public class BuildingDataSO : ScriptableObject
{
[Header("Identity")]
public int Id;
public string BuildingName;
public BuildingType BuildingType;
public Epoch RequiredEpoch;
[Header("Stats")]
public float MaxHealth = 500;
public float LineOfSightRange = 8f;
public float BuildTime = 20f;
[Header("Territory")]
public float TerritoryRadius;
[Header("Population")]
public int ProvidesPopulation;
[Header("Resource Dropoff")]
public bool IsDropoff;
public ResourceType[] AcceptedResourceTypes;
[Header("Production")]
public int[] ProducibleUnitIds;
public int[] ResearchableTechIds;
[Header("Cost")]
public int FoodCost;
public int WoodCost;
public int StoneCost;
public int GoldCost;
public int TinCost;
[Header("Footprint")]
public Vector2Int FootprintSize = new(3, 3);
[Header("Visuals")]
public GameObject Prefab;
}
}

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using UnityEngine;
namespace EE2Clone.Data
{
[CreateAssetMenu(fileName = "NewCivilizationData", menuName = "EE2Clone/Civilization Data")]
public class CivilizationDataSO : ScriptableObject
{
[Header("Identity")]
public int Id;
public string CivilizationName;
public string Description;
[Header("Starting Bonuses")]
public int BonusFood;
public int BonusWood;
public int BonusStone;
public int BonusGold;
[Header("Stat Modifiers")]
public float InfantryAttackModifier = 1f;
public float RangedAttackModifier = 1f;
public float CavalryAttackModifier = 1f;
public float GatherSpeedModifier = 1f;
public float BuildSpeedModifier = 1f;
public float ResearchSpeedModifier = 1f;
}
}

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using UnityEngine;
using EE2Clone.Core;
namespace EE2Clone.Data
{
[CreateAssetMenu(fileName = "NewEpochData", menuName = "EE2Clone/Epoch Data")]
public class EpochDataSO : ScriptableObject
{
[Header("Identity")]
public Epoch Epoch;
public string EpochName;
public string Description;
[Header("Advance Requirements")]
public int FoodCost;
public int WoodCost;
public int StoneCost;
public int GoldCost;
public int TinCost;
public int[] RequiredTechIds;
public float AdvanceTime = 60f;
[Header("Unlocks")]
public int[] UnlockedBuildingIds;
public int[] UnlockedUnitIds;
public int[] UnlockedTechIds;
}
}

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using UnityEngine;
using EE2Clone.Core;
namespace EE2Clone.Data
{
[CreateAssetMenu(fileName = "NewTechData", menuName = "EE2Clone/Tech Data")]
public class TechDataSO : ScriptableObject
{
[Header("Identity")]
public int Id;
public string TechName;
public string Description;
public Epoch RequiredEpoch;
[Header("Prerequisites")]
public int[] PrerequisiteTechIds;
[Header("Research")]
public float ResearchTime = 30f;
public int FoodCost;
public int WoodCost;
public int StoneCost;
public int GoldCost;
public int TinCost;
[Header("Effects")]
public TechEffect[] Effects;
}
[System.Serializable]
public struct TechEffect
{
public TechEffectType EffectType;
public UnitClass AffectedUnitClass;
public float Value;
}
public enum TechEffectType
{
AttackBonus,
ArmorBonus,
SpeedBonus,
HealthBonus,
GatherSpeedBonus,
BuildSpeedBonus,
TrainSpeedBonus
}
}

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using UnityEngine;
using EE2Clone.Core;
namespace EE2Clone.Data
{
[CreateAssetMenu(fileName = "NewUnitData", menuName = "EE2Clone/Unit Data")]
public class UnitDataSO : ScriptableObject
{
[Header("Identity")]
public int Id;
public string UnitName;
public UnitClass UnitClass;
public Epoch RequiredEpoch;
[Header("Stats")]
public float MaxHealth = 100;
public float MoveSpeed = 4f;
public float AttackDamage = 10f;
public float AttackRange = 1.5f;
public float AttackCooldown = 1f;
public float Armor = 1f;
public float LineOfSightRange = 10f;
[Header("Gathering (Citizens only)")]
public int MaxCarryCapacity = 10;
public float GatherSpeed = 1f;
public float BuildSpeed = 1f;
[Header("Cost")]
public int FoodCost;
public int WoodCost;
public int StoneCost;
public int GoldCost;
public int TinCost;
public float TrainTime = 10f;
public int PopulationCost = 1;
[Header("Counter Bonuses")]
public CounterBonus[] CounterBonuses;
[Header("Visuals")]
public GameObject Prefab;
}
[System.Serializable]
public struct CounterBonus
{
public UnitClass TargetClass;
public float Multiplier;
}
}

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{
"name": "EE2Clone",
"rootNamespace": "EE2Clone",
"references": [
"Unity.Entities",
"Unity.Entities.Hybrid",
"Unity.Transforms",
"Unity.Mathematics",
"Unity.Collections",
"Unity.Burst",
"Unity.Physics",
"Unity.NetCode",
"Unity.InputSystem"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": true,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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DefaultImporter:
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using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.Collections;
using Unity.Physics;
using UnityEngine;
using EE2Clone.Components;
using EE2Clone.NetCode;
namespace EE2Clone.Hybrid
{
/// <summary>
/// Processes right-click context commands: move, attack, gather, build/repair.
/// Sends the appropriate RPC to the server based on what was right-clicked.
/// Client-side MonoBehaviour.
/// </summary>
public class CommandDispatcher : MonoBehaviour
{
private Camera _mainCamera;
private void Start()
{
_mainCamera = Camera.main;
}
private void Update()
{
var input = RTSInputActions.Instance;
if (input == null || _mainCamera == null) return;
if (input.RightClickPressed)
HandleRightClick(input.MousePosition);
if (input.StopPressed)
HandleStop();
}
private void HandleRightClick(Vector2 screenPos)
{
var selection = SelectionManager.Instance;
if (selection == null || selection.SelectedEntities.Count == 0) return;
var world = World.DefaultGameObjectInjectionWorld;
if (world == null || !world.IsCreated) return;
var em = world.EntityManager;
var ray = _mainCamera.ScreenPointToRay(new Vector3(screenPos.x, screenPos.y, 0));
// Raycast to find what was clicked
var physicsWorldQuery = em.CreateEntityQuery(typeof(PhysicsWorldSingleton));
if (physicsWorldQuery.IsEmpty) return;
var physicsWorld = physicsWorldQuery.GetSingleton<PhysicsWorldSingleton>();
var rayInput = new RaycastInput
{
Start = ray.origin,
End = ray.origin + ray.direction * 500f,
Filter = new CollisionFilter
{
BelongsTo = ~0u,
CollidesWith = ~0u,
GroupIndex = 0
}
};
Entity hitEntity = Entity.Null;
float3 hitPosition = float3.zero;
if (physicsWorld.CastRay(rayInput, out var hit))
{
hitEntity = physicsWorld.Bodies[hit.RigidBodyIndex].Entity;
hitPosition = hit.Position;
}
else
{
// No hit — use ground plane intersection
if (ray.direction.y != 0)
{
float t = -ray.origin.y / ray.direction.y;
if (t > 0)
hitPosition = new float3(ray.origin.x + ray.direction.x * t, 0, ray.origin.z + ray.direction.z * t);
}
return; // Only move command if no entity hit
}
// Determine command type based on what was clicked
if (hitEntity != Entity.Null && em.Exists(hitEntity))
{
if (em.HasComponent<ResourceNodeTag>(hitEntity))
{
// Gather command for citizens
SendGatherCommands(hitEntity);
return;
}
if (em.HasComponent<UnitTag>(hitEntity) || em.HasComponent<BuildingTag>(hitEntity))
{
if (em.HasComponent<OwnerPlayer>(hitEntity))
{
var owner = em.GetComponentData<OwnerPlayer>(hitEntity);
// TODO: compare with local player id
// For now, treat as enemy → attack
SendAttackCommands(hitEntity);
return;
}
}
if (em.HasComponent<BuildingTag>(hitEntity) && em.HasComponent<UnderConstructionTag>(hitEntity))
{
// Build/repair command for citizens
SendBuildRepairCommands(hitEntity);
return;
}
}
// Default: move command
SendMoveCommands(hitPosition);
}
private void SendMoveCommands(float3 position)
{
var world = World.DefaultGameObjectInjectionWorld;
if (world == null) return;
var em = world.EntityManager;
foreach (var unit in SelectionManager.Instance.SelectedEntities)
{
if (!em.Exists(unit) || !em.HasComponent<UnitTag>(unit)) continue;
var rpcEntity = em.CreateEntity();
em.AddComponentData(rpcEntity, new MoveCommandRpc
{
UnitEntity = unit,
TargetPosition = position
});
em.AddComponent<SendRpcCommandRequest>(rpcEntity);
}
}
private void SendAttackCommands(Entity target)
{
var world = World.DefaultGameObjectInjectionWorld;
if (world == null) return;
var em = world.EntityManager;
foreach (var unit in SelectionManager.Instance.SelectedEntities)
{
if (!em.Exists(unit) || !em.HasComponent<UnitTag>(unit)) continue;
var rpcEntity = em.CreateEntity();
em.AddComponentData(rpcEntity, new AttackCommandRpc
{
AttackerEntity = unit,
TargetEntity = target
});
em.AddComponent<SendRpcCommandRequest>(rpcEntity);
}
}
private void SendGatherCommands(Entity resourceNode)
{
var world = World.DefaultGameObjectInjectionWorld;
if (world == null) return;
var em = world.EntityManager;
foreach (var unit in SelectionManager.Instance.SelectedEntities)
{
if (!em.Exists(unit) || !em.HasComponent<CitizenTag>(unit)) continue;
var rpcEntity = em.CreateEntity();
em.AddComponentData(rpcEntity, new GatherCommandRpc
{
CitizenEntity = unit,
ResourceNodeEntity = resourceNode
});
em.AddComponent<SendRpcCommandRequest>(rpcEntity);
}
}
private void SendBuildRepairCommands(Entity building)
{
var world = World.DefaultGameObjectInjectionWorld;
if (world == null) return;
var em = world.EntityManager;
foreach (var unit in SelectionManager.Instance.SelectedEntities)
{
if (!em.Exists(unit) || !em.HasComponent<CitizenTag>(unit)) continue;
var rpcEntity = em.CreateEntity();
em.AddComponentData(rpcEntity, new BuildRepairCommandRpc
{
CitizenEntity = unit,
BuildingEntity = building
});
em.AddComponent<SendRpcCommandRequest>(rpcEntity);
}
}
private void HandleStop()
{
var world = World.DefaultGameObjectInjectionWorld;
if (world == null) return;
var em = world.EntityManager;
foreach (var unit in SelectionManager.Instance.SelectedEntities)
{
if (!em.Exists(unit) || !em.HasComponent<UnitTag>(unit)) continue;
var rpcEntity = em.CreateEntity();
em.AddComponentData(rpcEntity, new StopCommandRpc
{
UnitEntity = unit
});
em.AddComponent<SendRpcCommandRequest>(rpcEntity);
}
}
}
}

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fileFormatVersion: 2
guid: f074ad7027c0ccc409dcab5f7d5abbde

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using UnityEngine;
namespace EE2Clone.Hybrid
{
/// <summary>
/// RTS-style camera controller. Supports WASD/arrow pan, edge-of-screen pan,
/// scroll zoom, and Q/E rotation. Client-side only (MonoBehaviour).
/// </summary>
public class RTSCameraController : MonoBehaviour
{
[Header("Movement")]
[SerializeField] private float panSpeed = 30f;
[SerializeField] private float edgePanThreshold = 15f;
[SerializeField] private bool enableEdgePan = true;
[Header("Zoom")]
[SerializeField] private float zoomSpeed = 10f;
[SerializeField] private float minZoomHeight = 10f;
[SerializeField] private float maxZoomHeight = 80f;
[Header("Rotation")]
[SerializeField] private float rotateSpeed = 100f;
[Header("Bounds")]
[SerializeField] private Vector2 mapMin = new(-128f, -128f);
[SerializeField] private Vector2 mapMax = new(128f, 128f);
private Transform _cameraTransform;
private void Awake()
{
_cameraTransform = transform;
}
private void LateUpdate()
{
var input = RTSInputActions.Instance;
if (input == null) return;
HandlePan(input);
HandleZoom(input);
HandleRotation(input);
ClampPosition();
}
private void HandlePan(RTSInputActions input)
{
var panInput = input.CameraPan;
var panDir = new Vector3(panInput.x, 0f, panInput.y);
// Edge-of-screen panning
if (enableEdgePan)
{
var mousePos = input.MousePosition;
if (mousePos.x <= edgePanThreshold) panDir.x -= 1f;
if (mousePos.x >= Screen.width - edgePanThreshold) panDir.x += 1f;
if (mousePos.y <= edgePanThreshold) panDir.z -= 1f;
if (mousePos.y >= Screen.height - edgePanThreshold) panDir.z += 1f;
}
if (panDir.sqrMagnitude > 0.01f)
{
panDir.Normalize();
// Move relative to camera's forward (ignoring Y)
var forward = _cameraTransform.forward;
forward.y = 0f;
forward.Normalize();
var right = _cameraTransform.right;
right.y = 0f;
right.Normalize();
var move = (forward * panDir.z + right * panDir.x) * (panSpeed * Time.unscaledDeltaTime);
_cameraTransform.position += move;
}
}
private void HandleZoom(RTSInputActions input)
{
var zoomInput = input.CameraZoom;
if (Mathf.Abs(zoomInput) > 0.01f)
{
var pos = _cameraTransform.position;
pos.y -= zoomInput * zoomSpeed * Time.unscaledDeltaTime;
pos.y = Mathf.Clamp(pos.y, minZoomHeight, maxZoomHeight);
_cameraTransform.position = pos;
}
}
private void HandleRotation(RTSInputActions input)
{
var rotateInput = input.CameraRotate;
if (Mathf.Abs(rotateInput) > 0.01f)
{
_cameraTransform.Rotate(Vector3.up, rotateInput * rotateSpeed * Time.unscaledDeltaTime, Space.World);
}
}
private void ClampPosition()
{
var pos = _cameraTransform.position;
pos.x = Mathf.Clamp(pos.x, mapMin.x, mapMax.x);
pos.z = Mathf.Clamp(pos.z, mapMin.y, mapMax.y);
_cameraTransform.position = pos;
}
}
}

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fileFormatVersion: 2
guid: 4a2d497f840a0f54d823f815babd595c

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using UnityEngine;
using UnityEngine.InputSystem;
namespace EE2Clone.Hybrid
{
/// <summary>
/// MonoBehaviour that reads from the Input System and exposes RTS-specific input state
/// for the hybrid camera, selection, and UI systems. This is the bridge between
/// Unity's Input System and our ECS command pipeline.
/// </summary>
public class RTSInputActions : MonoBehaviour
{
public static RTSInputActions Instance { get; private set; }
[Header("Input Action References")]
[SerializeField] private InputActionAsset inputActions;
// Camera
public Vector2 CameraPan { get; private set; }
public float CameraZoom { get; private set; }
public float CameraRotate { get; private set; }
// Selection
public bool LeftClickPressed { get; private set; }
public bool LeftClickReleased { get; private set; }
public bool LeftClickHeld { get; private set; }
public bool RightClickPressed { get; private set; }
public Vector2 MousePosition { get; private set; }
// Modifiers
public bool ShiftHeld { get; private set; }
public bool CtrlHeld { get; private set; }
// Actions
public bool AttackMovePressed { get; private set; }
public bool PatrolPressed { get; private set; }
public bool StopPressed { get; private set; }
public bool DeletePressed { get; private set; }
// Control groups (0-9)
public int ControlGroupPressed { get; private set; } = -1;
private InputAction _cameraPanAction;
private InputAction _cameraZoomAction;
private InputAction _cameraRotateAction;
private InputAction _leftClickAction;
private InputAction _rightClickAction;
private InputAction _mousePositionAction;
private InputAction _shiftAction;
private InputAction _ctrlAction;
private InputAction _attackMoveAction;
private InputAction _patrolAction;
private InputAction _stopAction;
private InputAction _deleteAction;
private void Awake()
{
if (Instance != null && Instance != this)
{
Destroy(gameObject);
return;
}
Instance = this;
DontDestroyOnLoad(gameObject);
}
private void OnEnable()
{
if (inputActions == null) return;
var rtsMap = inputActions.FindActionMap("RTS");
if (rtsMap == null)
{
Debug.LogError("RTS action map not found in Input Actions asset!");
return;
}
_cameraPanAction = rtsMap.FindAction("CameraPan");
_cameraZoomAction = rtsMap.FindAction("CameraZoom");
_cameraRotateAction = rtsMap.FindAction("CameraRotate");
_leftClickAction = rtsMap.FindAction("LeftClick");
_rightClickAction = rtsMap.FindAction("RightClick");
_mousePositionAction = rtsMap.FindAction("MousePosition");
_shiftAction = rtsMap.FindAction("Shift");
_ctrlAction = rtsMap.FindAction("Ctrl");
_attackMoveAction = rtsMap.FindAction("AttackMove");
_patrolAction = rtsMap.FindAction("Patrol");
_stopAction = rtsMap.FindAction("Stop");
_deleteAction = rtsMap.FindAction("Delete");
rtsMap.Enable();
}
private void OnDisable()
{
if (inputActions == null) return;
var rtsMap = inputActions.FindActionMap("RTS");
rtsMap?.Disable();
}
private void Update()
{
CameraPan = _cameraPanAction?.ReadValue<Vector2>() ?? Vector2.zero;
CameraZoom = _cameraZoomAction?.ReadValue<float>() ?? 0f;
CameraRotate = _cameraRotateAction?.ReadValue<float>() ?? 0f;
LeftClickPressed = _leftClickAction?.WasPressedThisFrame() ?? false;
LeftClickReleased = _leftClickAction?.WasReleasedThisFrame() ?? false;
LeftClickHeld = _leftClickAction?.IsPressed() ?? false;
RightClickPressed = _rightClickAction?.WasPressedThisFrame() ?? false;
MousePosition = _mousePositionAction?.ReadValue<Vector2>() ?? Vector2.zero;
ShiftHeld = _shiftAction?.IsPressed() ?? false;
CtrlHeld = _ctrlAction?.IsPressed() ?? false;
AttackMovePressed = _attackMoveAction?.WasPressedThisFrame() ?? false;
PatrolPressed = _patrolAction?.WasPressedThisFrame() ?? false;
StopPressed = _stopAction?.WasPressedThisFrame() ?? false;
DeletePressed = _deleteAction?.WasPressedThisFrame() ?? false;
// Control groups (keyboard 0-9)
ControlGroupPressed = -1;
for (int i = 0; i <= 9; i++)
{
if (Keyboard.current != null && Keyboard.current[Key.Digit0 + i].wasPressedThisFrame)
{
ControlGroupPressed = i;
break;
}
}
}
private void OnDestroy()
{
if (Instance == this)
Instance = null;
}
}
}

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fileFormatVersion: 2
guid: ad9c0e075e79563498b1577211b6e351

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using UnityEngine;
namespace EE2Clone.Hybrid
{
/// <summary>
/// Draws the rubber-band selection box on screen when the player is drag-selecting.
/// </summary>
public class SelectionBoxUI : MonoBehaviour
{
[SerializeField] private Color boxColor = new(0.2f, 0.8f, 0.2f, 0.25f);
[SerializeField] private Color borderColor = new(0.2f, 0.8f, 0.2f, 0.8f);
private Texture2D _fillTexture;
private Texture2D _borderTexture;
private void Awake()
{
_fillTexture = new Texture2D(1, 1);
_fillTexture.SetPixel(0, 0, Color.white);
_fillTexture.Apply();
_borderTexture = new Texture2D(1, 1);
_borderTexture.SetPixel(0, 0, Color.white);
_borderTexture.Apply();
}
private void OnGUI()
{
var sel = SelectionManager.Instance;
if (sel == null || !sel.IsDragging) return;
var start = sel.DragStart;
var end = sel.DragEnd;
// Convert to GUI coordinates (Y is flipped)
start.y = Screen.height - start.y;
end.y = Screen.height - end.y;
var rect = new Rect(
Mathf.Min(start.x, end.x),
Mathf.Min(start.y, end.y),
Mathf.Abs(end.x - start.x),
Mathf.Abs(end.y - start.y)
);
// Draw fill
GUI.color = boxColor;
GUI.DrawTexture(rect, _fillTexture);
// Draw border
GUI.color = borderColor;
float b = 2f;
GUI.DrawTexture(new Rect(rect.x, rect.y, rect.width, b), _borderTexture);
GUI.DrawTexture(new Rect(rect.x, rect.yMax - b, rect.width, b), _borderTexture);
GUI.DrawTexture(new Rect(rect.x, rect.y, b, rect.height), _borderTexture);
GUI.DrawTexture(new Rect(rect.xMax - b, rect.y, b, rect.height), _borderTexture);
GUI.color = Color.white;
}
private void OnDestroy()
{
if (_fillTexture != null) Destroy(_fillTexture);
if (_borderTexture != null) Destroy(_borderTexture);
}
}
}

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fileFormatVersion: 2
guid: b197ee7ddd817294f9cd10d38d44efb9

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using System.Collections.Generic;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Physics;
using Unity.Transforms;
using UnityEngine;
using EE2Clone.Components;
namespace EE2Clone.Hybrid
{
/// <summary>
/// Handles click-select, shift-add, and box-drag selection of entities.
/// Client-side only. Adds/removes SelectedTag on ECS entities.
/// </summary>
public class SelectionManager : MonoBehaviour
{
public static SelectionManager Instance { get; private set; }
[Header("Settings")]
[SerializeField] private LayerMask selectableLayers = ~0;
[SerializeField] private float dragThreshold = 5f;
public List<Entity> SelectedEntities { get; } = new();
// Control groups: index 0-9
private readonly List<Entity>[] _controlGroups = new List<Entity>[10];
// Box selection state
private bool _isDragging;
private Vector2 _dragStart;
// Exposed for SelectionBoxUI
public bool IsDragging => _isDragging;
public Vector2 DragStart => _dragStart;
public Vector2 DragEnd { get; private set; }
private Camera _mainCamera;
private void Awake()
{
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
for (int i = 0; i < 10; i++)
_controlGroups[i] = new List<Entity>();
}
private void Start()
{
_mainCamera = Camera.main;
}
private void Update()
{
var input = RTSInputActions.Instance;
if (input == null || _mainCamera == null) return;
HandleSelection(input);
HandleControlGroups(input);
}
private void HandleSelection(RTSInputActions input)
{
if (input.LeftClickPressed)
{
_dragStart = input.MousePosition;
_isDragging = false;
}
if (input.LeftClickHeld)
{
DragEnd = input.MousePosition;
if (Vector2.Distance(_dragStart, DragEnd) > dragThreshold)
_isDragging = true;
}
if (input.LeftClickReleased)
{
DragEnd = input.MousePosition;
if (_isDragging)
BoxSelect(input.ShiftHeld);
else
ClickSelect(input.MousePosition, input.ShiftHeld);
_isDragging = false;
}
}
private void ClickSelect(Vector2 screenPos, bool additive)
{
if (!additive)
ClearSelection();
var ray = _mainCamera.ScreenPointToRay(new Vector3(screenPos.x, screenPos.y, 0));
// Raycast using Unity Physics (ECS)
var world = World.DefaultGameObjectInjectionWorld;
if (world == null || !world.IsCreated) return;
var physicsWorld = world.EntityManager
.CreateEntityQuery(typeof(PhysicsWorldSingleton))
.GetSingleton<PhysicsWorldSingleton>();
var rayInput = new RaycastInput
{
Start = ray.origin,
End = ray.origin + ray.direction * 500f,
Filter = new CollisionFilter
{
BelongsTo = ~0u,
CollidesWith = ~0u,
GroupIndex = 0
}
};
if (physicsWorld.CastRay(rayInput, out var hit))
{
var em = world.EntityManager;
var entity = physicsWorld.Bodies[hit.RigidBodyIndex].Entity;
if (em.HasComponent<UnitTag>(entity) || em.HasComponent<BuildingTag>(entity))
{
if (additive && SelectedEntities.Contains(entity))
{
SelectedEntities.Remove(entity);
em.RemoveComponent<SelectedTag>(entity);
}
else if (!SelectedEntities.Contains(entity))
{
SelectedEntities.Add(entity);
em.AddComponent<SelectedTag>(entity);
}
}
}
}
private void BoxSelect(bool additive)
{
if (!additive)
ClearSelection();
var world = World.DefaultGameObjectInjectionWorld;
if (world == null || !world.IsCreated) return;
var em = world.EntityManager;
var min = Vector2.Min(_dragStart, DragEnd);
var max = Vector2.Max(_dragStart, DragEnd);
// Query all unit entities and check if their screen position is within the box
var query = em.CreateEntityQuery(typeof(UnitTag), typeof(LocalTransform));
var entities = query.ToEntityArray(Unity.Collections.Allocator.Temp);
var transforms = query.ToComponentDataArray<LocalTransform>(Unity.Collections.Allocator.Temp);
for (int i = 0; i < entities.Length; i++)
{
var screenPos = _mainCamera.WorldToScreenPoint(transforms[i].Position);
if (screenPos.z > 0 &&
screenPos.x >= min.x && screenPos.x <= max.x &&
screenPos.y >= min.y && screenPos.y <= max.y)
{
var entity = entities[i];
if (!SelectedEntities.Contains(entity))
{
SelectedEntities.Add(entity);
if (!em.HasComponent<SelectedTag>(entity))
em.AddComponent<SelectedTag>(entity);
}
}
}
entities.Dispose();
transforms.Dispose();
}
public void ClearSelection()
{
var world = World.DefaultGameObjectInjectionWorld;
if (world != null && world.IsCreated)
{
var em = world.EntityManager;
foreach (var entity in SelectedEntities)
{
if (em.Exists(entity) && em.HasComponent<SelectedTag>(entity))
em.RemoveComponent<SelectedTag>(entity);
}
}
SelectedEntities.Clear();
}
private void HandleControlGroups(RTSInputActions input)
{
int group = input.ControlGroupPressed;
if (group < 0) return;
if (input.CtrlHeld)
{
// Assign current selection to control group
_controlGroups[group].Clear();
_controlGroups[group].AddRange(SelectedEntities);
}
else
{
// Recall control group
ClearSelection();
var world = World.DefaultGameObjectInjectionWorld;
if (world == null || !world.IsCreated) return;
var em = world.EntityManager;
foreach (var entity in _controlGroups[group])
{
if (em.Exists(entity))
{
SelectedEntities.Add(entity);
if (!em.HasComponent<SelectedTag>(entity))
em.AddComponent<SelectedTag>(entity);
}
}
}
}
public Entity[] GetSelectedEntitiesOfType<T>() where T : unmanaged, IComponentData
{
var world = World.DefaultGameObjectInjectionWorld;
if (world == null || !world.IsCreated) return System.Array.Empty<Entity>();
var em = world.EntityManager;
var result = new List<Entity>();
foreach (var entity in SelectedEntities)
{
if (em.Exists(entity) && em.HasComponent<T>(entity))
result.Add(entity);
}
return result.ToArray();
}
private void OnDestroy()
{
if (Instance == this) Instance = null;
}
}
}

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fileFormatVersion: 2
guid: 666bdebfedde0ad42b1fcc77e0e27843

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fileFormatVersion: 2
guid: 3e8c2c9ff1dcf374ca5d87a59403b894
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
namespace EE2Clone.NetCode
{
/// <summary>
/// Server-side system that monitors for disconnected players and logs events.
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct ConnectionMonitorSystem : ISystem
{
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<NetworkId>();
}
public void OnUpdate(ref SystemState state)
{
// Count active connections for logging/debugging
int connectionCount = 0;
foreach (var _ in SystemAPI.Query<RefRO<NetworkId>>()
.WithAll<NetworkStreamInGame>())
{
connectionCount++;
}
// Future: detect disconnections and handle AI takeover
}
}
}

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fileFormatVersion: 2
guid: fb810a5f20d826844a1063b2a900fa0a

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using System.Collections.Generic;
using Unity.NetCode;
namespace EE2Clone.NetCode
{
/// <summary>
/// Custom bootstrap that prevents automatic world creation.
/// We manually create client/server worlds when the player chooses to host or connect.
/// </summary>
[UnityEngine.Scripting.Preserve]
public class GameBootstrap : ClientServerBootstrap
{
public override bool Initialize(string defaultWorldName)
{
// Create only the default (local) world on startup.
// Client and server worlds are created manually when the user
// starts hosting or joins a game.
AutoConnectPort = 0;
CreateDefaultClientServerWorlds();
return true;
}
}
}

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fileFormatVersion: 2
guid: 278d5b5c203631c42a5f1eb814815e6c

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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
namespace EE2Clone.NetCode
{
/// <summary>
/// RPC sent by the client to request going in-game.
/// </summary>
public struct GoInGameRequest : IRpcCommand
{
}
/// <summary>
/// Client-side system: when a connection is established and the streaming is done,
/// send a GoInGameRequest RPC to the server.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation)]
public partial struct GoInGameClientSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<NetworkId>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (networkId, entity) in
SystemAPI.Query<RefRO<NetworkId>>()
.WithNone<NetworkStreamInGame>()
.WithEntityAccess())
{
ecb.AddComponent<NetworkStreamInGame>(entity);
var requestEntity = ecb.CreateEntity();
ecb.AddComponent(requestEntity, new GoInGameRequest());
ecb.AddComponent(requestEntity, new SendRpcCommandRequest { TargetConnection = entity });
UnityEngine.Debug.Log($"[Client] Sending GoInGame request (NetworkId={networkId.ValueRO.Value})");
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
}

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fileFormatVersion: 2
guid: d2bae91c6664cbd4796e97de29d6b1a7

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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
using EE2Clone.Components;
using EE2Clone.Core;
namespace EE2Clone.NetCode
{
/// <summary>
/// Server-side system: processes GoInGameRequest RPCs, marks connections as in-game,
/// and creates a PlayerState entity for each connecting player.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct GoInGameServerSystem : ISystem
{
private int _nextPlayerId;
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<GoInGameRequest>();
_nextPlayerId = 1;
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (request, requestSource, requestEntity) in
SystemAPI.Query<RefRO<GoInGameRequest>, RefRO<ReceiveRpcCommandRequest>>()
.WithEntityAccess())
{
var connectionEntity = requestSource.ValueRO.SourceConnection;
// Mark the connection as in-game
ecb.AddComponent<NetworkStreamInGame>(connectionEntity);
// Get the NetworkId for this connection
var networkId = state.EntityManager.GetComponentData<NetworkId>(connectionEntity);
// Create a PlayerState entity for this player
var playerEntity = ecb.CreateEntity();
ecb.AddComponent(playerEntity, new PlayerStateComponent
{
PlayerId = _nextPlayerId,
CurrentEpoch = Epoch.StoneAge,
PopulationCurrent = 0,
PopulationMax = GameConstants.StartingPopulationCap,
CivilizationId = 0,
IsAlive = true
});
ecb.AddComponent(playerEntity, new PlayerResourcesComponent
{
Food = 200,
Wood = 200,
Stone = 100,
Gold = 100,
Tin = 0
});
ecb.AddComponent(playerEntity, new GhostOwner { NetworkId = networkId.Value });
UnityEngine.Debug.Log($"[Server] Player {_nextPlayerId} (NetworkId={networkId.Value}) entered game");
_nextPlayerId++;
// Destroy the request entity
ecb.DestroyEntity(requestEntity);
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
}

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fileFormatVersion: 2
guid: 1c5c4cafaa538c64da4f890ef8658f40

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using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using EE2Clone.Core;
namespace EE2Clone.NetCode
{
/// <summary>
/// Client requests to move selected units to a position.
/// </summary>
public struct MoveCommandRpc : IRpcCommand
{
public Entity UnitEntity;
public float3 TargetPosition;
}
/// <summary>
/// Client requests to attack a target with selected units.
/// </summary>
public struct AttackCommandRpc : IRpcCommand
{
public Entity AttackerEntity;
public Entity TargetEntity;
}
/// <summary>
/// Client requests to place a building.
/// </summary>
public struct PlaceBuildingRpc : IRpcCommand
{
public BuildingType Type;
public float3 Position;
public quaternion Rotation;
}
/// <summary>
/// Client requests to set a rally point on a building.
/// </summary>
public struct SetRallyPointRpc : IRpcCommand
{
public Entity BuildingEntity;
public float3 Position;
}
/// <summary>
/// Client requests to queue unit production in a building.
/// </summary>
public struct QueueUnitProductionRpc : IRpcCommand
{
public Entity BuildingEntity;
public int UnitDataId;
}
/// <summary>
/// Client requests to gather from a resource node.
/// </summary>
public struct GatherCommandRpc : IRpcCommand
{
public Entity CitizenEntity;
public Entity ResourceNodeEntity;
}
/// <summary>
/// Client requests to assign citizens to build/repair a building.
/// </summary>
public struct BuildRepairCommandRpc : IRpcCommand
{
public Entity CitizenEntity;
public Entity BuildingEntity;
}
/// <summary>
/// Client requests to research a technology.
/// </summary>
public struct ResearchTechRpc : IRpcCommand
{
public Entity BuildingEntity;
public int TechId;
}
/// <summary>
/// Client requests to advance to the next epoch.
/// </summary>
public struct EpochAdvanceRpc : IRpcCommand
{
}
/// <summary>
/// Client requests to stop selected units.
/// </summary>
public struct StopCommandRpc : IRpcCommand
{
public Entity UnitEntity;
}
}

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fileFormatVersion: 2
guid: 62f6a545bb8db214a97318bcba211f01

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fileFormatVersion: 2
guid: 53d2d11d9c714444cb6bc94d3154cb00
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.NetCode;
using EE2Clone.Components;
using EE2Clone.Core;
namespace EE2Clone.Systems
{
/// <summary>
/// Server-side: processes PlaceBuildingRpc — validates and spawns building entities.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct PlaceBuildingCommandSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (cmd, source, entity) in
SystemAPI.Query<RefRO<PlaceBuildingRpc>, RefRO<ReceiveRpcCommandRequest>>()
.WithEntityAccess())
{
// TODO: Validate resources, territory, collision
// TODO: Lookup building prefab entity from BuildingType
// TODO: Instantiate the prefab and place it
// For now just log
UnityEngine.Debug.Log($"[Server] PlaceBuilding request: {cmd.ValueRO.Type} at {cmd.ValueRO.Position}");
ecb.DestroyEntity(entity);
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
/// <summary>
/// Server-side: processes BuildRepairCommandRpc — assigns citizens to build/repair buildings.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct BuildRepairCommandSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (cmd, source, entity) in
SystemAPI.Query<RefRO<BuildRepairCommandRpc>, RefRO<ReceiveRpcCommandRequest>>()
.WithEntityAccess())
{
var citizen = cmd.ValueRO.CitizenEntity;
var building = cmd.ValueRO.BuildingEntity;
if (state.EntityManager.Exists(citizen) && state.EntityManager.Exists(building) &&
state.EntityManager.HasComponent<CitizenStateComponent>(citizen))
{
state.EntityManager.SetComponentData(citizen, new BuildTarget { Target = building });
state.EntityManager.SetComponentData(citizen, new CitizenStateComponent { Value = CitizenState.MovingToBuild });
var buildingPos = state.EntityManager.GetComponentData<LocalTransform>(building).Position;
state.EntityManager.SetComponentData(citizen, new MoveTarget
{
Position = buildingPos,
IsActive = true
});
}
ecb.DestroyEntity(entity);
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
/// <summary>
/// Server-side: ticks construction progress for buildings with assigned citizens.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateAfter(typeof(BuildRepairCommandSystem))]
public partial struct ConstructionSystem : ISystem
{
private float _timer;
public void OnCreate(ref SystemState state)
{
_timer = 0f;
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float dt = SystemAPI.Time.DeltaTime;
_timer += dt;
if (_timer < GameConstants.ConstructionTickInterval) return;
_timer -= GameConstants.ConstructionTickInterval;
var ecb = new EntityCommandBuffer(Allocator.Temp);
// Count builders per building
// Simple approach: iterate citizens in Building state
foreach (var (citizenState, buildTarget, transform, moveTarget) in
SystemAPI.Query<RefRW<CitizenStateComponent>, RefRO<BuildTarget>,
RefRO<LocalTransform>, RefRO<MoveTarget>>()
.WithAll<CitizenTag>())
{
if (citizenState.ValueRO.Value == CitizenState.MovingToBuild && !moveTarget.ValueRO.IsActive)
{
citizenState.ValueRW.Value = CitizenState.Building;
}
if (citizenState.ValueRO.Value != CitizenState.Building) continue;
var buildingEntity = buildTarget.ValueRO.Target;
if (buildingEntity == Entity.Null || !state.EntityManager.Exists(buildingEntity)) continue;
if (!state.EntityManager.HasComponent<ConstructionProgress>(buildingEntity)) continue;
var progress = state.EntityManager.GetComponentData<ConstructionProgress>(buildingEntity);
float increment = GameConstants.ConstructionTickInterval / progress.BuildTime;
progress.Progress = math.min(progress.Progress + increment, 1f);
state.EntityManager.SetComponentData(buildingEntity, progress);
// Complete construction
if (progress.Progress >= 1f)
{
ecb.RemoveComponent<UnderConstructionTag>(buildingEntity);
ecb.RemoveComponent<ConstructionProgress>(buildingEntity);
// Set health to max
var health = state.EntityManager.GetComponentData<Health>(buildingEntity);
health.Current = health.Max;
ecb.SetComponent(buildingEntity, health);
// Citizen becomes idle
citizenState.ValueRW.Value = CitizenState.Idle;
}
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
/// <summary>
/// Server-side: processes production queues on buildings and spawns units.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct ProductionSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float dt = SystemAPI.Time.DeltaTime;
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (productionQueue, rallyPoint, owner, transform, entity) in
SystemAPI.Query<DynamicBuffer<ProductionQueueElement>, RefRO<RallyPoint>,
RefRO<OwnerPlayer>, RefRO<LocalTransform>>()
.WithAll<BuildingTag>()
.WithNone<UnderConstructionTag>()
.WithEntityAccess())
{
if (productionQueue.Length == 0) continue;
var front = productionQueue[0];
front.TimeRemaining -= dt;
if (front.TimeRemaining <= 0)
{
// TODO: Instantiate unit prefab based on front.UnitDataId
// For now just log
UnityEngine.Debug.Log($"[Server] Unit produced: DataId={front.UnitDataId} at {rallyPoint.ValueRO.Position}");
productionQueue.RemoveAt(0);
}
else
{
productionQueue[0] = front;
}
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
}

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fileFormatVersion: 2
guid: e4a7a8d853e94f941b762acafa1de53d

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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.NetCode;
using EE2Clone.Components;
using EE2Clone.Core;
namespace EE2Clone.Systems
{
/// <summary>
/// Server-side: processes AttackCommandRpc — sets combat target on units.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct AttackCommandSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (cmd, source, entity) in
SystemAPI.Query<RefRO<AttackCommandRpc>, RefRO<ReceiveRpcCommandRequest>>()
.WithEntityAccess())
{
var attacker = cmd.ValueRO.AttackerEntity;
var target = cmd.ValueRO.TargetEntity;
if (state.EntityManager.Exists(attacker) && state.EntityManager.Exists(target) &&
state.EntityManager.HasComponent<CombatTarget>(attacker))
{
state.EntityManager.SetComponentData(attacker, new CombatTarget { Target = target });
state.EntityManager.SetComponentData(attacker, new UnitStateComponent { Value = UnitState.Attacking });
}
ecb.DestroyEntity(entity);
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
/// <summary>
/// Server-side: units with a CombatTarget move toward target, then deal damage when in range.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateAfter(typeof(AttackCommandSystem))]
public partial struct CombatSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float dt = SystemAPI.Time.DeltaTime;
foreach (var (transform, attack, combatTarget, speed, unitState, unitClass, entity) in
SystemAPI.Query<RefRW<LocalTransform>, RefRW<AttackData>, RefRW<CombatTarget>,
RefRO<MovementSpeed>, RefRW<UnitStateComponent>, RefRO<UnitClassComponent>>()
.WithAll<UnitTag>()
.WithEntityAccess())
{
// Tick cooldown
if (attack.ValueRO.CooldownRemaining > 0)
attack.ValueRW.CooldownRemaining -= dt;
var target = combatTarget.ValueRO.Target;
if (target == Entity.Null || !state.EntityManager.Exists(target))
{
// Clear invalid target
if (target != Entity.Null)
{
combatTarget.ValueRW.Target = Entity.Null;
if (unitState.ValueRO.Value == UnitState.Attacking)
unitState.ValueRW.Value = UnitState.Idle;
}
continue;
}
if (!state.EntityManager.HasComponent<Health>(target))
{
combatTarget.ValueRW.Target = Entity.Null;
unitState.ValueRW.Value = UnitState.Idle;
continue;
}
var targetTransform = state.EntityManager.GetComponentData<LocalTransform>(target);
float3 toTarget = targetTransform.Position - transform.ValueRO.Position;
toTarget.y = 0;
float distance = math.length(toTarget);
if (distance > attack.ValueRO.Range)
{
// Move toward target
float3 moveDir = math.normalize(toTarget);
float moveAmount = math.min(speed.ValueRO.Value * dt, distance - attack.ValueRO.Range * 0.9f);
transform.ValueRW.Position += moveDir * moveAmount;
transform.ValueRW.Rotation = quaternion.LookRotationSafe(moveDir, math.up());
}
else if (attack.ValueRO.CooldownRemaining <= 0)
{
// Attack
float damage = attack.ValueRO.Damage;
// Apply counter bonus
if (state.EntityManager.HasComponent<UnitClassComponent>(target))
{
var targetClass = state.EntityManager.GetComponentData<UnitClassComponent>(target).Value;
float counterMult = GetCounterMultiplier(unitClass.ValueRO.Value, targetClass);
damage *= counterMult;
}
// Apply armor
if (state.EntityManager.HasComponent<ArmorData>(target))
{
float armor = state.EntityManager.GetComponentData<ArmorData>(target).Value;
damage = math.max(damage - armor, GameConstants.MinDamage);
}
var targetHealth = state.EntityManager.GetComponentData<Health>(target);
targetHealth.Current -= damage;
state.EntityManager.SetComponentData(target, targetHealth);
attack.ValueRW.CooldownRemaining = attack.ValueRO.AttackCooldown;
// Face target
if (distance > 0.01f)
transform.ValueRW.Rotation = quaternion.LookRotationSafe(math.normalize(toTarget), math.up());
}
}
}
private static float GetCounterMultiplier(UnitClass attacker, UnitClass target)
{
// Rock-paper-scissors: Infantry > Ranged > Cavalry > Infantry
if (attacker == UnitClass.Infantry && target == UnitClass.Ranged) return GameConstants.CounterBonusStrong;
if (attacker == UnitClass.Ranged && target == UnitClass.Cavalry) return GameConstants.CounterBonusStrong;
if (attacker == UnitClass.Cavalry && target == UnitClass.Infantry) return GameConstants.CounterBonusStrong;
if (attacker == UnitClass.Infantry && target == UnitClass.Cavalry) return GameConstants.CounterBonusWeak;
if (attacker == UnitClass.Ranged && target == UnitClass.Infantry) return GameConstants.CounterBonusWeak;
if (attacker == UnitClass.Cavalry && target == UnitClass.Ranged) return GameConstants.CounterBonusWeak;
// Siege bonus vs buildings (handled via BuildingTag check in caller if needed)
return GameConstants.CounterBonusNeutral;
}
}
/// <summary>
/// Server-side: destroys entities that have 0 or less HP after a brief delay.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateAfter(typeof(CombatSystem))]
public partial struct DeathSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecb = new EntityCommandBuffer(Allocator.Temp);
float dt = SystemAPI.Time.DeltaTime;
// Tag entities with <=0 HP for destruction
foreach (var (health, entity) in
SystemAPI.Query<RefRO<Health>>()
.WithNone<DeathTimer, DestroyEntityTag>()
.WithEntityAccess())
{
if (health.ValueRO.Current <= 0)
{
ecb.AddComponent(entity, new DeathTimer { TimeRemaining = 1.0f });
if (state.EntityManager.HasComponent<UnitStateComponent>(entity))
{
ecb.SetComponent(entity, new UnitStateComponent { Value = UnitState.Dying });
}
}
}
// Tick death timers
foreach (var (deathTimer, entity) in
SystemAPI.Query<RefRW<DeathTimer>>()
.WithNone<DestroyEntityTag>()
.WithEntityAccess())
{
deathTimer.ValueRW.TimeRemaining -= dt;
if (deathTimer.ValueRO.TimeRemaining <= 0)
{
ecb.AddComponent<DestroyEntityTag>(entity);
}
}
// Destroy tagged entities
foreach (var (tag, entity) in
SystemAPI.Query<RefRO<DestroyEntityTag>>()
.WithEntityAccess())
{
ecb.DestroyEntity(entity);
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
}

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fileFormatVersion: 2
guid: 1163cc3a2970481429c3bd67549beb78

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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.NetCode;
using EE2Clone.Components;
using EE2Clone.Core;
namespace EE2Clone.Systems
{
/// <summary>
/// Server-side: processes GatherCommandRpc — assigns a gather target to citizens.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct GatherCommandSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (cmd, source, entity) in
SystemAPI.Query<RefRO<GatherCommandRpc>, RefRO<ReceiveRpcCommandRequest>>()
.WithEntityAccess())
{
var citizen = cmd.ValueRO.CitizenEntity;
var node = cmd.ValueRO.ResourceNodeEntity;
if (state.EntityManager.Exists(citizen) && state.EntityManager.Exists(node) &&
state.EntityManager.HasComponent<CitizenStateComponent>(citizen) &&
state.EntityManager.HasComponent<ResourceNode>(node))
{
state.EntityManager.SetComponentData(citizen, new GatherTarget { Target = node });
state.EntityManager.SetComponentData(citizen, new CitizenStateComponent { Value = CitizenState.MovingToGather });
// Set move target to the resource node's position
var nodePos = state.EntityManager.GetComponentData<LocalTransform>(node).Position;
state.EntityManager.SetComponentData(citizen, new MoveTarget
{
Position = nodePos,
IsActive = true
});
}
ecb.DestroyEntity(entity);
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
/// <summary>
/// Server-side: citizen gathering state machine.
/// Handles: MovingToGather → Gathering → MovingToDropoff → Depositing → repeat.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateAfter(typeof(GatherCommandSystem))]
public partial struct GatheringSystem : ISystem
{
private float _gatherTimer;
public void OnCreate(ref SystemState state)
{
_gatherTimer = 0f;
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float dt = SystemAPI.Time.DeltaTime;
_gatherTimer += dt;
bool gatherTick = _gatherTimer >= GameConstants.GatherTickInterval;
if (gatherTick) _gatherTimer -= GameConstants.GatherTickInterval;
foreach (var (citizenState, gatherTarget, carried, transform, moveTarget, owner) in
SystemAPI.Query<RefRW<CitizenStateComponent>, RefRW<GatherTarget>,
RefRW<CarriedResource>, RefRO<LocalTransform>, RefRW<MoveTarget>, RefRO<OwnerPlayer>>()
.WithAll<CitizenTag>())
{
switch (citizenState.ValueRO.Value)
{
case CitizenState.MovingToGather:
// Check if arrived (MoveTarget will be deactivated by movement system)
if (!moveTarget.ValueRO.IsActive)
{
citizenState.ValueRW.Value = CitizenState.Gathering;
}
break;
case CitizenState.Gathering:
if (!gatherTick) break;
var targetEntity = gatherTarget.ValueRO.Target;
if (targetEntity == Entity.Null || !state.EntityManager.Exists(targetEntity))
{
citizenState.ValueRW.Value = CitizenState.Idle;
break;
}
var node = state.EntityManager.GetComponentData<ResourceNode>(targetEntity);
if (node.RemainingAmount <= 0)
{
citizenState.ValueRW.Value = CitizenState.Idle;
gatherTarget.ValueRW.Target = Entity.Null;
break;
}
// Gather one unit
int gatherAmount = math.min(1, node.RemainingAmount);
gatherAmount = math.min(gatherAmount, carried.ValueRO.MaxCarryCapacity - carried.ValueRO.Amount);
if (gatherAmount > 0)
{
node.RemainingAmount -= gatherAmount;
state.EntityManager.SetComponentData(targetEntity, node);
carried.ValueRW.Amount += gatherAmount;
carried.ValueRW.Type = node.Type;
}
// If carrying capacity full, go to dropoff
if (carried.ValueRO.Amount >= carried.ValueRO.MaxCarryCapacity)
{
citizenState.ValueRW.Value = CitizenState.MovingToDropoff;
// TODO: Find nearest dropoff building and set as move target
// For now, move back toward origin as placeholder
moveTarget.ValueRW = new MoveTarget
{
Position = float3.zero,
IsActive = true
};
}
break;
case CitizenState.MovingToDropoff:
if (!moveTarget.ValueRO.IsActive)
{
citizenState.ValueRW.Value = CitizenState.Depositing;
}
break;
case CitizenState.Depositing:
// Deposit resources into player economy
// TODO: Find PlayerResourcesComponent for this owner and add resources
carried.ValueRW.Amount = 0;
// Go back to gather if the node still exists
if (gatherTarget.ValueRO.Target != Entity.Null &&
state.EntityManager.Exists(gatherTarget.ValueRO.Target))
{
var nodePos = state.EntityManager.GetComponentData<LocalTransform>(gatherTarget.ValueRO.Target).Position;
moveTarget.ValueRW = new MoveTarget
{
Position = nodePos,
IsActive = true
};
citizenState.ValueRW.Value = CitizenState.MovingToGather;
}
else
{
citizenState.ValueRW.Value = CitizenState.Idle;
}
break;
}
}
}
}
}

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fileFormatVersion: 2
guid: 35e43773511035f4bb29174417932b52

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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using Unity.NetCode;
using EE2Clone.Components;
using EE2Clone.Core;
namespace EE2Clone.Systems
{
/// <summary>
/// Server-side system that processes MoveCommandRpc and sets MoveTarget on units.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct MoveCommandSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (cmd, source, entity) in
SystemAPI.Query<RefRO<MoveCommandRpc>, RefRO<ReceiveRpcCommandRequest>>()
.WithEntityAccess())
{
var unitEntity = cmd.ValueRO.UnitEntity;
if (state.EntityManager.Exists(unitEntity) &&
state.EntityManager.HasComponent<MoveTarget>(unitEntity))
{
state.EntityManager.SetComponentData(unitEntity, new MoveTarget
{
Position = cmd.ValueRO.TargetPosition,
IsActive = true
});
// Clear combat target when moving
if (state.EntityManager.HasComponent<CombatTarget>(unitEntity))
{
state.EntityManager.SetComponentData(unitEntity, new CombatTarget
{
Target = Entity.Null
});
}
// Set state to Moving
if (state.EntityManager.HasComponent<UnitStateComponent>(unitEntity))
{
state.EntityManager.SetComponentData(unitEntity, new UnitStateComponent
{
Value = UnitState.Moving
});
}
}
ecb.DestroyEntity(entity);
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
/// <summary>
/// Server-side system that moves units toward their MoveTarget.
/// Placeholder for flow-field pathfinding — currently uses direct steering.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateAfter(typeof(MoveCommandSystem))]
public partial struct UnitMovementSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
float dt = SystemAPI.Time.DeltaTime;
foreach (var (transform, moveTarget, speed, unitState) in
SystemAPI.Query<RefRW<LocalTransform>, RefRW<MoveTarget>, RefRO<MovementSpeed>, RefRW<UnitStateComponent>>()
.WithAll<UnitTag>())
{
if (!moveTarget.ValueRO.IsActive) continue;
float3 pos = transform.ValueRO.Position;
float3 target = moveTarget.ValueRO.Position;
float3 direction = target - pos;
direction.y = 0; // Keep on ground plane
float distance = math.length(direction);
if (distance < 0.5f)
{
// Arrived
moveTarget.ValueRW.IsActive = false;
if (unitState.ValueRO.Value == UnitState.Moving)
unitState.ValueRW.Value = UnitState.Idle;
}
else
{
float3 moveDir = math.normalize(direction);
float moveAmount = speed.ValueRO.Value * dt;
moveAmount = math.min(moveAmount, distance);
var newPos = pos + moveDir * moveAmount;
transform.ValueRW.Position = newPos;
// Face movement direction
transform.ValueRW.Rotation = quaternion.LookRotationSafe(moveDir, math.up());
}
}
}
}
/// <summary>
/// Server-side: processes StopCommandRpc — halts unit movement and clears targets.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct StopCommandSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (cmd, source, entity) in
SystemAPI.Query<RefRO<StopCommandRpc>, RefRO<ReceiveRpcCommandRequest>>()
.WithEntityAccess())
{
var unitEntity = cmd.ValueRO.UnitEntity;
if (state.EntityManager.Exists(unitEntity))
{
if (state.EntityManager.HasComponent<MoveTarget>(unitEntity))
state.EntityManager.SetComponentData(unitEntity, new MoveTarget { IsActive = false });
if (state.EntityManager.HasComponent<CombatTarget>(unitEntity))
state.EntityManager.SetComponentData(unitEntity, new CombatTarget { Target = Entity.Null });
if (state.EntityManager.HasComponent<UnitStateComponent>(unitEntity))
state.EntityManager.SetComponentData(unitEntity, new UnitStateComponent { Value = UnitState.Idle });
}
ecb.DestroyEntity(entity);
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
}

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using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
using EE2Clone.Components;
using EE2Clone.Core;
namespace EE2Clone.Systems
{
/// <summary>
/// Server-side: sums population-providing buildings per player and updates PopulationMax.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct PopulationSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
// Build a map of playerId → total pop capacity from buildings
var popCapMap = new NativeHashMap<int, int>(GameConstants.MaxPlayers, Allocator.Temp);
foreach (var (pop, owner) in
SystemAPI.Query<RefRO<ProvidesPopulation>, RefRO<OwnerPlayer>>()
.WithAll<BuildingTag>()
.WithNone<UnderConstructionTag>())
{
int playerId = owner.ValueRO.PlayerId;
if (popCapMap.TryGetValue(playerId, out int current))
popCapMap[playerId] = current + pop.ValueRO.Amount;
else
popCapMap[playerId] = GameConstants.StartingPopulationCap + pop.ValueRO.Amount;
}
// Count current population per player (units)
var popCurrentMap = new NativeHashMap<int, int>(GameConstants.MaxPlayers, Allocator.Temp);
foreach (var owner in SystemAPI.Query<RefRO<OwnerPlayer>>().WithAll<UnitTag>())
{
int playerId = owner.ValueRO.PlayerId;
if (popCurrentMap.TryGetValue(playerId, out int current))
popCurrentMap[playerId] = current + 1;
else
popCurrentMap[playerId] = 1;
}
// Update PlayerStateComponent
foreach (var playerState in SystemAPI.Query<RefRW<PlayerStateComponent>>())
{
int pid = playerState.ValueRO.PlayerId;
if (popCapMap.TryGetValue(pid, out int cap))
playerState.ValueRW.PopulationMax = System.Math.Min(cap, GameConstants.MaxPopulationCap);
else
playerState.ValueRW.PopulationMax = GameConstants.StartingPopulationCap;
if (popCurrentMap.TryGetValue(pid, out int current))
playerState.ValueRW.PopulationCurrent = current;
else
playerState.ValueRW.PopulationCurrent = 0;
}
popCapMap.Dispose();
popCurrentMap.Dispose();
}
}
}

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