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No commits in common. "ce56b6d829291817feea3940fc75031e027e24d1" and "dc9184075b30b71e8cdc45af6f095129ac308232" have entirely different histories.

3 changed files with 34 additions and 60 deletions

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@ -14,5 +14,6 @@ MonoBehaviour:
m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.EnemyAbilities.BlinkAbilityDefinition m_EditorClassIdentifier: Assembly-CSharp::TD.Gameplay.EnemyAbilities.BlinkAbilityDefinition
DisplayName: Blink DisplayName: Blink
Description: Enemies occasionally teleport a short distance ahead. Description: Enemies occasionally teleport a short distance ahead.
IntervalSeconds: 8 IntervalSeconds: 4
BlinkDistanceMeters: 4 BlinkWaypoints: 2
StartJitterSeconds: 1.5

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@ -25,22 +25,26 @@ namespace TD.Gameplay.EnemyAbilities
[Header("Blink")] [Header("Blink")]
[Tooltip("Seconds between blinks.")] [Tooltip("Seconds between blinks.")]
[Min(0.1f)] [Min(0.1f)]
public float IntervalSeconds = 8f; public float IntervalSeconds = 4f;
[Tooltip("World units to advance along the path per blink.")] [Tooltip("How many path waypoints to skip per blink. Note that path smoothing can make " +
[Min(0.1f)] "one waypoint span several tiles, so this is a coarser dial than it looks.")]
public float BlinkDistanceMeters = 4f; [Min(1)]
public int BlinkWaypoints = 2;
[Tooltip("Random spread (seconds) added to each enemy's first blink so a wave doesn't " +
"blink in one synchronized block. Applied once, at spawn.")]
[Min(0f)]
public float StartJitterSeconds = 1.5f;
public override void ServerOnSpawn(EnemyAbility instance, int abilityIndex) public override void ServerOnSpawn(EnemyAbility instance, int abilityIndex)
{ {
// Seed each enemy's cooldown with a random point within the full interval, as if it // Seed each enemy's cooldown with a different negative offset so the wave's first
// spawned already partway through a cooldown. A small jitter window near zero would // blink is staggered. Done once, here, rather than on the first tick — a tick-time
// still let a burst of enemies spawned together sync up and blink as a visible cluster
// every cycle; spreading across the whole interval avoids that regardless of how
// IntervalSeconds is tuned. Done once, here, rather than on the first tick — a tick-time
// check would have to distinguish "never started" from "just blinked", and both // check would have to distinguish "never started" from "just blinked", and both
// states read as a zero timer. // states read as a zero timer.
instance.TimerFor(abilityIndex) = -Random.Range(0f, IntervalSeconds); if (StartJitterSeconds > 0f)
instance.TimerFor(abilityIndex) = -Random.Range(0f, StartJitterSeconds);
} }
public override void ServerTick(EnemyAbility instance, int abilityIndex, float dt) public override void ServerTick(EnemyAbility instance, int abilityIndex, float dt)
@ -50,7 +54,7 @@ namespace TD.Gameplay.EnemyAbilities
if (timer < IntervalSeconds) return; if (timer < IntervalSeconds) return;
timer = 0f; timer = 0f;
instance.GetComponent<EnemyMovement>()?.ServerBlinkForward(BlinkDistanceMeters); instance.GetComponent<EnemyMovement>()?.ServerBlinkForward(BlinkWaypoints);
} }
} }
} }

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@ -286,70 +286,39 @@ namespace TD.Gameplay
/// <summary> /// <summary>
/// Server-only: teleport this enemy forward along its existing path by up to /// Server-only: teleport this enemy forward along its existing path by up to
/// <paramref name="meters"/> world units. Used by the Blink wave buff. /// <paramref name="tiles"/> waypoints. Used by the Blink wave buff.
/// </summary> /// </summary>
/// <remarks> /// <remarks>
/// <b>Follows the path rather than the straight line to the goal.</b> Jumping toward the /// <b>Follows the path rather than the straight line to the goal.</b> Jumping toward the
/// goal as the crow flies would let a grounded enemy blink through walls, which is the /// goal as the crow flies would let a grounded enemy blink through walls, which is the
/// flying buff's job, not this one. Walking the path keeps the enemy inside the maze — /// flying buff's job, not this one. Skipping waypoints keeps the enemy inside the maze —
/// it cuts corners, it doesn't ignore them. /// it cuts corners, it doesn't ignore them.
/// ///
/// <para>Distance is measured along the path (waypoint to waypoint), consuming the /// <para>Zone tracking still runs on the destination tile, so an enemy that blinks out of
/// budget one segment at a time, so the landing spot can fall mid-segment rather than /// its origin zone still credits its owner a leak. Skipping that would make the buff a way
/// snapping to a waypoint. This keeps the blink distance predictable regardless of how /// to launder leaks past the no-leak bonus.</para>
/// far apart the path's waypoints happen to be — unlike skipping a fixed waypoint count,
/// where one blink could span a few tiles or the length of the whole map depending on
/// path smoothing.</para>
/// ///
/// <para>Zone tracking runs once, on the final landing tile, so an enemy that blinks out /// <para>Blinking onto the final waypoint resolves as a normal goal arrival, despawn and
/// of its origin zone still credits its owner a leak. Skipping that would make the buff a /// life cost included.</para>
/// way to launder leaks past the no-leak bonus.</para>
///
/// <para>Blinking onto (or past) the final waypoint resolves as a normal goal arrival,
/// despawn and life cost included.</para>
/// </remarks> /// </remarks>
public void ServerBlinkForward(float meters) public void ServerBlinkForward(int tiles)
{ {
if (!IsServer || meters <= 0f) return; if (!IsServer || tiles <= 0) return;
if (hasReachedGoal || remainingPath.Count == 0) return; if (hasReachedGoal || remainingPath.Count == 0) return;
if (health != null && health.IsHeld) return; if (health != null && health.IsHeld) return;
float remaining = meters; int skip = Mathf.Min(tiles, remainingPath.Count);
Vector3 position = transform.position; Vector2Int destination = remainingPath[skip - 1];
remainingPath.RemoveRange(0, skip);
while (remaining > 0f && remainingPath.Count > 0)
{
Vector3 targetWorld = GridCoordinates.GridToWorld(remainingPath[0]);
Vector3 toTarget = targetWorld - position;
toTarget.y = 0f;
float distance = toTarget.magnitude;
if (distance <= remaining)
{
// Reach this waypoint fully and keep walking the leftover budget
// into the next segment.
remaining -= distance;
position = new Vector3(targetWorld.x, position.y, targetWorld.z);
remainingPath.RemoveAt(0);
}
else
{
// Budget runs out partway along this segment.
position += toTarget.normalized * remaining;
remaining = 0f;
}
}
// Preserve Y so flyers stay at altitude and grounded pivots don't sink. // Preserve Y so flyers stay at altitude and grounded pivots don't sink.
transform.position = position; Vector3 world = GridCoordinates.GridToWorld(destination);
transform.position = new Vector3(world.x, transform.position.y, world.z);
CheckZoneTransition(destination);
if (remainingPath.Count == 0) if (remainingPath.Count == 0)
{
HandleGoalReached(); HandleGoalReached();
return;
}
CheckZoneTransition(GridCoordinates.WorldToGrid(position));
} }
// ----- Path invalidation ---------------------------------------------- // ----- Path invalidation ----------------------------------------------