LANTERN P1 step 2: AbilityFireSystem socket restructure + SpawnId repack
The netcode core of the 4-socket kit (Phase1_Combat_Gym_Build_Spec §1,§2,§5; review NP-1/ RS-1/DB-1/DB-3): - PlayerInput: +4 Socket0..3 InputEvents + Burst-safe GetSocket(i); legacy Fire kept vestigial. - PlayerInputGatherSystem: gather sockets from keyboard 1..4 (+gamepad RT/LB/RB); socket 0 also fires on the legacy primary (right-click / pad LT) as a bridge. - AbilityFireSystem: query dropped to 4 type args (PlayerInput/PlayerFacing/LocalTransform/ GhostOwner) + BufferLookup<AbilitySocket>/ComponentLookup<SocketCooldown>/BufferLookup< EffectiveSocketStats> (the 7-arg-cap fix); loops 4 sockets; per-socket cooldown + per-socket effective stats; Cone + Projectile dispatch per socket (predict-spawn Projectile-only). - ProjectileSpawnId.Pack: pure Burst-safe key owner14|socket2|fireCount12|fork4 so same-tick multi-socket projectiles never collide; AbilityFireSystem uses it. L1 clean; L2 494/494 (+5 ProjectileSpawnId tests: distinct-per-socket, fork, owner, bit-ranges, count-wrap). L3 two-player + rollback is the group-A gate (after step 2.5). Note: the client feel layer (muzzle/anim) still reads the legacy cooldown until step 2.5; sockets bake empty until content (step 4), so nothing fires in-game yet. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -8,49 +8,46 @@ using Unity.Transforms;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Predicted "fire" ability: on the single fully-predicting pass of each tick, spawns a
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/// Projectile ghost for every player whose PlayerInput.Fire event is set this tick and whose
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/// AbilityCooldown has elapsed. Runs in both worlds: the owning client predict-spawns the
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/// projectile (classified into the authoritative ghost by ProjectileClassificationSystem via the
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/// Projectile.SpawnId key), and the server spawns the replicated truth.
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/// LANTERN 4-socket predicted "fire". On the single fully-predicting pass of each tick, for every player
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/// it loops the 4 ability sockets: a socket whose Spark is set (AbilitySocket.SparkId != 0), whose own
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/// fire event (PlayerInput.Socket0..3) is set this tick, and whose per-socket SocketCooldown has elapsed
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/// fires that Spark. Runs in both worlds: the owning client predict-spawns a Projectile ghost (classified
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/// into the authoritative ghost by ProjectileClassificationSystem via Projectile.SpawnId), and the server
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/// spawns the replicated truth.
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///
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/// M3 data-driven: ability stats are read from the per-entity EffectiveAbilityStats (authored base
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/// from the AbilityDatabase blob keyed by AbilityRef, folded with the replicated StatModifier buffer
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/// by StatRecomputeSystem earlier this tick). The projectile ghost prefab is resolved per ability via
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/// the AbilityPrefabElement buffer on the AbilityDatabase singleton. Effective Speed/Damage/Range are
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/// snapshotted into the spawned Projectile, so the downstream move/damage systems are unchanged and
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/// predicted + server projectiles match (both folded the same replicated modifiers).
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/// The single AbilityRef/AbilityCooldown/EffectiveAbilityStats model was replaced by the socket kit:
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/// AbilitySocket (loadout), SocketCooldown (hot per-socket cooldown), EffectiveSocketStats (per-socket
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/// folded stats from StatRecomputeSystem). To stay under the 7-type SystemAPI.Query cap, the query holds
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/// only PlayerInput/PlayerFacing/LocalTransform/GhostOwner and reads the socket data by entity via
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/// BufferLookup/ComponentLookup (mirroring the BoonEffects lookup).
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///
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/// Phase 1.7 mechanic-changer boons ride the owner-replicated <see cref="BoonEffects"/> (SendToOwner, so the
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/// predicting owner has it — the .WithAll<Simulate>() filter means only the owner's own player is processed
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/// client-side), read via a ComponentLookup keyed by the player (the query is already at the 7-type SystemAPI
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/// limit). FORK fans <c>Fork</c> extra predicted projectiles in a symmetric spread, each with a UNIQUE
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/// deterministic SpawnId (fork index packed into the low bits) so classification predicts each. PIERCE/CHAIN/PULL
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/// are seeded into the server-only <see cref="ProjectileEffectState"/> at spawn (resolved by ProjectileDamageSystem).
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/// SpawnId key (owner14 | socket2 | fireCount12 | fork4) reserves socket bits so two sockets firing the
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/// same-prefab projectile on one tick classify to DISTINCT ghosts (the review's NP-1/RS-1/DB-3 fix). The
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/// per-socket fire count comes from the replicated command buffer at ServerTick (not a local counter) so
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/// client and server agree. FORK fans extra predicted projectiles, each with a unique fork index in the
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/// low bits; PIERCE/CHAIN/PULL seed the server-only ProjectileEffectState.
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///
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/// Determinism / idempotency: the prediction loop re-runs this system on rollback, so all
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/// non-idempotent effects (spawning, cooldown advance) are gated behind
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/// NetworkTime.IsFirstTimeFullyPredictingTick so they happen exactly once per tick. The absolute
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/// fire count comes from the replicated input command buffer at NetworkTime.ServerTick (not a
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/// local counter) so the SpawnId matches on client and server. No wall-clock, no System.Random,
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/// no UnityEngine.Time.
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///
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/// Auto-target is intentionally server-only: the client fires along raw aim, and the server's
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/// authoritative Projectile.Direction GhostField reconciles the predicted projectile to the
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/// assisted heading.
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/// Determinism/idempotency: gated behind IsFirstTimeFullyPredictingTick so a rollback re-sim never
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/// double-spawns. No wall-clock, no System.Random. Predict-spawn is reserved for the Projectile archetype;
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/// Cone applies its effect server-only (cooldown predicted both worlds). Aoe/Hitscan/movement archetypes
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/// are handled elsewhere (steps 3/4) and fall through here. Auto-target stays server-only + gamepad-only.
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/// </summary>
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[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
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[UpdateAfter(typeof(PlayerAimSystem))]
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[BurstCompile]
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public partial struct AbilityFireSystem : ISystem
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{
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// C3/A4: knockback stamp for the Warrior CONE (guarded HasComponent + boss-immune). Server-only use.
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// Server-only knockback stamp for the Cone (guarded + boss-immune).
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ComponentLookup<KnockbackState> m_KnockbackLookup;
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ComponentLookup<BossState> m_BossLookup;
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// Phase 1.7: owner-replicated mechanic-changer boons, read by the player entity (query is at the 7-type cap).
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// Owner-replicated mechanic-changer boons, read by the player entity.
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ComponentLookup<BoonEffects> m_BoonEffectsLookup;
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// LANTERN socket kit, read by the player entity so the fire query stays at 4 type args (7-arg cap).
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BufferLookup<AbilitySocket> m_SocketLookup;
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ComponentLookup<SocketCooldown> m_SocketCdLookup;
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BufferLookup<EffectiveSocketStats> m_EffSocketLookup;
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/// <summary>~9° gap between adjacent Split-Shot projectiles (tunable).</summary>
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/// <summary>~9 degree gap between adjacent Split-Shot projectiles (tunable).</summary>
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const float k_ForkSpreadRad = 0.157f;
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[BurstCompile]
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@@ -61,33 +58,35 @@ namespace ProjectM.Simulation
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m_KnockbackLookup = state.GetComponentLookup<KnockbackState>(isReadOnly: false);
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m_BossLookup = state.GetComponentLookup<BossState>(isReadOnly: true);
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m_BoonEffectsLookup = state.GetComponentLookup<BoonEffects>(isReadOnly: true);
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m_SocketLookup = state.GetBufferLookup<AbilitySocket>(isReadOnly: true);
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m_SocketCdLookup = state.GetComponentLookup<SocketCooldown>(isReadOnly: false);
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m_EffSocketLookup = state.GetBufferLookup<EffectiveSocketStats>(isReadOnly: true);
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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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// Spawning is a one-off effect: only run on the unique fully-predicting pass of this tick
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// so a rollback re-simulation does not double-spawn.
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var networkTime = SystemAPI.GetSingleton<NetworkTime>();
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if (!networkTime.IsFirstTimeFullyPredictingTick)
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return;
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var serverTick = networkTime.ServerTick;
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if (!serverTick.IsValid)
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return;
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// Per-ability projectile ghost prefabs live on the AbilityDatabase singleton's companion buffer.
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var dbEntity = SystemAPI.GetSingletonEntity<AbilityDatabase>();
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var abilityPrefabs = SystemAPI.GetBuffer<AbilityPrefabElement>(dbEntity);
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var abilityDb = SystemAPI.GetSingleton<AbilityDatabase>();
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ref var adb = ref abilityDb.Value.Value;
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bool isServer = state.WorldUnmanaged.IsServer();
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m_KnockbackLookup.Update(ref state);
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m_BossLookup.Update(ref state);
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m_BoonEffectsLookup.Update(ref state);
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m_SocketLookup.Update(ref state);
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m_SocketCdLookup.Update(ref state);
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m_EffSocketLookup.Update(ref state);
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// Server-only target set (LIVING enemies/dummies), collected once: positions feed the gamepad
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// auto-target assist, and entities+positions feed the Warrior CONE archetype's server-only cleave.
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// Server-only LIVING-enemy target set (auto-target assist + Cone cleave), collected once.
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var candidatePositions = new NativeList<float3>(Allocator.Temp);
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var coneTargets = new NativeList<Entity>(Allocator.Temp);
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var coneTargetPos = new NativeList<float3>(Allocator.Temp);
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@@ -96,7 +95,7 @@ namespace ProjectM.Simulation
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foreach (var (tx, th, te) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>().WithAll<EnemyTag>().WithEntityAccess())
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{
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if (th.ValueRO.Current <= 0f) continue; // B3: corpses are neither aim magnets nor cleave targets
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if (th.ValueRO.Current <= 0f) continue; // corpses are neither aim magnets nor cleave targets
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candidatePositions.Add(tx.ValueRO.Position);
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coneTargets.Add(te); coneTargetPos.Add(tx.ValueRO.Position);
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}
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@@ -105,163 +104,141 @@ namespace ProjectM.Simulation
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var ecb = new EntityCommandBuffer(state.WorldUpdateAllocator);
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foreach (var (input, facing, xform, eff, abilityRef, cd, owner, entity) in
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SystemAPI.Query<RefRO<PlayerInput>, RefRO<PlayerFacing>, RefRO<LocalTransform>,
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RefRO<EffectiveAbilityStats>, RefRO<AbilityRef>, RefRW<AbilityCooldown>,
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RefRO<GhostOwner>>()
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foreach (var (input, facing, xform, owner, entity) in
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SystemAPI.Query<RefRO<PlayerInput>, RefRO<PlayerFacing>, RefRO<LocalTransform>, RefRO<GhostOwner>>()
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.WithAll<Simulate>().WithDisabled<Dead>()
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.WithEntityAccess())
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{
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// The InputEvent on the component carries the per-tick delta: set => fired this tick.
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if (!input.ValueRO.Fire.IsSet)
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if (!m_SocketLookup.HasBuffer(entity) || !m_SocketCdLookup.HasComponent(entity) || !m_EffSocketLookup.HasBuffer(entity))
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continue;
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var sockets = m_SocketLookup[entity];
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var effSockets = m_EffSocketLookup[entity];
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var cd = m_SocketCdLookup[entity]; // struct copy; written back after mutation
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// Cooldown gate. NextFireTick == 0 means "ready". Otherwise the player may fire only
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// once serverTick is at-or-newer than the stored tick (i.e. the stored tick is not
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// strictly newer than now).
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uint nextFireRaw = cd.ValueRO.NextFireTick;
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if (nextFireRaw != 0)
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{
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var nextTick = new NetworkTick(nextFireRaw);
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if (nextTick.IsValid && nextTick.IsNewerThan(serverTick))
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continue; // still cooling down
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}
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// Phase 1.7 mechanic-changer boons (owner-replicated; read by entity — see class doc for the 7-type cap).
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BoonEffects bfx = m_BoonEffectsLookup.HasComponent(entity) ? m_BoonEffectsLookup[entity] : default;
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bool pull = (bfx.Flags & BoonFlag.KnockToPull) != 0;
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// MC-4 spike for MC-6: dispatch on the authored ability ARCHETYPE byte (baked in the blob, read here -- NOT
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// folded through EffectiveAbilityStats; it is static identity, not a tunable stat). All current
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// abilities are Projectile (0); hitscan/cone/aoe archetypes plug in at this point in MC-6.
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ref var adb = ref abilityDb.Value.Value;
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byte archetype = adb.TryGetAbility(abilityRef.ValueRO.Id, out var adef) ? adef.Archetype : (byte)AbilityArchetype.Projectile;
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// Slice 2: the Warrior's aim-directed CONE secondary (no projectile ghost). Predict the cooldown on
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// both worlds; apply server-only cone damage to living enemies (mirrors the MeleeComboSystem cleave,
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// same-tick: this runs before HealthApplyDamageSystem in the predicted group). SourceTick-stamped.
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if (archetype == (byte)AbilityArchetype.Cone)
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{
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if (isServer)
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{
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float2 cFace = facing.ValueRO.Direction;
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cFace = math.lengthsq(cFace) < 1e-6f ? new float2(0f, 1f) : math.normalize(cFace);
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float cRange = math.max(0.1f, eff.ValueRO.Range);
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float cCosHalf = math.cos(math.clamp(eff.ValueRO.AutoTargetConeRadians, 0.01f, 3.14159f));
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uint cStamp = TickUtil.NonZero(serverTick.TickIndexForValidTick);
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for (int ci = 0; ci < coneTargets.Length; ci++)
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{
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if (!MeleeConeMath.InCone(xform.ValueRO.Position, cFace, cRange, cCosHalf, coneTargetPos[ci]))
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continue;
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ecb.AppendToBuffer(coneTargets[ci], new DamageEvent
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{
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Amount = eff.ValueRO.Damage,
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SourceNetworkId = owner.ValueRO.NetworkId,
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SourceTick = cStamp,
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});
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// C3: the cone reads as weak vs the melee cleave without knockback — stamp it like melee
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// (guarded: dummies lack KnockbackState → ECB throw; the boss is knockback-immune, A4).
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// Phase 1.7 Gravity Pull: drag toward the player instead of away.
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KnockbackUtil.Stamp(ref m_KnockbackLookup, m_BossLookup, coneTargets[ci],
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xform.ValueRO.Position, coneTargetPos[ci], cFace, Tuning.KnockbackSpeed,
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TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, Tuning.KnockbackDurationTicks)), pull);
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}
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}
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uint coneCd = (uint)math.max(1, eff.ValueRO.CooldownTicks);
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cd.ValueRW.NextFireTick = TickUtil.NonZero(serverTick.TickIndexForValidTick + coneCd);
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continue;
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}
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if (archetype != (byte)AbilityArchetype.Projectile)
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continue;
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// Resolve the projectile ghost prefab for this player's selected ability id.
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Entity prefab = Entity.Null;
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for (int i = 0; i < abilityPrefabs.Length; i++)
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{
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if (abilityPrefabs[i].Id == abilityRef.ValueRO.Id)
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{
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prefab = abilityPrefabs[i].Prefab;
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break;
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}
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}
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if (prefab == Entity.Null)
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continue; // ability has no projectile prefab wired
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// Absolute (monotonic) fire count from the replicated command buffer at this tick.
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// This is the classification key shared by client prediction and server truth.
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// Replicated command buffer at this tick (per-socket fire count for the SpawnId + scheme for aim assist).
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var inputBuffer = SystemAPI.GetBuffer<InputBufferData<PlayerInput>>(entity);
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if (!inputBuffer.GetDataAtTick(serverTick, out var applied))
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continue;
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uint absoluteFireCount = applied.InternalInput.Fire.Count;
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bool haveApplied = inputBuffer.GetDataAtTick(serverTick, out var applied);
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float2 rawAim = facing.ValueRO.Direction;
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if (math.lengthsq(rawAim) < 1e-6f)
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rawAim = new float2(0f, 1f);
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else
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rawAim = math.normalize(rawAim);
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// Client fires along raw aim. Only the server applies the auto-target assist cone, and only for
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// GAMEPAD shots (precise mouse aim is left exact per the active input scheme).
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float2 dir = rawAim;
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if (isServer && eff.ValueRO.AutoTargetRange > 0f
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&& applied.InternalInput.Scheme == InputSchemeId.Gamepad)
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bool cdDirty = false;
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int socketCount = math.min(SocketId.Count, sockets.Length);
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for (int sk = 0; sk < socketCount; sk++)
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{
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dir = AutoTarget.Resolve(
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xform.ValueRO.Position,
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rawAim,
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eff.ValueRO.AutoTargetRange,
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eff.ValueRO.AutoTargetConeRadians,
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candidates);
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byte sparkId = sockets[sk].SparkId;
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if (sparkId == 0) continue; // empty socket
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if (!input.ValueRO.GetSocket(sk).IsSet) continue; // this socket not fired this tick
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// Per-socket cooldown gate (0 = ready).
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uint nextFireRaw = cd.Get(sk);
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if (nextFireRaw != 0)
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{
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var nextTick = new NetworkTick(nextFireRaw);
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if (nextTick.IsValid && nextTick.IsNewerThan(serverTick)) continue;
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}
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EffectiveSocketStats es = sk < effSockets.Length ? effSockets[sk] : default;
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byte archetype = adb.TryGetAbility(sparkId, out var adef) ? adef.Archetype : (byte)AbilityArchetype.Projectile;
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// CONE: no projectile ghost. Predict the cooldown on both worlds; apply server-only cleave.
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if (archetype == (byte)AbilityArchetype.Cone)
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{
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if (isServer)
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{
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float2 cFace = facing.ValueRO.Direction;
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cFace = math.lengthsq(cFace) < 1e-6f ? new float2(0f, 1f) : math.normalize(cFace);
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float cRange = math.max(0.1f, es.Range);
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float cCosHalf = math.cos(math.clamp(es.AutoTargetConeRadians, 0.01f, 3.14159f));
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uint cStamp = TickUtil.NonZero(serverTick.TickIndexForValidTick);
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for (int ci = 0; ci < coneTargets.Length; ci++)
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{
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if (!MeleeConeMath.InCone(xform.ValueRO.Position, cFace, cRange, cCosHalf, coneTargetPos[ci]))
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continue;
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ecb.AppendToBuffer(coneTargets[ci], new DamageEvent
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{
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Amount = es.Damage,
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SourceNetworkId = owner.ValueRO.NetworkId,
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SourceTick = cStamp,
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});
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KnockbackUtil.Stamp(ref m_KnockbackLookup, m_BossLookup, coneTargets[ci],
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xform.ValueRO.Position, coneTargetPos[ci], cFace, Tuning.KnockbackSpeed,
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TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, Tuning.KnockbackDurationTicks)), pull);
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}
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}
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cd.Set(sk, TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, es.CooldownTicks)));
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cdDirty = true;
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continue;
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}
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// Aoe/Hitscan (steps 3) and movement/Blink (step 4) are not dispatched here yet.
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if (archetype != (byte)AbilityArchetype.Projectile)
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continue;
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// Resolve the projectile ghost prefab for this Spark id.
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Entity prefab = Entity.Null;
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for (int i = 0; i < abilityPrefabs.Length; i++)
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{
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if (abilityPrefabs[i].Id == sparkId) { prefab = abilityPrefabs[i].Prefab; break; }
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}
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if (prefab == Entity.Null) continue;
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if (!haveApplied) continue;
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uint socketFireCount = applied.InternalInput.GetSocket(sk).Count;
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float2 rawAim = facing.ValueRO.Direction;
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rawAim = math.lengthsq(rawAim) < 1e-6f ? new float2(0f, 1f) : math.normalize(rawAim);
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// Client fires along raw aim; only the server applies the gamepad auto-target assist.
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float2 dir = rawAim;
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if (isServer && es.AutoTargetRange > 0f && applied.InternalInput.Scheme == InputSchemeId.Gamepad)
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{
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dir = AutoTarget.Resolve(xform.ValueRO.Position, rawAim, es.AutoTargetRange, es.AutoTargetConeRadians, candidates);
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}
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byte pierce = bfx.Pierce;
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byte chain = bfx.Chain;
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byte projFlags = pull ? ProjectileEffectFlag.Pull : (byte)0;
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int shots = 1 + math.min((int)bfx.Fork, 8);
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for (int s = 0; s < shots; s++)
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{
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float offset = (s - (shots - 1) * 0.5f) * k_ForkSpreadRad;
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math.sincos(offset, out float sa, out float ca);
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float2 sdir = math.normalize(new float2(dir.x * ca - dir.y * sa, dir.x * sa + dir.y * ca));
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// SpawnId: owner(14) | socket(2) | fireCount(12) | fork(4) -- see ProjectileSpawnId.
|
||||
uint spawnId = ProjectileSpawnId.Pack(owner.ValueRO.NetworkId, sk, socketFireCount, s);
|
||||
|
||||
var projectile = ecb.Instantiate(prefab);
|
||||
float3 planarDir = new float3(sdir.x, 0f, sdir.y);
|
||||
float3 spawnPos = xform.ValueRO.Position + planarDir * 0.6f;
|
||||
spawnPos.y = xform.ValueRO.Position.y;
|
||||
quaternion rot = quaternion.LookRotationSafe(planarDir, math.up());
|
||||
|
||||
ecb.SetComponent(projectile, LocalTransform.FromPositionRotation(spawnPos, rot));
|
||||
ecb.SetComponent(projectile, new GhostOwner { NetworkId = owner.ValueRO.NetworkId });
|
||||
ecb.SetComponent(projectile, new Projectile
|
||||
{
|
||||
Direction = sdir,
|
||||
SpawnId = spawnId,
|
||||
Speed = es.ProjectileSpeed,
|
||||
Damage = es.Damage,
|
||||
Range = es.Range,
|
||||
DistanceTravelled = 0f,
|
||||
});
|
||||
ecb.SetComponent(projectile, new ProjectileEffectState
|
||||
{
|
||||
PierceRemaining = pierce,
|
||||
ChainRemaining = chain,
|
||||
Flags = projFlags,
|
||||
});
|
||||
}
|
||||
|
||||
cd.Set(sk, TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, es.CooldownTicks)));
|
||||
cdDirty = true;
|
||||
}
|
||||
|
||||
// Phase 1.7 mechanic-changer seeds. Fork fans (1 + Fork) shots in a symmetric spread; each carries the
|
||||
// pierce/chain/pull state into its server-only ProjectileEffectState.
|
||||
byte pierce = bfx.Pierce;
|
||||
byte chain = bfx.Chain;
|
||||
byte projFlags = pull ? ProjectileEffectFlag.Pull : (byte)0;
|
||||
int shots = 1 + math.min((int)bfx.Fork, 8); // cap forks: forkIndex is 4 spawnId bits (no wrap) + a sane spread ceiling
|
||||
|
||||
for (int s = 0; s < shots; s++)
|
||||
{
|
||||
// Symmetric fan around the (assisted) aim heading; s=0 is centred when there is no fork.
|
||||
float offset = (s - (shots - 1) * 0.5f) * k_ForkSpreadRad;
|
||||
math.sincos(offset, out float sa, out float ca);
|
||||
float2 sdir = math.normalize(new float2(dir.x * ca - dir.y * sa, dir.x * sa + dir.y * ca));
|
||||
|
||||
// Unique deterministic classification key: owner(16) | fireCount(12) | forkIndex(4).
|
||||
uint spawnId = (((uint)owner.ValueRO.NetworkId) << 16) | ((absoluteFireCount & 0x0FFFu) << 4) | (uint)(s & 0xF);
|
||||
|
||||
var projectile = ecb.Instantiate(prefab);
|
||||
float3 planarDir = new float3(sdir.x, 0f, sdir.y);
|
||||
float3 spawnPos = xform.ValueRO.Position + planarDir * 0.6f;
|
||||
spawnPos.y = xform.ValueRO.Position.y;
|
||||
quaternion rot = quaternion.LookRotationSafe(planarDir, math.up());
|
||||
|
||||
ecb.SetComponent(projectile, LocalTransform.FromPositionRotation(spawnPos, rot));
|
||||
ecb.SetComponent(projectile, new GhostOwner { NetworkId = owner.ValueRO.NetworkId });
|
||||
// Snapshot the effective ability stats into the projectile (base + modifiers, computed
|
||||
// identically on both worlds), so the move/damage systems need no modifier lookup.
|
||||
ecb.SetComponent(projectile, new Projectile
|
||||
{
|
||||
Direction = sdir,
|
||||
SpawnId = spawnId,
|
||||
Speed = eff.ValueRO.ProjectileSpeed,
|
||||
Damage = eff.ValueRO.Damage,
|
||||
Range = eff.ValueRO.Range,
|
||||
DistanceTravelled = 0f,
|
||||
});
|
||||
// Server-only pierce/chain/pull seed (baked inert on the prefab; harmless on the client copy).
|
||||
ecb.SetComponent(projectile, new ProjectileEffectState
|
||||
{
|
||||
PierceRemaining = pierce,
|
||||
ChainRemaining = chain,
|
||||
Flags = projFlags,
|
||||
});
|
||||
}
|
||||
|
||||
// Earliest raw tick the player may fire again. Clamp cooldown to >= 1 tick.
|
||||
uint cooldownTicks = (uint)math.max(1, eff.ValueRO.CooldownTicks);
|
||||
cd.ValueRW.NextFireTick = TickUtil.NonZero(serverTick.TickIndexForValidTick + cooldownTicks);
|
||||
if (cdDirty) m_SocketCdLookup[entity] = cd;
|
||||
}
|
||||
|
||||
ecb.Playback(state.EntityManager);
|
||||
|
||||
Reference in New Issue
Block a user