Initial Combat Implementation
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using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.Transforms;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-authoritative upgrade pickup grant. When a player overlaps an <see cref="UpgradePickup"/>
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/// (planar XZ distance within the pickup's <see cref="HitRadius"/>), appends the pickup's modifier to
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/// the player's replicated <see cref="StatModifier"/> buffer (which replicates to the predicting
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/// owner, so StatRecomputeSystem folds identical effective stats on both worlds) and destroys the
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/// pickup. Runs in the default <see cref="SimulationSystemGroup"/> (NOT the prediction loop) since the
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/// grant is a non-predicted server event. The buffer append + pickup destroy are batched through an
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/// <see cref="EntityCommandBuffer"/> played back immediately — so a plain-world EditMode test needs no
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/// separate ECB system.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct UpgradePickupSystem : ISystem
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{
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<UpgradePickup>();
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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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// Snapshot modifiable players (carrying the modifier buffer + a transform) once this tick.
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var playerEntities = new NativeList<Entity>(Allocator.Temp);
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var playerPositions = new NativeList<float3>(Allocator.Temp);
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foreach (var (xform, e) in
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SystemAPI.Query<RefRO<LocalTransform>>()
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.WithAll<PlayerTag, StatModifier>()
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.WithEntityAccess())
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{
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playerEntities.Add(e);
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playerPositions.Add(xform.ValueRO.Position);
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}
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (xform, radius, pickup, pickupEntity) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<HitRadius>, RefRO<UpgradePickup>>()
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.WithEntityAccess())
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{
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float2 pp = new float2(xform.ValueRO.Position.x, xform.ValueRO.Position.z);
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float r = radius.ValueRO.Value;
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for (int i = 0; i < playerEntities.Length; i++)
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{
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float2 cp = new float2(playerPositions[i].x, playerPositions[i].z);
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if (math.distancesq(pp, cp) > r * r)
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continue;
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ecb.AppendToBuffer(playerEntities[i], new StatModifier
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{
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Target = pickup.ValueRO.Target,
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Op = pickup.ValueRO.Op,
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Value = pickup.ValueRO.Value,
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SourceId = pickup.ValueRO.SourceId,
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});
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ecb.DestroyEntity(pickupEntity);
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break; // granted to the first overlapping player, then despawns
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}
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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playerEntities.Dispose();
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playerPositions.Dispose();
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}
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}
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}
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