Initial Combat Implementation

This commit is contained in:
Luis Gonzalez
2026-05-31 21:35:12 -07:00
parent 7fa77ce821
commit 1f647dd5e1
166 changed files with 93337 additions and 91 deletions
@@ -0,0 +1,15 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Which authored character-stats definition this entity uses - a light key into the CharacterStats
/// blob, replacing M2's inlined PlayerMoveStats values. Not replicated (baked identically on both
/// worlds); promote to a GhostField if runtime character changes are ever needed. <c>Id</c> stores a
/// <see cref="CharacterId"/>.
/// </summary>
public struct CharacterStatsRef : IComponentData
{
public byte Id;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: fd41617abd03c4a409567adcce55d13a
@@ -7,7 +7,7 @@ namespace ProjectM.Simulation
/// <summary>
/// Twin-stick player input (server-authoritative, input-only clients). Gathered once per frame
/// on the owning client in <see cref="GhostInputSystemGroup"/> and streamed to the server via
/// AutoCommandTarget. Netcode source-gen produces InputBufferData&lt;PlayerInput&gt; plus the
/// AutoCommandTarget. Netcode source-gen produces InputBufferData<PlayerInput> plus the
/// copy/apply systems from this type. The [GhostField]s let remote owners be predicted; the
/// data replays deterministically under rollback.
/// </summary>
@@ -16,14 +16,18 @@ namespace ProjectM.Simulation
/// <summary>WASD / left-stick movement, normalized to roughly -1..1 per axis.</summary>
[GhostField(Quantization = 1000)] public float2 Move;
/// <summary>Right-stick / cursor aim direction (normalized). Zero =&gt; face movement direction.</summary>
/// <summary>Right-stick / cursor aim direction (normalized). Zero => face movement direction.</summary>
[GhostField(Quantization = 1000)] public float2 Aim;
/// <summary>Primary ability fire. InputEvent survives the frame→tick→rollback boundary so a press fires exactly once.</summary>
[GhostField] public InputEvent Fire;
public FixedString512Bytes ToFixedString()
{
var s = new FixedString512Bytes();
s.Append(Move.x); s.Append(','); s.Append(Move.y); s.Append(';');
s.Append(Aim.x); s.Append(','); s.Append(Aim.y);
s.Append(Aim.x); s.Append(','); s.Append(Aim.y); s.Append(';');
s.Append(Fire.Count);
return s;
}
}
@@ -1,17 +0,0 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Per-player movement tunables, baked from authoring. Identical on client (re-prediction) and
/// server so movement is deterministic. Not replicated.
/// </summary>
public struct PlayerMoveStats : IComponentData
{
/// <summary>Planar movement speed in units/second.</summary>
public float MoveSpeed;
/// <summary>Max turn rate (radians/second) when rotating toward the facing direction.</summary>
public float TurnRateRadiansPerSec;
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: cf5fc79d6c67d4ef39ba4e7e9457dd85
@@ -12,7 +12,9 @@ namespace ProjectM.Simulation
/// once per tick on the server; filtered to <see cref="Simulate"/> so only predicted ghosts move.
/// Deterministic by construction: uses <c>SystemAPI.Time.DeltaTime</c> (the fixed tick step)
/// only — no wall-clock, no <c>System.Random</c>. Move is clamped to unit length so diagonal
/// keyboard movement is not faster than cardinal.
/// keyboard movement is not faster than cardinal. Move speed is the data-driven
/// <see cref="EffectiveCharacterStats.MoveSpeed"/> (authored base + active modifiers), recomputed
/// each tick by <see cref="StatRecomputeSystem"/> which runs before this system.
/// </summary>
[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
[BurstCompile]
@@ -24,7 +26,7 @@ namespace ProjectM.Simulation
float dt = SystemAPI.Time.DeltaTime;
foreach (var (transform, input, stats) in
SystemAPI.Query<RefRW<LocalTransform>, RefRO<PlayerInput>, RefRO<PlayerMoveStats>>()
SystemAPI.Query<RefRW<LocalTransform>, RefRO<PlayerInput>, RefRO<EffectiveCharacterStats>>()
.WithAll<Simulate>())
{
float2 move = input.ValueRO.Move;