Attack Boon Changes
This commit is contained in:
@@ -118,6 +118,30 @@ namespace ProjectM.Server
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if (idx < 0)
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return false; // unknown id (catalog drift) — preserve-and-skip, never throw
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if (pool.Defs[idx].Kind == 1)
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{
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// Phase 1.7 mechanic-changer: mutate the baked-present BoonEffects (non-structural) instead of
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// appending a StatModifier. Bytes only (Burst-safe switch). No BoonPickCounter bump (no band row).
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if (!state.EntityManager.HasComponent<BoonEffects>(player))
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return false; // real players are baked with it; skip defensively otherwise
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var fx = state.EntityManager.GetComponentData<BoonEffects>(player);
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byte delta = (byte)pool.Defs[idx].Value;
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switch (pool.Defs[idx].EffectKind)
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{
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case BoonEffectKind.Pierce: fx.Pierce = (byte)(fx.Pierce + delta); break;
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case BoonEffectKind.Fork: fx.Fork = (byte)(fx.Fork + delta); break;
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case BoonEffectKind.Chain: fx.Chain = (byte)(fx.Chain + delta); break;
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case BoonEffectKind.DashTrail: fx.Flags |= BoonFlag.DashTrail; break;
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case BoonEffectKind.FinisherDetonate: fx.Flags |= BoonFlag.FinisherDetonate; break;
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case BoonEffectKind.KnockToPull: fx.Flags |= BoonFlag.KnockToPull; break;
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case BoonEffectKind.Siphon: fx.Flags |= BoonFlag.Siphon; break;
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case BoonEffectKind.Frenzy: fx.Flags |= BoonFlag.Frenzy; break;
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default: return false; // unknown effect kind — preserve-and-skip
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}
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state.EntityManager.SetComponentData(player, fx);
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return true;
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}
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var mods = state.EntityManager.GetBuffer<StatModifier>(player);
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mods.Add(new StatModifier
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{
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@@ -58,16 +58,16 @@ namespace ProjectM.Server
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return;
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ref var pool = ref catalog.Value.Value;
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foreach (var (offer, owner, region, cls) in
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SystemAPI.Query<RefRW<BoonOffer>, RefRO<GhostOwner>, RefRO<RegionTag>, RefRO<PlayerClass>>()
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foreach (var (offer, owner, region, cls, fx) in
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SystemAPI.Query<RefRW<BoonOffer>, RefRO<GhostOwner>, RefRO<RegionTag>, RefRO<PlayerClass>, RefRO<BoonEffects>>()
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.WithAll<PlayerTag>())
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{
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if (region.ValueRO.Region != RegionId.Expedition)
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continue; // home-bound players (dead-respawned, joiners) are dealt nothing
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// Deterministic per-player draw: reconnect-stable per session, replay-reproducible per (seed, room).
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// Deterministic per-player draw: reconnect-stable per session, replay-reproducible per (seed, room, player, owned-effects-at-draw).
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uint offerSeed = RunMapMath.Hash(run.RunSeed, (uint)info.CurrentRoom, (uint)owner.ValueRO.NetworkId) | 1u;
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BoonMath.PickBoons(offerSeed, cls.ValueRO.ClassId, ref pool, out byte o0, out byte o1, out byte o2);
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BoonMath.PickBoons(offerSeed, cls.ValueRO.ClassId, fx.ValueRO, ref pool, out byte o0, out byte o1, out byte o2);
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offer.ValueRW = new BoonOffer { Pending = 1, Option0 = o0, Option1 = o1, Option2 = o2 };
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}
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@@ -0,0 +1,139 @@
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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.NetCode;
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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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/// Phase 1.7 "Blade Dash" boon (<see cref="BoonFlag.DashTrail"/>): while a player is inside its dash blink window,
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/// living enemies within <see cref="k_Radius"/> of the player take damage — one hit per enemy per dash. SERVER-ONLY
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/// (enemies are interpolated ghosts the client never predicts — mirrors the melee cleave / cone / projectile-damage
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/// pattern), inside the predicted group after <see cref="DashSystem"/> (dash state committed) and before
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/// <c>HealthApplyDamageSystem</c> (the DamageEvent drains the same tick). Enemies carry no <c>DashState</c>, so the
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/// dash-i-frame negation branch in HealthApplyDamageSystem is skipped — harmless.
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///
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/// Dedup is keyed to <see cref="DashState.StartTick"/> (which is <c>TickUtil.NonZero(now)</c> on every dash and has
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/// NO reliable clear edge on a release server): <see cref="DashTrailState.Hit"/> is cleared whenever the current
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/// StartTick differs from <see cref="DashTrailState.LastStartTick"/>. Server-only ⇒ no rollback, so persisting the
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/// accumulator across ticks is safe. A per-tick radius test (run every blink tick) approximates the swept path; the
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/// per-tick dash step (<~0.6u) is well inside the radius, so a thin enemy is not tunnelled. Hit-set overflow stops
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/// adding (a possible re-hit on a very crowded dash — accepted v1 cap).
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
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[UpdateAfter(typeof(DashSystem))]
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[UpdateBefore(typeof(HealthApplyDamageSystem))]
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public partial struct DashTrailDamageSystem : ISystem
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{
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const float k_Radius = 1.6f; // planar hit radius around the dashing player (tunable)
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const float k_Damage = 12f; // per-enemy damage for a dash pass (tunable)
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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<NetworkTime>();
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state.RequireForUpdate<DashTrailState>();
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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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var nt = SystemAPI.GetSingleton<NetworkTime>();
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var serverTick = nt.ServerTick;
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if (!serverTick.IsValid)
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return;
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// Snapshot living enemies once (positions + radii + entities), stable query order.
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var enemyEntities = new NativeList<Entity>(Allocator.Temp);
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var enemyPositions = new NativeList<float3>(Allocator.Temp);
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var enemyRadii = new NativeList<float>(Allocator.Temp);
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foreach (var (tx, hr, hp, te) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<HitRadius>, RefRO<Health>>()
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.WithAll<EnemyTag>().WithNone<Dying>().WithEntityAccess())
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{
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if (hp.ValueRO.Current <= 0f) continue;
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enemyEntities.Add(te);
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enemyPositions.Add(tx.ValueRO.Position);
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enemyRadii.Add(hr.ValueRO.Value);
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}
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if (enemyEntities.Length == 0)
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{
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enemyEntities.Dispose(); enemyPositions.Dispose(); enemyRadii.Dispose();
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return;
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}
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uint stamp = TickUtil.NonZero(serverTick.TickIndexForValidTick);
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (xform, dash, trail, owner, fx) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<DashState>, RefRW<DashTrailState>,
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RefRO<GhostOwner>, RefRO<BoonEffects>>()
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.WithAll<PlayerTag, Simulate>())
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{
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if ((fx.ValueRO.Flags & BoonFlag.DashTrail) == 0)
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continue;
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uint startRaw = dash.ValueRO.StartTick;
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if (startRaw == 0u)
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continue; // never dashed
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// Inside the blink (i-frame) window [StartTick, IFrameUntilTick)?
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var startTick = new NetworkTick(startRaw);
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var untilTick = new NetworkTick(dash.ValueRO.IFrameUntilTick);
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bool dashing = startTick.IsValid && untilTick.IsValid
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&& !startTick.IsNewerThan(serverTick) && untilTick.IsNewerThan(serverTick);
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if (!dashing)
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continue;
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// New dash → reset the per-dash hit set (StartTick changes every dash; no reliable DashState clear).
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if (trail.ValueRO.LastStartTick != startRaw)
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{
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trail.ValueRW.Hit.Clear();
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trail.ValueRW.LastStartTick = startRaw;
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}
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float3 p = xform.ValueRO.Position;
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int ownerId = owner.ValueRO.NetworkId;
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for (int i = 0; i < enemyEntities.Length; i++)
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{
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var enemy = enemyEntities[i];
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if (HitContains(trail.ValueRO, enemy))
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continue;
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float2 d = new float2(enemyPositions[i].x - p.x, enemyPositions[i].z - p.z);
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float reach = k_Radius + enemyRadii[i];
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if (math.lengthsq(d) > reach * reach)
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continue;
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if (trail.ValueRO.Hit.Length >= trail.ValueRO.Hit.Capacity) break; // hit-cap: never damage an enemy we can't record (else re-hit every tick)
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ecb.AppendToBuffer(enemy, new DamageEvent
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{
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Amount = k_Damage,
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SourceNetworkId = ownerId, // a real player id (legit Charger whiff-punish credit)
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SourceTick = stamp,
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});
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if (trail.ValueRO.Hit.Length < trail.ValueRO.Hit.Capacity)
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trail.ValueRW.Hit.Add(enemy);
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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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enemyEntities.Dispose();
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enemyPositions.Dispose();
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enemyRadii.Dispose();
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}
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static bool HitContains(in DashTrailState trail, Entity e)
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{
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for (int i = 0; i < trail.Hit.Length; i++)
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if (trail.Hit[i] == e) return true;
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return false;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: f2a00802a81103745a1d20475a3c7b7b
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@@ -77,6 +77,7 @@ namespace ProjectM.Server
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bool isCharger = haveTick && netTime.ServerTick.IsValid && SystemAPI.HasComponent<LungeState>(entity);
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uint negatedForThisEntity = 0u;
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float total = 0f;
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int killerNetId = -1; // Phase 1.7: last player-sourced (non-negated) hit this tick → on-kill boon credit
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for (int i = 0; i < dmg.Length; i++)
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{
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uint src = dmg[i].SourceTick;
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@@ -96,6 +97,7 @@ namespace ProjectM.Server
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}
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}
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total += dmg[i].Amount;
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if (dmg[i].SourceNetworkId >= 0) killerNetId = dmg[i].SourceNetworkId; // Phase 1.7 kill credit
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// MC-1 punish scoring: a player-sourced hit (SourceNetworkId >= 0) landing inside a Charger's
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// whiff-stagger window counts ONCE — zeroing StaggerUntilTick keeps punishes:windows <= 1.
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@@ -149,6 +151,8 @@ namespace ProjectM.Server
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ecb.AddComponent(entity, new Dying
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{
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UntilTick = TickUtil.NonZero(netTime.ServerTick.TickIndexForValidTick + Tuning.EnemyDeathWindowTicks),
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KillerNetId = killerNetId, // Phase 1.7: KillRewardSystem reads this for Siphon/Frenzy
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Rewarded = 0,
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});
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if (SystemAPI.HasComponent<AttackWindup>(entity)) SystemAPI.SetComponent(entity, default(AttackWindup));
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if (SystemAPI.HasComponent<KnockbackState>(entity)) SystemAPI.SetComponent(entity, default(KnockbackState));
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@@ -0,0 +1,104 @@
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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.NetCode;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Phase 1.7 on-kill boons. When <c>HealthApplyDamageSystem</c> stamps an enemy <see cref="Dying"/> it records the
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/// crediting player's NetworkId; this system grants that killer their on-kill boons ONCE per corpse:
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/// <see cref="BoonFlag.Siphon"/> heals the killer (clamped to <see cref="EffectiveCharacterStats.MaxHealth"/>) and
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/// <see cref="BoonFlag.Frenzy"/> refreshes a short cooldown-reduction buff (<see cref="TimedModifierUtil.Upsert"/> —
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/// re-stamped, never stacked). Idempotent via the <see cref="Dying.Rewarded"/> latch (a value write, no edge-detect).
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///
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/// A SEPARATE system (not folded into HealthApplyDamageSystem) because healing the killer needs RW
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/// <see cref="Health"/> access, which would alias that system's <c>RefRW<Health></c> victim query. Here the
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/// only query is <c>RefRW<Dying></c> over enemies, and all killer writes go through ComponentLookup/BufferLookup
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/// on player entities — no aliasing. Server-only (no rollback) inside the predicted group, after damage application.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
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[UpdateAfter(typeof(HealthApplyDamageSystem))]
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public partial struct KillRewardSystem : ISystem
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{
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ComponentLookup<BoonEffects> m_Fx;
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ComponentLookup<Health> m_Health;
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ComponentLookup<EffectiveCharacterStats> m_EffChar;
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BufferLookup<StatModifier> m_Mods;
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BufferLookup<TimedModifier> m_Timed;
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const float k_SiphonHeal = 8f; // HP restored per kill (tunable)
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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m_Fx = state.GetComponentLookup<BoonEffects>(isReadOnly: true);
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m_Health = state.GetComponentLookup<Health>(isReadOnly: false);
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m_EffChar = state.GetComponentLookup<EffectiveCharacterStats>(isReadOnly: true);
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m_Mods = state.GetBufferLookup<StatModifier>(isReadOnly: false);
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m_Timed = state.GetBufferLookup<TimedModifier>(isReadOnly: false);
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state.RequireForUpdate<NetworkTime>();
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state.RequireForUpdate<Dying>(); // only run while a fresh corpse exists
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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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var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
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if (!serverTick.IsValid)
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return;
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m_Fx.Update(ref state);
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m_Health.Update(ref state);
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m_EffChar.Update(ref state);
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m_Mods.Update(ref state);
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m_Timed.Update(ref state);
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// Resolve killers by NetworkId (players only).
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var playerByNet = new NativeHashMap<int, Entity>(8, Allocator.Temp);
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foreach (var (owner, e) in SystemAPI.Query<RefRO<GhostOwner>>().WithAll<PlayerTag>().WithEntityAccess())
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playerByNet[owner.ValueRO.NetworkId] = e;
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uint until = TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, Tuning.FrenzyDurationTicks));
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foreach (var (dying, corpse) in SystemAPI.Query<RefRW<Dying>>().WithAll<EnemyTag>().WithEntityAccess())
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{
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if (dying.ValueRO.Rewarded != 0)
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continue;
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dying.ValueRW.Rewarded = 1; // mark ONCE — idempotent even when the killer can't be resolved
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int killerNet = dying.ValueRO.KillerNetId;
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if (killerNet < 0 || !playerByNet.TryGetValue(killerNet, out var killer))
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continue;
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if (!m_Fx.HasComponent(killer))
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continue;
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byte flags = m_Fx[killer].Flags;
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// Siphon: heal the killer, clamped to their effective max (no over-heal; skip a corpse killer).
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if ((flags & BoonFlag.Siphon) != 0 && m_Health.HasComponent(killer))
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{
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var h = m_Health[killer];
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if (h.Current > 0f)
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{
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float max = m_EffChar.HasComponent(killer) ? m_EffChar[killer].MaxHealth : h.Max;
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h.Current = math.min(h.Current + k_SiphonHeal, max);
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m_Health[killer] = h;
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}
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}
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// Frenzy: refresh (never stack) a short cooldown-reduction buff on the killer.
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if ((flags & BoonFlag.Frenzy) != 0 && m_Mods.HasBuffer(killer) && m_Timed.HasBuffer(killer))
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{
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TimedModifierUtil.Upsert(m_Mods[killer], m_Timed[killer], Tuning.FrenzySourceId,
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(byte)StatTarget.CooldownTicks, (byte)ModOp.PercentMult, Tuning.FrenzyCooldownMult, until);
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}
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}
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playerByNet.Dispose();
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 43348399863cc454a8752cce54cc329d
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@@ -24,12 +24,18 @@ namespace ProjectM.Server
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/// A target whose <see cref="GhostOwner"/> matches the projectile's owner is skipped (no self-hits);
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/// dummies carry no <see cref="GhostOwner"/> and are therefore always valid targets.
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///
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/// Phase 1.7 mechanic-changer boons ride the server-only <see cref="ProjectileEffectState"/> (seeded at
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/// spawn by <c>AbilityFireSystem</c> from the owner's <see cref="BoonEffects"/>): PIERCE lets the projectile
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/// survive a hit (decrement, don't destroy), CHAIN retargets its (replicated) <see cref="Projectile.Direction"/>
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/// toward the next-nearest living enemy, and PULL flips the knockback heading toward the shooter. A per-projectile
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/// hit-set is excluded DURING target selection so a surviving projectile never re-hits a target across ticks; the
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/// set full (or no pierce/chain left) destroys as before. Projectiles WITHOUT the component behave exactly as
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/// before (destroy on hit) — graceful degradation. Exactly ONE destroy per projectile per tick is preserved.
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///
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/// On a hit the system appends a <see cref="DamageEvent"/> to the target (consumed by
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/// <c>HealthApplyDamageSystem</c>) and destroys the projectile. Deferring damage to a buffer lets a
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/// single tick stack hits from multiple projectiles. All structural changes go through an
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/// <see cref="EntityCommandBuffer"/> that plays back immediately to the
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/// <see cref="EntityManager"/> (Temp allocator) — keeping this server-only, once-per-tick system
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/// self-contained and plain-world testable without a separate ECB system.
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/// <c>HealthApplyDamageSystem</c>). Deferring damage to a buffer lets a single tick stack hits from multiple
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/// projectiles. All structural changes go through an <see cref="EntityCommandBuffer"/> that plays back
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/// immediately to the <see cref="EntityManager"/> (Temp allocator).
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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@@ -47,17 +53,22 @@ namespace ProjectM.Server
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/// knockback-immune (A4) so a solo player can't perma-stunlock it out of its slam wind-ups.</summary>
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ComponentLookup<BossState> m_BossLookup;
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/// <summary>RW lookup for the per-projectile Phase-1.7 pierce/chain/pull state + re-hit set.</summary>
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ComponentLookup<ProjectileEffectState> m_FxLookup;
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/// <summary>Extra forgiveness added to a target's hit radius to approximate the projectile's own size.</summary>
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const float k_ProjectileRadius = 0.2f;
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/// <summary>Max planar distance a Ricochet chain will reach for its next target (tunable).</summary>
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const float k_ChainRange = 8f;
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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m_GhostOwnerLookup = state.GetComponentLookup<GhostOwner>(isReadOnly: true);
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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_FxLookup = state.GetComponentLookup<ProjectileEffectState>(isReadOnly: false);
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|
||||
// No projectiles → nothing to expire or hit-test; skip the tick (and its allocations) entirely.
|
||||
state.RequireForUpdate<Projectile>();
|
||||
@@ -69,6 +80,7 @@ namespace ProjectM.Server
|
||||
m_GhostOwnerLookup.Update(ref state);
|
||||
m_KnockbackLookup.Update(ref state);
|
||||
m_BossLookup.Update(ref state);
|
||||
m_FxLookup.Update(ref state);
|
||||
|
||||
bool haveTick = SystemAPI.TryGetSingleton<NetworkTime>(out var nt);
|
||||
|
||||
@@ -92,11 +104,14 @@ namespace ProjectM.Server
|
||||
}
|
||||
|
||||
foreach (var (xform, proj, owner, projectileEntity) in
|
||||
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Projectile>, RefRO<GhostOwner>>()
|
||||
SystemAPI.Query<RefRO<LocalTransform>, RefRW<Projectile>, RefRO<GhostOwner>>()
|
||||
.WithEntityAccess())
|
||||
{
|
||||
int projOwnerId = owner.ValueRO.NetworkId;
|
||||
|
||||
bool hasFx = m_FxLookup.HasComponent(projectileEntity);
|
||||
ProjectileEffectState fx = hasFx ? m_FxLookup[projectileEntity] : default;
|
||||
|
||||
// This tick's planar travel segment: [segStart -> segEnd]. Sweeping the segment (rather
|
||||
// than testing only segEnd) is what prevents fast projectiles from tunnelling targets.
|
||||
float3 cur = xform.ValueRO.Position;
|
||||
@@ -117,6 +132,11 @@ namespace ProjectM.Server
|
||||
m_GhostOwnerLookup[target].NetworkId == projOwnerId)
|
||||
continue;
|
||||
|
||||
// Phase 1.7: a surviving (pierced/chained) projectile never re-hits a target already struck —
|
||||
// excluded DURING selection, not post-filtered.
|
||||
if (hasFx && HitSetContains(in fx, target))
|
||||
continue;
|
||||
|
||||
float2 tp = new float2(targetPositions[i].x, targetPositions[i].z);
|
||||
|
||||
// Closest point on the travel segment to the target centre.
|
||||
@@ -135,23 +155,68 @@ namespace ProjectM.Server
|
||||
|
||||
if (bestIdx >= 0)
|
||||
{
|
||||
// Earliest target along the travel path: deal damage and consume the projectile.
|
||||
ecb.AppendToBuffer(targetEntities[bestIdx], new DamageEvent
|
||||
var hitTarget = targetEntities[bestIdx];
|
||||
|
||||
// Earliest target along the travel path: deal damage.
|
||||
ecb.AppendToBuffer(hitTarget, new DamageEvent
|
||||
{
|
||||
Amount = proj.ValueRO.Damage,
|
||||
SourceNetworkId = projOwnerId,
|
||||
SourceTick = haveTick ? TickUtil.NonZero(nt.ServerTick.TickIndexForValidTick) : 0u,
|
||||
});
|
||||
var hitTarget = targetEntities[bestIdx];
|
||||
|
||||
// Knockback (Phase 1.7: PULL flips the heading toward the shooter when the owner's boon is set).
|
||||
if (haveTick && Tuning.KnockbackSpeed > 0f && m_KnockbackLookup.HasComponent(hitTarget) && !m_BossLookup.HasComponent(hitTarget))
|
||||
{
|
||||
bool pull = hasFx && (fx.Flags & ProjectileEffectFlag.Pull) != 0;
|
||||
float2 kdir = pull ? -proj.ValueRO.Direction : proj.ValueRO.Direction;
|
||||
m_KnockbackLookup[hitTarget] = new KnockbackState
|
||||
{
|
||||
Dir = proj.ValueRO.Direction,
|
||||
Dir = kdir,
|
||||
Speed = Tuning.KnockbackSpeed,
|
||||
UntilTick = TickUtil.NonZero(nt.ServerTick.TickIndexForValidTick + (uint)math.max(1, Tuning.KnockbackDurationTicks)),
|
||||
};
|
||||
}
|
||||
|
||||
// Phase 1.7: pierce/chain let the projectile SURVIVE; else it is consumed. Record the target so it
|
||||
// can't be re-hit. A full hit-set is a natural cap → destroy.
|
||||
bool survive = false;
|
||||
if (hasFx)
|
||||
{
|
||||
if (fx.Hit.Length < fx.Hit.Capacity)
|
||||
{
|
||||
fx.Hit.Add(hitTarget);
|
||||
if (fx.PierceRemaining > 0)
|
||||
{
|
||||
fx.PierceRemaining = (byte)(fx.PierceRemaining - 1);
|
||||
survive = true;
|
||||
}
|
||||
else if (fx.ChainRemaining > 0)
|
||||
{
|
||||
int nextIdx = FindChainTarget(targetEntities, targetPositions, cur, projOwnerId, in fx);
|
||||
if (nextIdx >= 0)
|
||||
{
|
||||
float2 to = new float2(targetPositions[nextIdx].x - cur.x, targetPositions[nextIdx].z - cur.z);
|
||||
if (math.lengthsq(to) > 1e-6f)
|
||||
{
|
||||
proj.ValueRW.Direction = math.normalize(to);
|
||||
fx.ChainRemaining = (byte)(fx.ChainRemaining - 1);
|
||||
survive = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
m_FxLookup[projectileEntity] = fx;
|
||||
}
|
||||
|
||||
if (survive)
|
||||
{
|
||||
// A surviving projectile still expires once it has travelled its full range.
|
||||
if (proj.ValueRO.DistanceTravelled >= proj.ValueRO.Range)
|
||||
ecb.DestroyEntity(projectileEntity);
|
||||
continue;
|
||||
}
|
||||
|
||||
ecb.DestroyEntity(projectileEntity);
|
||||
continue;
|
||||
}
|
||||
@@ -168,5 +233,38 @@ namespace ProjectM.Server
|
||||
targetPositions.Dispose();
|
||||
targetRadii.Dispose();
|
||||
}
|
||||
|
||||
/// <summary>True when <paramref name="target"/> is already in the projectile's re-hit history.</summary>
|
||||
static bool HitSetContains(in ProjectileEffectState fx, Entity target)
|
||||
{
|
||||
for (int i = 0; i < fx.Hit.Length; i++)
|
||||
if (fx.Hit[i] == target) return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>Nearest living target to <paramref name="from"/> within <see cref="k_ChainRange"/> that is neither
|
||||
/// the caster's own ghost nor already in the projectile's hit-set. Returns the snapshot index or -1.</summary>
|
||||
int FindChainTarget(in NativeList<Entity> targetEntities, in NativeList<float3> targetPositions,
|
||||
float3 from, int projOwnerId, in ProjectileEffectState fx)
|
||||
{
|
||||
int best = -1;
|
||||
float bestDistSq = k_ChainRange * k_ChainRange;
|
||||
for (int i = 0; i < targetEntities.Length; i++)
|
||||
{
|
||||
var target = targetEntities[i];
|
||||
if (m_GhostOwnerLookup.HasComponent(target) && m_GhostOwnerLookup[target].NetworkId == projOwnerId)
|
||||
continue;
|
||||
if (HitSetContains(in fx, target))
|
||||
continue;
|
||||
float2 d = new float2(targetPositions[i].x - from.x, targetPositions[i].z - from.z);
|
||||
float dsq = math.lengthsq(d);
|
||||
if (dsq <= bestDistSq)
|
||||
{
|
||||
bestDistSq = dsq;
|
||||
best = i;
|
||||
}
|
||||
}
|
||||
return best;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user