Attack Boon Changes
This commit is contained in:
@@ -4,25 +4,48 @@ using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// One authored boon in the catalog blob: a thin wrapper over the existing stat pipeline —
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/// <see cref="Target"/>/<see cref="Op"/>/<see cref="Value"/> map 1:1 onto a <see cref="StatModifier"/> row
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/// (bytes, never enums, on the baked path). <see cref="Id"/> is the stable APPEND-ONLY key the replicated
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/// <c>BoonOffer</c> options and pick RPC carry. <see cref="Weight"/> is the rarity draw weight
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/// (common 100 / rare 30 / epic 10). <see cref="ClassMask"/> gates by class: bit0 = Warrior (classId 0),
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/// bit1 = Ranger (classId 1), 3 = both.
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/// One authored boon in the catalog blob. A boon is EITHER a flat-stat modifier (<see cref="Kind"/>==0 —
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/// <see cref="Target"/>/<see cref="Op"/>/<see cref="Value"/> map 1:1 onto a <see cref="StatModifier"/> row, the
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/// original path) OR a Phase-1.7 MECHANIC-CHANGER (<see cref="Kind"/>==1 — <see cref="EffectKind"/> selects the
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/// hook; for the stacking kinds Pierce/Fork/Chain <see cref="Value"/> is the per-pick count delta, else it's a
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/// flag). Bytes, never enums, on the baked path. <see cref="Id"/> is the stable key the replicated
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/// <c>BoonOffer</c> options + pick RPC carry. <see cref="Weight"/> is the rarity draw weight (common 100 /
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/// uncommon 60 / rare 30 / epic 10). <see cref="ClassMask"/>: bit0 = Warrior (classId 0), bit1 = Ranger
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/// (classId 1), 3 = both. <see cref="Family"/> tags synergy/dedup — no two same-family options in one deal.
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/// </summary>
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public struct BoonDefBlob
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{
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public byte Id;
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public byte Target; // StatTarget as byte
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public byte Op; // ModOp as byte
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public float Value;
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public byte Target; // StatTarget as byte (Kind==0)
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public byte Op; // ModOp as byte (Kind==0)
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public float Value; // Kind==0: modifier magnitude; Kind==1 stacking: per-pick count delta
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public byte Weight;
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public byte ClassMask;
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public byte Kind; // 0 = stat, 1 = mechanic-changer (Phase 1.7)
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public byte EffectKind; // BoonEffectKind byte (Kind==1)
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public byte Family; // BoonFamily byte — dedup/dominated/bias tag
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public FixedString64Bytes Name;
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public FixedString128Bytes Desc;
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}
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/// <summary>
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/// Synergy/dedup tags for <see cref="BoonDefBlob.Family"/>. Bytes (Burst-safe). No two options of the same
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/// family are offered in one deal (dominated-offer protection — kills the "-15% vs -25% cooldown" case); owning
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/// a mechanic family biases future offers toward it (light build-bias).
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/// </summary>
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public static class BoonFamily
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{
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public const byte None = 0;
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public const byte Projectile = 1;
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public const byte Melee = 2;
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public const byte Mobility = 3;
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public const byte OnKill = 4;
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public const byte StatDamage = 5;
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public const byte StatHealth = 6;
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public const byte StatSpeed = 7;
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public const byte StatCooldown = 8;
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}
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/// <summary>The baked boon pool (config blob, both worlds, NOT replicated — the AbilityDatabase pattern).</summary>
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public struct BoonCatalogBlob
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{
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@@ -45,8 +68,10 @@ namespace ProjectM.Simulation
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}
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/// <summary>
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/// Pure, deterministic boon selection math — integer-hash only (<see cref="RunMapMath.Hash(uint,uint)"/> chain,
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/// no RNG state), so an offer is a reproducible function of (runSeed, room, player). EditMode-tested.
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/// Pure, deterministic boon selection math — integer-hash only (<c>RunMapMath.Hash</c> chain, no RNG state), so
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/// an offer is a reproducible function of (runSeed, room, player, ownedState-at-draw). The owned-state input is
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/// safe because <c>BoonOfferSystem</c> draws each player exactly ONCE per RoomEpoch (the OfferedRoomEpoch latch)
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/// — the client never re-runs it. EditMode-tested.
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/// </summary>
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public static class BoonMath
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{
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@@ -54,63 +79,75 @@ namespace ProjectM.Simulation
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public static byte MaskFor(byte classId) => (byte)(1 << (classId & 1));
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/// <summary>
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/// Draw 3 DISTINCT, rarity-weighted, class-filtered boon ids from the pool. Deterministic per
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/// <paramref name="offerSeed"/>. If the class-legal pool has fewer than 3 entries the tail repeats the
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/// last-drawn candidates (a catalog authoring smell, not a crash). Returns the number of distinct ids.
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/// Draw up to 3 DISTINCT, rarity-weighted, class-filtered boon ids from the pool. Deterministic per
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/// (<paramref name="offerSeed"/>, <paramref name="owned"/>). Phase 1.7: a non-stacking FLAG effect the player
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/// already owns is excluded (dedup); no two options share a <see cref="BoonFamily"/> in one deal
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/// (dominated-offer protection); a candidate whose family matches an owned effect's family draws at ×1.5
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/// weight (light build-bias). Falls back deterministically when draws collide. Returns the number of
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/// distinct ids (tail repeats the last when the legal pool has fewer than 3).
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/// </summary>
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public static int PickBoons(uint offerSeed, byte classId, ref BoonCatalogBlob pool,
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public static int PickBoons(uint offerSeed, byte classId, in BoonEffects owned, ref BoonCatalogBlob pool,
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out byte o0, out byte o1, out byte o2)
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{
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byte classBit = MaskFor(classId);
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int ownedFamilies = OwnedFamilyMask(owned);
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// Class-legal candidate indices + the total weight.
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var candidates = new FixedList128Bytes<byte>();
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var candidates = new FixedList128Bytes<byte>(); // catalog indices
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var weights = new FixedList128Bytes<byte>(); // biased draw weight per candidate (parallel)
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int totalWeight = 0;
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for (int i = 0; i < pool.Defs.Length && candidates.Length < candidates.Capacity; i++)
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{
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if ((pool.Defs[i].ClassMask & classBit) == 0) continue;
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if (pool.Defs[i].Weight == 0) continue;
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if (IsOwnedFlag(pool.Defs[i], owned)) continue; // non-stacking flag already held → dedup
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int w = pool.Defs[i].Weight;
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byte fam = pool.Defs[i].Family;
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if (fam != 0 && (ownedFamilies & (1 << fam)) != 0)
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w += w / 2; // ×1.5 build-bias (integer)
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if (w > 255) w = 255;
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candidates.Add((byte)i);
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totalWeight += pool.Defs[i].Weight;
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weights.Add((byte)w);
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totalWeight += w;
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}
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o0 = o1 = o2 = 0;
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if (candidates.Length == 0)
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return 0;
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var picked = new FixedList32Bytes<byte>(); // picked catalog indices
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var picked = new FixedList32Bytes<byte>(); // picked catalog indices
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var pickedFamilies = new FixedList32Bytes<byte>(); // families used this deal (fam != 0)
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uint salt = 0;
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while (picked.Length < 3 && picked.Length < candidates.Length)
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{
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// Weighted draw with rejection on duplicates (bounded; falls through to a linear fill).
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uint roll = RunMapMath.Hash(offerSeed, (uint)picked.Length, salt) % (uint)totalWeight;
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byte drawn = candidates[candidates.Length - 1];
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int chosen = candidates.Length - 1;
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int acc = 0;
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for (int c = 0; c < candidates.Length; c++)
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{
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acc += pool.Defs[candidates[c]].Weight;
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if (roll < (uint)acc) { drawn = candidates[c]; break; }
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acc += weights[c];
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if (roll < (uint)acc) { chosen = c; break; }
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}
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byte drawn = candidates[chosen];
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byte fam = pool.Defs[drawn].Family;
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bool dup = false;
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for (int p = 0; p < picked.Length; p++)
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if (picked[p] == drawn) { dup = true; break; }
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bool famClash = false;
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if (!dup && fam != 0)
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for (int p = 0; p < pickedFamilies.Length; p++)
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if (pickedFamilies[p] == fam) { famClash = true; break; }
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if (!dup)
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if (!dup && !famClash)
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{
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picked.Add(drawn);
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if (fam != 0) pickedFamilies.Add(fam);
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salt = 0;
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}
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else if (++salt > 16)
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{
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// Rejection budget spent — take the first unpicked candidate (still deterministic).
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for (int c = 0; c < candidates.Length; c++)
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{
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bool used = false;
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for (int p = 0; p < picked.Length; p++)
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if (picked[p] == candidates[c]) { used = true; break; }
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if (!used) { picked.Add(candidates[c]); break; }
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}
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// Rejection budget spent — deterministic linear fill (first unused, family-distinct if possible).
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AddFallback(ref picked, ref pickedFamilies, candidates, ref pool);
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salt = 0;
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}
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}
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@@ -121,6 +158,63 @@ namespace ProjectM.Simulation
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return picked.Length;
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}
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/// <summary>Deterministic tail-fill when the weighted draw keeps colliding: take the first unused candidate
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/// that is family-distinct from the deal; if none, the first unused (family clash tolerated as last resort so
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/// the deal never wedges below 3 while candidates remain).</summary>
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static void AddFallback(ref FixedList32Bytes<byte> picked, ref FixedList32Bytes<byte> pickedFamilies,
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in FixedList128Bytes<byte> candidates, ref BoonCatalogBlob pool)
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{
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int firstUnused = -1;
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for (int c = 0; c < candidates.Length; c++)
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{
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byte cand = candidates[c];
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bool used = false;
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for (int p = 0; p < picked.Length; p++)
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if (picked[p] == cand) { used = true; break; }
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if (used) continue;
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if (firstUnused < 0) firstUnused = cand;
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byte cfam = pool.Defs[cand].Family;
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bool clash = false;
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if (cfam != 0)
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for (int p = 0; p < pickedFamilies.Length; p++)
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if (pickedFamilies[p] == cfam) { clash = true; break; }
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if (clash) continue;
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picked.Add(cand);
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if (cfam != 0) pickedFamilies.Add(cfam);
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return;
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}
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if (firstUnused >= 0)
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picked.Add((byte)firstUnused);
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}
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/// <summary>True when a candidate is a non-stacking FLAG effect the player already owns (dedup). Pierce/Fork/
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/// Chain STACK, so they're never excluded. Byte switch — Burst-safe.</summary>
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static bool IsOwnedFlag(in BoonDefBlob d, in BoonEffects owned)
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{
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if (d.Kind != 1) return false;
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switch (d.EffectKind)
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{
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case BoonEffectKind.DashTrail: return (owned.Flags & BoonFlag.DashTrail) != 0;
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case BoonEffectKind.FinisherDetonate: return (owned.Flags & BoonFlag.FinisherDetonate) != 0;
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case BoonEffectKind.KnockToPull: return (owned.Flags & BoonFlag.KnockToPull) != 0;
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case BoonEffectKind.Siphon: return (owned.Flags & BoonFlag.Siphon) != 0;
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case BoonEffectKind.Frenzy: return (owned.Flags & BoonFlag.Frenzy) != 0;
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default: return false;
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}
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}
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/// <summary>Bitmask (indexed by <see cref="BoonFamily"/> value) of the MECHANIC families the player owns —
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/// drives the ×1.5 build-bias. Stat families are never marked (build-bias is mechanic-synergy only).</summary>
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static int OwnedFamilyMask(in BoonEffects owned)
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{
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int m = 0;
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if (owned.Pierce != 0 || owned.Fork != 0 || owned.Chain != 0) m |= 1 << BoonFamily.Projectile;
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if ((owned.Flags & (BoonFlag.FinisherDetonate | BoonFlag.KnockToPull)) != 0) m |= 1 << BoonFamily.Melee;
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if ((owned.Flags & BoonFlag.DashTrail) != 0) m |= 1 << BoonFamily.Mobility;
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if ((owned.Flags & (BoonFlag.Siphon | BoonFlag.Frenzy)) != 0) m |= 1 << BoonFamily.OnKill;
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return m;
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}
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/// <summary>Find a def index by its stable id (-1 when absent — callers preserve-and-skip unknown ids).</summary>
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public static int FindDef(ref BoonCatalogBlob pool, byte id)
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{
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@@ -131,8 +225,9 @@ namespace ProjectM.Simulation
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}
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/// <summary>
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/// The DEFAULT v1 boon table + the blob builder the baker AND EditMode tests share (single source — the
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/// authoring bakes this table verbatim when its designer-row list is empty). Append-only ids.
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/// The DEFAULT Phase-1.7 boon table + the blob builder the baker AND EditMode tests share — 8 mechanic-changers
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/// (<see cref="BoonDefBlob.Kind"/>==1) + 4 strong flat-stat boons (Kind==0). Ids are within-session stable (both
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/// worlds bake the same code; boons never persist across saves — stripped on the Returning edge).
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/// </summary>
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public static class BoonCatalogData
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{
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@@ -143,25 +238,28 @@ namespace ProjectM.Simulation
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ref var root = ref builder.ConstructRoot<BoonCatalogBlob>();
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var defs = builder.Allocate(ref root.Defs, 12);
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int i = 0;
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// id, target, op, value, weight, mask(1=Warrior,2=Ranger,3=both), name, desc
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defs[i++] = Make(1, StatTarget.Damage, ModOp.PercentAdd, 0.20f, 100, 3, "Honed Edge", "+20% ability damage");
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defs[i++] = Make(2, StatTarget.CooldownTicks, ModOp.PercentMult, -0.15f, 100, 3, "Swift Hands", "-15% ability cooldown");
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defs[i++] = Make(3, StatTarget.Range, ModOp.PercentAdd, 0.25f, 100, 2, "Long Reach", "+25% projectile range");
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defs[i++] = Make(4, StatTarget.MoveSpeed, ModOp.PercentAdd, 0.12f, 100, 3, "Fleet Foot", "+12% move speed");
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defs[i++] = Make(5, StatTarget.MaxHealth, ModOp.Flat, 25f, 100, 3, "Iron Constitution", "+25 max health");
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defs[i++] = Make(6, StatTarget.MeleeDamage, ModOp.PercentAdd, 0.25f, 100, 1, "Heavy Blows", "+25% melee damage");
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defs[i++] = Make(7, StatTarget.MeleeRange, ModOp.PercentAdd, 0.20f, 60, 1, "Extended Haft", "+20% melee reach");
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defs[i++] = Make(8, StatTarget.ProjectileSpeed, ModOp.PercentAdd, 0.25f, 60, 2, "Swift Bolts", "+25% projectile speed");
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defs[i++] = Make(9, StatTarget.AutoTargetRange, ModOp.PercentAdd, 0.20f, 60, 3, "Keen Instinct", "+20% auto-target range");
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defs[i++] = Make(10, StatTarget.CooldownTicks, ModOp.PercentMult, -0.25f, 30, 3, "Berserker's Pace", "-25% ability cooldown");
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defs[i++] = Make(11, StatTarget.MaxHealth, ModOp.Flat, 60f, 30, 3, "Titan's Vigor", "+60 max health");
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defs[i++] = Make(12, StatTarget.Damage, ModOp.PercentAdd, 0.50f, 10, 3, "Executioner", "+50% ability damage");
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// ---- 8 mechanic-changers (Kind=1). mask: 1=Warrior, 2=Ranger, 3=both. Projectile boons are Ranger-only
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// (the Warrior's Fire is a cone, not a projectile). ----
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defs[i++] = Effect(1, BoonEffectKind.Pierce, 1f, 100, 2, BoonFamily.Projectile, "Piercing Shots", "Your shots pierce +1 enemy");
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defs[i++] = Effect(2, BoonEffectKind.Fork, 1f, 60, 2, BoonFamily.Projectile, "Split Shot", "Fire +1 extra shot in a spread");
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defs[i++] = Effect(3, BoonEffectKind.Chain, 1f, 60, 2, BoonFamily.Projectile, "Ricochet", "Your shots chain to +1 nearby enemy");
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defs[i++] = Effect(4, BoonEffectKind.FinisherDetonate, 0f, 60, 1, BoonFamily.Melee, "Detonating Finisher", "Your combo finisher blasts an AoE");
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defs[i++] = Effect(5, BoonEffectKind.DashTrail, 0f, 100, 3, BoonFamily.Mobility, "Blade Dash", "Dashing damages enemies you pass through");
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defs[i++] = Effect(6, BoonEffectKind.KnockToPull, 0f, 30, 3, BoonFamily.Melee, "Gravity Pull", "Your knockback drags enemies IN");
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defs[i++] = Effect(7, BoonEffectKind.Siphon, 0f, 60, 3, BoonFamily.OnKill, "Siphon", "Killing an enemy heals you");
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defs[i++] = Effect(8, BoonEffectKind.Frenzy, 0f, 30, 3, BoonFamily.OnKill, "Frenzy", "A kill briefly speeds your abilities");
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// ---- 4 strong flat-stat boons (Kind=0) ----
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defs[i++] = Stat(9, StatTarget.Damage, ModOp.PercentAdd, 0.50f, 30, 3, BoonFamily.StatDamage, "Executioner", "+50% ability damage");
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defs[i++] = Stat(10, StatTarget.MaxHealth, ModOp.Flat, 60f, 100, 3, BoonFamily.StatHealth, "Titan's Vigor", "+60 max health");
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defs[i++] = Stat(11, StatTarget.MoveSpeed, ModOp.PercentAdd, 0.18f, 100, 3, BoonFamily.StatSpeed, "Fleet Foot", "+18% move speed");
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defs[i++] = Stat(12, StatTarget.CooldownTicks, ModOp.PercentMult, -0.25f, 60, 3, BoonFamily.StatCooldown, "Berserker's Pace", "-25% ability cooldown");
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var blob = builder.CreateBlobAssetReference<BoonCatalogBlob>(allocator);
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builder.Dispose();
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return blob;
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}
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static BoonDefBlob Make(byte id, StatTarget target, ModOp op, float value, byte weight, byte mask,
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/// <summary>A flat-stat boon row (Kind=0 — appends a <see cref="StatModifier"/>).</summary>
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static BoonDefBlob Stat(byte id, StatTarget target, ModOp op, float value, byte weight, byte mask, byte family,
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string name, string desc)
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{
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return new BoonDefBlob
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@@ -172,6 +270,30 @@ namespace ProjectM.Simulation
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Value = value,
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Weight = weight,
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ClassMask = mask,
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Kind = 0,
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EffectKind = BoonEffectKind.None,
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Family = family,
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Name = new FixedString64Bytes(name),
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Desc = new FixedString128Bytes(desc),
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};
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}
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/// <summary>A mechanic-changer boon row (Kind=1 — mutates <see cref="BoonEffects"/>). <paramref name="value"/>
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/// is the stacking count delta for Pierce/Fork/Chain (usually 1), ignored for flag effects.</summary>
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static BoonDefBlob Effect(byte id, byte effectKind, float value, byte weight, byte mask, byte family,
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string name, string desc)
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{
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return new BoonDefBlob
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{
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Id = id,
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Target = 0,
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Op = 0,
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Value = value,
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Weight = weight,
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ClassMask = mask,
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Kind = 1,
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EffectKind = effectKind,
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Family = family,
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Name = new FixedString64Bytes(name),
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Desc = new FixedString128Bytes(desc),
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};
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Reference in New Issue
Block a user