LANTERN P1 Group B: 5-Spark systems — Aoe/Hitscan dispatch + reel/zone/decoy
Aoe/Hitscan archetype dispatch in AbilityFireSystem (both-worlds cooldown; server-only ecb.Instantiate — the client-never-instantiates invariant; ZoneEffect vs DecoyTag chosen by prefab membership). Harpooner REEL as a homing state (ReelState + ReelSystem re-aim the hit Husk's KnockbackState toward the caster's live position each tick; EnemyAISystem stays sole Position writer), stamped by ProjectileDamageSystem on a Reel-flag hit. ZonePulseSystem (enemy-only periodic AoE, caster attribution, no friendly fire, Vortex pull, born-0 lazy-stamp). Decoy aggro in EnemyAISystem + DecoySystem despawn. AbilityDefBlob gains EffectFlags (Reel) + DurationTicks. +3 ZonePulseSystem EditMode tests (497 green). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -49,6 +49,9 @@ namespace ProjectM.Server
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/// <summary>RW lookup to stamp server-only knockback on a hit Husk (Husks bake KnockbackState; players/dummies don't).</summary>
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ComponentLookup<KnockbackState> m_KnockbackLookup;
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/// <summary>RW lookup to stamp the server-only homing ReelState on a Reel-flagged (HookPull) hit — the Harpooner reel.</summary>
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ComponentLookup<ReelState> m_ReelLookup;
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/// <summary>Read-only lookup so a BOSS (BossState) is skipped by the knockback stamp — the boss is
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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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@@ -62,11 +65,18 @@ namespace ProjectM.Server
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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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/// <summary>Harpooner reel pull speed (world units/sec) written into the reeled Husk's KnockbackState.</summary>
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const float k_ReelSpeed = 16f;
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/// <summary>Reel leash: max ticks the homing pull lasts before releasing (~60 ticks/sec).</summary>
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const uint k_ReelLeashTicks = 90u;
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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_ReelLookup = state.GetComponentLookup<ReelState>(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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@@ -79,6 +89,7 @@ namespace ProjectM.Server
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{
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m_GhostOwnerLookup.Update(ref state);
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m_KnockbackLookup.Update(ref state);
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m_ReelLookup.Update(ref state);
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m_BossLookup.Update(ref state);
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m_FxLookup.Update(ref state);
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@@ -165,17 +176,31 @@ namespace ProjectM.Server
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SourceTick = haveTick ? TickUtil.NonZero(nt.ServerTick.TickIndexForValidTick) : 0u,
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});
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// Knockback (Phase 1.7: PULL flips the heading toward the shooter when the owner's boon is set).
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if (haveTick && Tuning.KnockbackSpeed > 0f && m_KnockbackLookup.HasComponent(hitTarget) && !m_BossLookup.HasComponent(hitTarget))
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// Knockback / REEL. Reel (HookPull) stamps the HOMING ReelState (ReelSystem re-aims toward the
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// caster's live position each tick); otherwise the classic frozen knockback (PULL flips toward the shooter).
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if (haveTick && m_KnockbackLookup.HasComponent(hitTarget) && !m_BossLookup.HasComponent(hitTarget))
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{
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bool pull = hasFx && (fx.Flags & ProjectileEffectFlag.Pull) != 0;
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float2 kdir = pull ? -proj.ValueRO.Direction : proj.ValueRO.Direction;
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m_KnockbackLookup[hitTarget] = new KnockbackState
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bool reel = hasFx && (fx.Flags & ProjectileEffectFlag.Reel) != 0;
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if (reel && m_ReelLookup.HasComponent(hitTarget))
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{
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Dir = kdir,
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Speed = Tuning.KnockbackSpeed,
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UntilTick = TickUtil.NonZero(nt.ServerTick.TickIndexForValidTick + (uint)math.max(1, Tuning.KnockbackDurationTicks)),
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};
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m_ReelLookup[hitTarget] = new ReelState
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{
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CasterNetworkId = projOwnerId,
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Speed = k_ReelSpeed,
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ExpireTick = TickUtil.NonZero(nt.ServerTick.TickIndexForValidTick + k_ReelLeashTicks),
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};
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}
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else if (Tuning.KnockbackSpeed > 0f)
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{
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bool pull = hasFx && (fx.Flags & ProjectileEffectFlag.Pull) != 0;
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float2 kdir = pull ? -proj.ValueRO.Direction : proj.ValueRO.Direction;
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m_KnockbackLookup[hitTarget] = new KnockbackState
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{
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Dir = kdir,
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Speed = Tuning.KnockbackSpeed,
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UntilTick = TickUtil.NonZero(nt.ServerTick.TickIndexForValidTick + (uint)math.max(1, Tuning.KnockbackDurationTicks)),
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};
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}
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}
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// Phase 1.7: pierce/chain let the projectile SURVIVE; else it is consumed. Record the target so it
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