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>
This commit is contained in:
2026-07-15 00:00:41 -07:00
parent 8f070ff83c
commit 36950ca21d
24 changed files with 738 additions and 20 deletions
@@ -29,8 +29,8 @@ namespace ProjectM.Simulation
///
/// Determinism/idempotency: gated behind IsFirstTimeFullyPredictingTick so a rollback re-sim never
/// double-spawns. No wall-clock, no System.Random. Predict-spawn is reserved for the Projectile archetype;
/// Cone applies its effect server-only (cooldown predicted both worlds). Aoe/Hitscan/movement archetypes
/// are handled elsewhere (steps 3/4) and fall through here. Auto-target stays server-only + gamepad-only.
/// Cone/Aoe/Hitscan apply their effect SERVER-ONLY (cooldown predicted on both worlds); the Aoe archetype
/// instantiates its interpolated ghost server-only. Movement (Blink) falls through to BlinkSystem. Auto-target stays server-only + gamepad-only.
/// </summary>
[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
[UpdateAfter(typeof(PlayerAimSystem))]
@@ -46,9 +46,16 @@ namespace ProjectM.Simulation
BufferLookup<AbilitySocket> m_SocketLookup;
ComponentLookup<SocketCooldown> m_SocketCdLookup;
BufferLookup<EffectiveSocketStats> m_EffSocketLookup;
// Prefab-membership + baked transform of an Aoe spawn prefab, read on the PREFAB entity to pick
// ZoneEffect vs DecoyTag and preserve baked scale. RO; the actual Instantiate is server-only.
ComponentLookup<ZoneEffect> m_ZoneLookup;
ComponentLookup<DecoyTag> m_DecoyLookup;
ComponentLookup<LocalTransform> m_LtLookup;
/// <summary>~9 degree gap between adjacent Split-Shot projectiles (tunable).</summary>
const float k_ForkSpreadRad = 0.157f;
const float k_AoeCastAhead = 2.5f; // world units ahead of the caster to drop an Aoe/zone/decoy ghost
const float k_HitscanHalfWidth = 0.6f; // hitscan beam half-width (world units)
[BurstCompile]
public void OnCreate(ref SystemState state)
@@ -61,6 +68,9 @@ namespace ProjectM.Simulation
m_SocketLookup = state.GetBufferLookup<AbilitySocket>(isReadOnly: true);
m_SocketCdLookup = state.GetComponentLookup<SocketCooldown>(isReadOnly: false);
m_EffSocketLookup = state.GetBufferLookup<EffectiveSocketStats>(isReadOnly: true);
m_ZoneLookup = state.GetComponentLookup<ZoneEffect>(isReadOnly: true);
m_DecoyLookup = state.GetComponentLookup<DecoyTag>(isReadOnly: true);
m_LtLookup = state.GetComponentLookup<LocalTransform>(isReadOnly: true);
}
[BurstCompile]
@@ -85,6 +95,9 @@ namespace ProjectM.Simulation
m_SocketLookup.Update(ref state);
m_SocketCdLookup.Update(ref state);
m_EffSocketLookup.Update(ref state);
m_ZoneLookup.Update(ref state);
m_DecoyLookup.Update(ref state);
m_LtLookup.Update(ref state);
// Server-only LIVING-enemy target set (auto-target assist + Cone cleave), collected once.
var candidatePositions = new NativeList<float3>(Allocator.Temp);
@@ -170,7 +183,74 @@ namespace ProjectM.Simulation
cdDirty = true;
continue;
}
// Aoe/Hitscan (steps 3) and movement/Blink (step 4) are not dispatched here yet.
// AOE / ZONE / DECOY (decoy-wisp, vortex, light-zone): predict the cooldown on BOTH worlds;
// instantiate the interpolated ownerless ghost SERVER-ONLY -- the client must NEVER instantiate it (Build Spec §5).
if (archetype == (byte)AbilityArchetype.Aoe)
{
if (isServer)
{
Entity aoePrefab = Entity.Null;
for (int i = 0; i < abilityPrefabs.Length; i++)
if (abilityPrefabs[i].Id == sparkId) { aoePrefab = abilityPrefabs[i].Prefab; break; }
if (aoePrefab != Entity.Null)
{
float2 aFace = facing.ValueRO.Direction;
aFace = math.lengthsq(aFace) < 1e-6f ? new float2(0f, 1f) : math.normalize(aFace);
float3 spawnPos = xform.ValueRO.Position + new float3(aFace.x, 0f, aFace.y) * k_AoeCastAhead;
spawnPos.y = xform.ValueRO.Position.y;
uint expire = adef.DurationTicks > 0
? TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)adef.DurationTicks) : 0u;
var bakedLt = m_LtLookup.HasComponent(aoePrefab) ? m_LtLookup[aoePrefab] : LocalTransform.Identity;
var effect = ecb.Instantiate(aoePrefab);
ecb.SetComponent(effect, bakedLt.WithPosition(spawnPos));
if (m_ZoneLookup.HasComponent(aoePrefab))
ecb.SetComponent(effect, new ZoneEffect
{
CasterNetworkId = owner.ValueRO.NetworkId,
Radius = math.max(0.1f, es.Range),
DamagePerPulse = es.Damage,
NextTick = 0u, // lazy-stamped born-correct by ZonePulseSystem (never storm-fires)
ExpireTick = expire,
Flags = m_ZoneLookup[aoePrefab].Flags, // Vortex bit baked on the prefab
});
else if (m_DecoyLookup.HasComponent(aoePrefab))
ecb.SetComponent(effect, new DecoyTag { ExpireTick = expire });
}
}
cd.Set(sk, TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, es.CooldownTicks)));
cdDirty = true;
continue;
}
// HITSCAN: no ghost on either world; predict the cooldown both worlds; server-only swept-beam damage.
// (No Phase-1 Spark uses Hitscan yet; the branch completes the archetype dispatch per Build Spec §5.)
if (archetype == (byte)AbilityArchetype.Hitscan)
{
if (isServer)
{
float2 hFace = facing.ValueRO.Direction;
hFace = math.lengthsq(hFace) < 1e-6f ? new float2(0f, 1f) : math.normalize(hFace);
float hRange = math.max(0.1f, es.Range);
uint hStamp = TickUtil.NonZero(serverTick.TickIndexForValidTick);
for (int hi = 0; hi < coneTargets.Length; hi++)
{
float2 rel = coneTargetPos[hi].xz - xform.ValueRO.Position.xz;
float t = math.dot(rel, hFace);
if (t < 0f || t > hRange) continue;
float2 perp = rel - hFace * t;
if (math.lengthsq(perp) > k_HitscanHalfWidth * k_HitscanHalfWidth) continue;
ecb.AppendToBuffer(coneTargets[hi], new DamageEvent
{
Amount = es.Damage,
SourceNetworkId = owner.ValueRO.NetworkId,
SourceTick = hStamp,
});
}
}
cd.Set(sk, TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, es.CooldownTicks)));
cdDirty = true;
continue;
}
// MOVEMENT (Blink) + any other non-Projectile: fall through (BlinkSystem owns the movement socket's cooldown row).
if (archetype != (byte)AbilityArchetype.Projectile)
continue;
@@ -197,7 +277,7 @@ namespace ProjectM.Simulation
byte pierce = bfx.Pierce;
byte chain = bfx.Chain;
byte projFlags = pull ? ProjectileEffectFlag.Pull : (byte)0;
byte projFlags = (byte)((pull ? ProjectileEffectFlag.Pull : 0) | adef.EffectFlags);
int shots = 1 + math.min((int)bfx.Fork, 8);
for (int s = 0; s < shots; s++)