Equipment: weapon-granted abilities + gear mods (DR-027 Phase 1)

Equipment slots reusing the AbilityRef/StatModifier machinery: EquipmentSlot [GhostField] buffer (index=slot), server-only event-driven EquipSystem (RPC). Weapon -> AbilityRef.Id swaps the attack (prefab + base stats, prediction-correct); gear -> StatModifiers tagged a reserved per-slot EquipSourceId, stripped target-agnostically via RemoveBySourceId. Item mods are INLINE on ItemDefBlob (a nested BlobArray reads empty under the by-value TryGetItem copy). Atomic equip-over swap (no item loss); DefaultAbility restores the unarmed ability on weapon-unequip. Client keys + build-safe hooks; HUD equipment panel + click-to-equip. 4 catalog weapon/gear items wired + re-baked.

Play-validated host+client: weapon equip swaps AbilityRef on both worlds, gear folds into EffectiveCharacterStats, unequip reverses + restores DefaultAbility, all replicated to the owner. See DR-027.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-08 11:09:25 -07:00
parent 510c12a980
commit 43f355c06b
28 changed files with 709 additions and 6 deletions
@@ -40,6 +40,12 @@ namespace ProjectM.Authoring
Category = def.Category,
Tier = def.Tier,
StackMax = def.StackMax,
EquipSlot = def.EquipSlot,
GrantedAbilityId = def.GrantedAbilityId,
Mod0 = ModAt(def, 0),
Mod1 = ModAt(def, 1),
Mod2 = ModAt(def, 2),
Mod3 = ModAt(def, 3),
Name = def.DisplayName,
};
}
@@ -48,6 +54,16 @@ namespace ProjectM.Authoring
builder.Dispose();
AddBlobAsset(ref blob, out _);
AddComponent(entity, new ItemDatabase { Value = blob });
static ItemModSpec ModAt(ItemDefinition def, int i)
{
if (def.Mods != null && i < def.Mods.Count)
{
var m = def.Mods[i];
return new ItemModSpec { Target = m.Target, Op = m.Op, Value = m.Value };
}
return new ItemModSpec { Target = 255 };
}
}
}
}
@@ -1,3 +1,4 @@
using System.Collections.Generic;
using ProjectM.Simulation;
using UnityEngine;
@@ -27,5 +28,26 @@ namespace ProjectM.Authoring
[Min(1)]
[Tooltip("Max units that stack in one inventory slot (1 for non-stacking equipment).")]
public int StackMax = 999;
[Header("Equipment (Phase 1)")]
[Tooltip("EquipSlotId byte: 0=Weapon, 1=Armor, 2=Trinket, 3=Tool, 255=not equippable.")]
public byte EquipSlot = 255;
[Tooltip("AbilityId granted when equipped in the Weapon slot (0=none): 1=Primary, 2=FastLight, 3=SlowHeavy.")]
public byte GrantedAbilityId = 0;
[Tooltip("Stat modifiers granted while equipped (first 4 used).")]
public List<ItemModAuthoring> Mods = new List<ItemModAuthoring>();
}
/// <summary>Designer-facing stat-mod grant on an equippable item; the baker writes the first 4 into ItemDefBlob's inline mod slots.</summary>
[System.Serializable]
public struct ItemModAuthoring
{
[Tooltip("StatTarget byte: 0=Damage,1=CooldownTicks,2=Range,3=ProjectileSpeed,4=AutoTargetRange,5=AutoTargetCone,6=MoveSpeed,7=TurnRate,8=MaxHealth.")]
public byte Target;
[Tooltip("ModOp byte: 0=Flat, 1=PercentAdd, 2=PercentMult.")]
public byte Op;
public float Value;
}
}
@@ -60,6 +60,8 @@ namespace ProjectM.Authoring
// Data-driven stat refs (replace M2's inlined PlayerMoveStats / AbilityStats values).
AddComponent(entity, new CharacterStatsRef { Id = characterId });
AddComponent(entity, new AbilityRef { Id = abilityId });
// Unarmed/base ability restored on weapon-unequip (AbilityRef.Id mutates when a weapon is equipped).
AddComponent(entity, new DefaultAbility { Id = abilityId });
// Effective stats: zeroed at bake, recomputed every predicted tick by StatRecomputeSystem.
AddComponent(entity, new EffectiveAbilityStats());
@@ -69,6 +71,10 @@ namespace ProjectM.Authoring
AddBuffer<StatModifier>(entity);
// Empty replicated personal inventory (server-authoritative; harvest yield + deposit RPC land here).
AddBuffer<InventorySlot>(entity);
// Equipment loadout: one replicated row per slot in FIXED order (buffer index = EquipSlotId), empty.
var equip = AddBuffer<EquipmentSlot>(entity);
for (int s = 0; s < EquipSlotId.Count; s++)
equip.Add(new EquipmentSlot { ItemId = 0 });
// Server-only expiry tracker for timed buffs (paired with a StatModifier by SourceId; not replicated).
AddBuffer<TimedModifier>(entity);
@@ -0,0 +1,116 @@
using ProjectM.Simulation;
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Client
{
/// <summary>
/// Client-only sender for <see cref="EquipRequest"/> / <see cref="UnequipRequest"/> RPCs. One-off actions, so
/// RPCs (not per-tick input); the server applies them authoritatively in
/// <see cref="ProjectM.Server.EquipSystem"/>. Number keys 1-9 equip the Nth EQUIPPABLE item in the local bag
/// (resources are skipped via the catalog); U unequips the weapon. Managed SystemBase because it reads the
/// managed Input System; Input System types are fully qualified and <c>using UnityEngine.InputSystem;</c> is
/// omitted (it defines a colliding PlayerInput type). An <c>#if UNITY_EDITOR</c> static hook drives the same
/// path from execute_code for headless validation. The HUD click-to-equip (HudSystem) is the primary UX;
/// these keys are the reachable fallback. Wire types are unconditional; only this send SYSTEM is gated.
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
public partial class EquipSendSystem : SystemBase
{
struct PendingEquip { public bool Unequip; public ushort ItemId; public byte Slot; }
static readonly System.Collections.Generic.Queue<PendingEquip> s_Pending =
new System.Collections.Generic.Queue<PendingEquip>();
/// <summary>EDITOR / execute_code hook: queue an equip of <paramref name="itemId"/> from the bag.</summary>
public static void Equip(ushort itemId) =>
s_Pending.Enqueue(new PendingEquip { Unequip = false, ItemId = itemId });
/// <summary>EDITOR / execute_code hook: queue an unequip of <paramref name="slot"/> (an EquipSlotId).</summary>
public static void Unequip(byte slot) =>
s_Pending.Enqueue(new PendingEquip { Unequip = true, Slot = slot });
protected override void OnCreate()
{
RequireForUpdate<NetworkId>();
}
protected override void OnUpdate()
{
if (!SystemAPI.TryGetSingletonEntity<NetworkId>(out var connection))
return;
var keyboard = UnityEngine.InputSystem.Keyboard.current;
if (keyboard != null)
{
int n = NumberKeyPressed(keyboard);
if (n >= 0)
{
ushort itemId = NthEquippableBagItem(n);
if (itemId != 0) SendEquip(connection, itemId);
}
if (keyboard.uKey.wasPressedThisFrame)
SendUnequip(connection, EquipSlotId.Weapon);
}
while (s_Pending.Count > 0)
{
var p = s_Pending.Dequeue();
if (p.Unequip) SendUnequip(connection, p.Slot);
else SendEquip(connection, p.ItemId);
}
}
static int NumberKeyPressed(UnityEngine.InputSystem.Keyboard kb)
{
if (kb.digit1Key.wasPressedThisFrame) return 0;
if (kb.digit2Key.wasPressedThisFrame) return 1;
if (kb.digit3Key.wasPressedThisFrame) return 2;
if (kb.digit4Key.wasPressedThisFrame) return 3;
if (kb.digit5Key.wasPressedThisFrame) return 4;
if (kb.digit6Key.wasPressedThisFrame) return 5;
if (kb.digit7Key.wasPressedThisFrame) return 6;
if (kb.digit8Key.wasPressedThisFrame) return 7;
if (kb.digit9Key.wasPressedThisFrame) return 8;
return -1;
}
/// <summary>Resolve the Nth EQUIPPABLE distinct item in the local player's bag (skips resources via the catalog).</summary>
ushort NthEquippableBagItem(int n)
{
bool haveDb = SystemAPI.TryGetSingleton<ItemDatabase>(out var db);
foreach (var bag in SystemAPI.Query<DynamicBuffer<InventorySlot>>().WithAll<GhostOwnerIsLocal, PlayerTag>())
{
int idx = 0;
for (int i = 0; i < bag.Length; i++)
{
ushort id = bag[i].ItemId;
if (id == 0 || bag[i].Count <= 0) continue;
if (haveDb && db.Value.IsCreated)
{
ref var b = ref db.Value.Value;
if (!b.TryGetItem(id, out var def) || def.EquipSlot >= EquipSlotId.Count) continue;
}
if (idx == n) return id;
idx++;
}
break;
}
return 0;
}
void SendEquip(Entity connection, ushort itemId)
{
var req = EntityManager.CreateEntity();
EntityManager.AddComponentData(req, new EquipRequest { ItemId = itemId });
EntityManager.AddComponentData(req, new SendRpcCommandRequest { TargetConnection = connection });
}
void SendUnequip(Entity connection, byte slot)
{
var req = EntityManager.CreateEntity();
EntityManager.AddComponentData(req, new UnequipRequest { Slot = slot });
EntityManager.AddComponentData(req, new SendRpcCommandRequest { TargetConnection = connection });
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7a9bec24b84553746aec834c1b56dfd6
@@ -71,7 +71,7 @@ namespace ProjectM.Client
float _prevHp, _flash;
bool _haveHp;
// personal inventory panel (read-only; toggled with I)
VisualElement _invPanel, _invList;
VisualElement _invPanel, _invList, _equipList;
bool _invOpen;
EntityQuery _huskQuery;
@@ -299,8 +299,10 @@ namespace ProjectM.Client
if (_invOpen && found)
{
EntityManager.CompleteDependencyBeforeRO<InventorySlot>();
EntityManager.CompleteDependencyBeforeRO<EquipmentSlot>();
bool haveItemDb = SystemAPI.TryGetSingleton<ItemDatabase>(out var itemDb);
_invPanel.style.display = DisplayStyle.Flex;
_invList.Clear();
int shown = 0;
foreach (var bag in SystemAPI.Query<DynamicBuffer<InventorySlot>>()
@@ -310,13 +312,27 @@ namespace ProjectM.Client
{
var slot = bag[i];
if (slot.ItemId == 0 || slot.Count <= 0) continue;
AddInvRow(ItemName(haveItemDb, itemDb, slot.ItemId), ItemTint(slot.ItemId), slot.Count);
AddInvRow(slot.ItemId, ItemName(haveItemDb, itemDb, slot.ItemId), ItemTint(slot.ItemId), slot.Count,
IsEquippable(haveItemDb, itemDb, slot.ItemId));
shown++;
}
break;
}
if (shown == 0)
_invList.Add(HudUi.Text("(empty)", 13, MenuUi.SubCol, TextAnchor.MiddleLeft));
_equipList.Clear();
foreach (var slots in SystemAPI.Query<DynamicBuffer<EquipmentSlot>>()
.WithAll<GhostOwnerIsLocal, PlayerTag>())
{
for (byte s = 0; s < EquipSlotId.Count && s < slots.Length; s++)
{
ushort id = slots[s].ItemId;
string label = SlotName(s) + ": " + (id == 0 ? "-" : ItemName(haveItemDb, itemDb, id));
AddEquipRow(s, label, id != 0);
}
break;
}
}
else
{
@@ -776,7 +792,15 @@ namespace ProjectM.Client
_invList.pickingMode = PickingMode.Ignore;
_invPanel.Add(_invList);
var hint = HudUi.Text("I close - G deposit all at base", 11, MenuUi.SubCol, TextAnchor.MiddleLeft);
var equipHeader = HudUi.Display("EQUIPMENT", 14, AetherCyan, TextAnchor.MiddleLeft);
equipHeader.style.marginTop = 8; equipHeader.style.marginBottom = 4;
_invPanel.Add(equipHeader);
_equipList = new VisualElement();
_equipList.pickingMode = PickingMode.Ignore;
_invPanel.Add(_equipList);
var hint = HudUi.Text("I close - click item=equip / slot=unequip - G deposit", 11, MenuUi.SubCol, TextAnchor.MiddleLeft);
hint.style.marginTop = 8;
_invPanel.Add(hint);
@@ -784,16 +808,22 @@ namespace ProjectM.Client
root.Add(_invPanel);
}
void AddInvRow(string name, Color tint, int count)
void AddInvRow(ushort itemId, string name, Color tint, int count, bool equippable)
{
var row = new VisualElement();
row.style.flexDirection = FlexDirection.Row;
row.style.justifyContent = Justify.SpaceBetween;
row.style.minWidth = 196;
row.style.marginTop = 2;
row.pickingMode = PickingMode.Ignore;
row.Add(HudUi.Text(name, 13, tint, TextAnchor.MiddleLeft));
row.Add(HudUi.Text(name + (equippable ? " (equip)" : ""), 13, tint, TextAnchor.MiddleLeft));
row.Add(HudUi.Display("x" + count, 13, Color.white, TextAnchor.MiddleRight));
if (equippable)
{
row.pickingMode = PickingMode.Position;
ushort id = itemId;
row.RegisterCallback<ClickEvent>(_ => EquipSendSystem.Equip(id));
}
else row.pickingMode = PickingMode.Ignore;
_invList.Add(row);
}
@@ -817,6 +847,44 @@ namespace ProjectM.Client
if (id == ResourceId.Biomass) return BioGreen;
return new Color(0.85f, 0.85f, 0.9f);
}
static bool IsEquippable(bool haveDb, ItemDatabase db, ushort id)
{
if (!haveDb || !db.Value.IsCreated) return false;
ref var b = ref db.Value.Value;
return b.TryGetItem(id, out var def) && def.EquipSlot < EquipSlotId.Count;
}
static string SlotName(byte slot)
{
switch (slot)
{
case EquipSlotId.Weapon: return "Weapon";
case EquipSlotId.Armor: return "Armor";
case EquipSlotId.Trinket: return "Trinket";
case EquipSlotId.Tool: return "Tool";
default: return "Slot " + slot;
}
}
void AddEquipRow(byte slot, string label, bool occupied)
{
var row = new VisualElement();
row.style.flexDirection = FlexDirection.Row;
row.style.justifyContent = Justify.SpaceBetween;
row.style.minWidth = 196;
row.style.marginTop = 2;
row.Add(HudUi.Text(label, 13, occupied ? AetherCyan : MenuUi.SubCol, TextAnchor.MiddleLeft));
if (occupied)
{
row.pickingMode = PickingMode.Position;
byte s = slot;
row.RegisterCallback<ClickEvent>(_ => EquipSendSystem.Unequip(s));
row.Add(HudUi.Text("unequip", 11, new Color(1f, 0.6f, 0.5f), TextAnchor.MiddleRight));
}
else row.pickingMode = PickingMode.Ignore;
_equipList.Add(row);
}
static Color ResourceTint(byte resId)
=> resId == ResourceId.Aether ? AetherCyan : resId == ResourceId.Biomass ? BioGreen : OreAmber;
@@ -0,0 +1,160 @@
using ProjectM.Simulation;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Server
{
/// <summary>
/// Server-authoritative equipment handler (<see cref="EquipRequest"/> / <see cref="UnequipRequest"/> RPCs).
/// Resolves the sender's player (SourceConnection -&gt; NetworkId -&gt; GhostOwner, the AbilityUpgradeSystem /
/// InventoryDepositSystem owner-map idiom) and applies the change IN-PLACE: moves the item between the
/// personal <see cref="InventorySlot"/> bag and the <see cref="EquipmentSlot"/> loadout (buffer index = slot),
/// sets <see cref="AbilityRef"/>.Id from the Weapon slot (restoring <see cref="DefaultAbility"/> on
/// weapon-unequip), and adds/strips the item's inline stat mods as <see cref="StatModifier"/>s tagged by a
/// per-slot SourceId (<c>Tuning.EquipSourceIdBase + slot</c>), stripped TARGET-AGNOSTICALLY via
/// <see cref="TimedModifierUtil.RemoveBySourceId"/>.
///
/// Effects are EVENT-DRIVEN (applied once here): AbilityRef + StatModifier are [GhostField]s re-folded by the
/// predicted StatRecomputeSystem every tick and replicated to the owner, so the swap is prediction-correct
/// (DebugModifierInjectionSystem.CycleAbility is the precedent) and survives respawn (the entity persists).
/// Atomicity: an equip into an occupied slot verifies the bag can hold the swapped-out item BEFORE any
/// withdrawal and rejects otherwise — no item loss (the co-op-placement commit-in-place rule). Plain server
/// SimulationSystemGroup (NOT predicted -&gt; applied once, no rollback double-apply); only the request entity
/// destroy is deferred to the ECB.
/// </summary>
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
public partial struct EquipSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<ItemDatabase>();
var builder = new EntityQueryBuilder(Allocator.Temp)
.WithAny<EquipRequest, UnequipRequest>().WithAll<ReceiveRpcCommandRequest>();
state.RequireForUpdate(state.GetEntityQuery(builder));
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var itemDb = SystemAPI.GetSingleton<ItemDatabase>();
var playerByConn = new NativeHashMap<int, Entity>(8, Allocator.Temp);
foreach (var (owner, entity) in
SystemAPI.Query<RefRO<GhostOwner>>()
.WithAll<PlayerTag, InventorySlot, EquipmentSlot>().WithEntityAccess())
playerByConn[owner.ValueRO.NetworkId] = entity;
var ecb = new EntityCommandBuffer(Allocator.Temp);
foreach (var (request, receive, requestEntity) in
SystemAPI.Query<RefRO<EquipRequest>, RefRO<ReceiveRpcCommandRequest>>().WithEntityAccess())
{
if (TryResolvePlayer(ref state, playerByConn, receive.ValueRO.SourceConnection, out var player))
HandleEquip(ref state, itemDb, player, request.ValueRO.ItemId);
ecb.DestroyEntity(requestEntity);
}
foreach (var (request, receive, requestEntity) in
SystemAPI.Query<RefRO<UnequipRequest>, RefRO<ReceiveRpcCommandRequest>>().WithEntityAccess())
{
if (TryResolvePlayer(ref state, playerByConn, receive.ValueRO.SourceConnection, out var player))
HandleUnequip(ref state, itemDb, player, request.ValueRO.Slot);
ecb.DestroyEntity(requestEntity);
}
ecb.Playback(state.EntityManager);
playerByConn.Dispose();
}
static bool TryResolvePlayer(ref SystemState state, NativeHashMap<int, Entity> map, Entity conn, out Entity player)
{
player = Entity.Null;
return state.EntityManager.HasComponent<NetworkId>(conn)
&& map.TryGetValue(state.EntityManager.GetComponentData<NetworkId>(conn).Value, out player);
}
static void HandleEquip(ref SystemState state, ItemDatabase itemDb, Entity player, ushort itemId)
{
ref var db = ref itemDb.Value.Value;
if (!db.TryGetItem(itemId, out var def)) return;
byte slot = def.EquipSlot;
if (slot >= EquipSlotId.Count) return; // not equippable (255 or out of range)
var bag = state.EntityManager.GetBuffer<InventorySlot>(player);
if (InventoryMath.CountOf(bag, itemId) < 1) return; // the sender isn't carrying it
var slots = state.EntityManager.GetBuffer<EquipmentSlot>(player);
ushort oldItem = slots[slot].ItemId;
// Atomicity: if the slot is occupied, the bag MUST be able to hold the swapped-out item before we
// touch anything; reject the whole equip otherwise so the old item is never lost.
if (oldItem != 0 && !InventoryMath.CanDeposit(bag, oldItem, 1, StackMaxOf(ref db, oldItem), Tuning.InventoryMaxSlots))
return;
// Commit in-place.
InventoryMath.Withdraw(bag, itemId, 1);
if (oldItem != 0)
{
InventoryMath.Deposit(bag, oldItem, 1, StackMaxOf(ref db, oldItem), Tuning.InventoryMaxSlots);
StripSlotEffects(ref state, player, slot);
}
slots[slot] = new EquipmentSlot { ItemId = itemId };
ApplySlotEffects(ref state, player, slot, def);
}
static void HandleUnequip(ref SystemState state, ItemDatabase itemDb, Entity player, byte slot)
{
if (slot >= EquipSlotId.Count) return;
ref var db = ref itemDb.Value.Value;
var slots = state.EntityManager.GetBuffer<EquipmentSlot>(player);
ushort item = slots[slot].ItemId;
if (item == 0) return; // nothing equipped
var bag = state.EntityManager.GetBuffer<InventorySlot>(player);
if (!InventoryMath.CanDeposit(bag, item, 1, StackMaxOf(ref db, item), Tuning.InventoryMaxSlots))
return; // bag full -> can't unequip (no item loss)
InventoryMath.Deposit(bag, item, 1, StackMaxOf(ref db, item), Tuning.InventoryMaxSlots);
slots[slot] = new EquipmentSlot { ItemId = 0 };
StripSlotEffects(ref state, player, slot);
}
static void ApplySlotEffects(ref SystemState state, Entity player, byte slot, ItemDefBlob def)
{
// Weapon slot drives the active ability (swaps prefab + base stats via StatRecomputeSystem).
if (slot == EquipSlotId.Weapon && def.GrantedAbilityId != 0)
state.EntityManager.SetComponentData(player, new AbilityRef { Id = def.GrantedAbilityId });
var mods = state.EntityManager.GetBuffer<StatModifier>(player);
uint sourceId = Tuning.EquipSourceIdBase + (uint)slot;
for (int i = 0; i < ItemDefBlob.MaxMods; i++)
{
var m = def.GetMod(i);
if (m.Target == 255) continue;
mods.Add(new StatModifier { Target = m.Target, Op = m.Op, Value = m.Value, SourceId = sourceId });
}
}
static void StripSlotEffects(ref SystemState state, Entity player, byte slot)
{
var mods = state.EntityManager.GetBuffer<StatModifier>(player);
TimedModifierUtil.RemoveBySourceId(mods, Tuning.EquipSourceIdBase + (uint)slot);
// Weapon slot: restore the unarmed/base ability.
if (slot == EquipSlotId.Weapon)
{
byte fallback = state.EntityManager.GetComponentData<DefaultAbility>(player).Id;
state.EntityManager.SetComponentData(player, new AbilityRef { Id = fallback });
}
}
static int StackMaxOf(ref ItemDatabaseBlob db, ushort itemId)
=> db.TryGetItem(itemId, out var d) && d.StackMax > 0 ? d.StackMax : 1;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 187144e115a815c4fae51eaa9e95012f
@@ -0,0 +1,17 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// The player's "unarmed" / base ability id, baked from PlayerAuthoring.PrimaryAbility. Restored into
/// <see cref="AbilityRef"/>.Id by EquipSystem when a weapon is unequipped. NOT replicated (it never changes,
/// so a [GhostField] would waste snapshot bytes and there is no client consumer). AbilityRef itself cannot
/// serve double duty because EquipSystem overwrites AbilityRef.Id when a weapon is equipped — this preserves
/// the immutable default to fall back to. Server-read only.
/// </summary>
public struct DefaultAbility : IComponentData
{
/// <summary>The <see cref="AbilityId"/> (as a byte) the player fires with no weapon equipped.</summary>
public byte Id;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 4c6831e7f8bb98d448917f88dcbe12db
@@ -0,0 +1,27 @@
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Client -&gt; server request to equip an item from the sender's personal inventory into the slot the
/// catalog assigns it (<see cref="ItemDefBlob.EquipSlot"/>). A one-off action, so it is an RPC (not a
/// per-tick predicted input); applied exactly once server-only in the plain SimulationSystemGroup. Carries
/// only the ItemId — the server derives the target slot from the catalog, so a client can't force a weapon
/// into the armor slot. Unconditional wire type (no #if); the server resolves the sender via SourceConnection.
/// </summary>
public struct EquipRequest : IRpcCommand
{
/// <summary>The inventory item to equip; the server resolves its slot + effects from the catalog.</summary>
public ushort ItemId;
}
/// <summary>
/// Client -&gt; server request to unequip whatever occupies <see cref="Slot"/> (an <see cref="EquipSlotId"/>),
/// returning the item to the personal inventory and stripping its effects. Unconditional wire type.
/// </summary>
public struct UnequipRequest : IRpcCommand
{
/// <summary>The <see cref="EquipSlotId"/> to clear.</summary>
public byte Slot;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ad5475188aa05de45a231f937b19f069
@@ -0,0 +1,31 @@
namespace ProjectM.Simulation
{
/// <summary>
/// Equipment-slot ids (a byte, not an enum, per the cross-assembly enum-in-Burst hazard). The player's
/// <see cref="EquipmentSlot"/> buffer holds one row PER slot in this fixed order (the buffer index IS the
/// slot), so these double as both the catalog's <see cref="ItemDefBlob.EquipSlot"/> value and the buffer
/// index. The Weapon slot grants its item's <see cref="ItemDefBlob.GrantedAbilityId"/> into AbilityRef;
/// every slot grants the item's inline stat mods. <see cref="Tool"/> is reserved for Phase 2 (tool-gated
/// harvesting). 255 = not equippable.
/// </summary>
public static class EquipSlotId
{
/// <summary>Weapon: grants the item's ability (AbilityRef.Id) + its stat mods.</summary>
public const byte Weapon = 0;
/// <summary>Armor: grants the item's stat mods.</summary>
public const byte Armor = 1;
/// <summary>Trinket: grants the item's stat mods.</summary>
public const byte Trinket = 2;
/// <summary>Tool (axe/pickaxe) — reserved for Phase 2 tool-gated harvesting.</summary>
public const byte Tool = 3;
/// <summary>Number of equipment slots (the baked <see cref="EquipmentSlot"/> buffer length).</summary>
public const byte Count = 4;
/// <summary>Sentinel: this item is not equippable.</summary>
public const byte None = 255;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ce8addc5ae6832a449d1b6ad459ab21a
@@ -0,0 +1,26 @@
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// One equipment slot on the player. The per-player buffer holds exactly <see cref="EquipSlotId.Count"/>
/// rows in fixed slot order (the buffer INDEX is the slot — Weapon=0/Armor=1/Trinket=2/Tool=3), so only the
/// equipped item id needs to replicate; there is no separate Slot field to desync. A [GhostField]
/// <see cref="SendToOwnerType.All"/> buffer (a <see cref="StatModifier"/>/<see cref="InventorySlot"/> twin)
/// so the owning client's HUD can show its loadout; the server is the SOLE writer (EquipSystem).
///
/// The actual effects — AbilityRef.Id from the Weapon slot + StatModifiers per slot — are applied
/// EVENT-DRIVEN by EquipSystem (once per equip/unequip), NOT re-derived from this buffer each tick; this
/// buffer is the replicated record of WHAT is equipped (HUD-facing + persistence-ready), not the effect.
/// NOTE: adding this [GhostField] buffer changes the player ghost serialization hash → the player
/// prefab/subscene MUST be re-baked consistently in both worlds (see <see cref="InventorySlot"/>).
/// </summary>
[GhostComponent(OwnerSendType = SendToOwnerType.All)]
[InternalBufferCapacity(4)]
public struct EquipmentSlot : IBufferElementData
{
/// <summary>Item equipped in this slot (0 = empty). The buffer INDEX is the <see cref="EquipSlotId"/>.</summary>
[GhostField] public ushort ItemId;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ac0f8812307d3ef43bbed63d1e3fb737
@@ -76,6 +76,27 @@ namespace ProjectM.Simulation
return taken;
}
/// <summary>
/// Non-mutating check: would depositing <paramref name="count"/> of <paramref name="itemId"/> FULLY fit
/// (top-up existing stacks + new stacks within <paramref name="maxSlots"/>)? Used by the equip swap to
/// guarantee the swapped-out item has room BEFORE any withdrawal (no item loss). Mirrors Deposit's space math.
/// </summary>
public static bool CanDeposit(DynamicBuffer<InventorySlot> buffer, ushort itemId, int count, int stackMax, int maxSlots)
{
if (count <= 0) return true;
if (itemId == 0) return false;
if (stackMax < 1) stackMax = int.MaxValue;
long space = 0;
for (int i = 0; i < buffer.Length; i++)
if (buffer[i].ItemId == itemId)
space += stackMax - buffer[i].Count;
int freeSlots = maxSlots - buffer.Length;
if (freeSlots > 0)
space += (long)freeSlots * stackMax;
return space >= count;
}
/// <summary>Total quantity of <paramref name="itemId"/> across all stacks (0 if absent).</summary>
public static int CountOf(DynamicBuffer<InventorySlot> buffer, ushort itemId)
{
@@ -19,6 +19,20 @@ namespace ProjectM.Simulation
/// is baked NOW because the project's progression axis is gear tiers, so Phase 2/3 tier gating is a
/// content-only edit.
/// </summary>
/// <summary>One stat-modifier grant on an equippable item, stored INLINE (NOT a nested BlobArray: a nested
/// BlobArray is a relative-offset pointer that corrupts the moment <see cref="ItemDatabaseBlob.TryGetItem"/>
/// returns the containing <see cref="ItemDefBlob"/> BY VALUE — the same copy hazard the class note warns about).
/// Target 255 = unused.</summary>
public struct ItemModSpec
{
/// <summary><see cref="StatTarget"/> as a byte; 255 = unused slot.</summary>
public byte Target;
/// <summary><see cref="ModOp"/> as a byte.</summary>
public byte Op;
/// <summary>Magnitude (flat amount or fractional percent).</summary>
public float Value;
}
public struct ItemDefBlob
{
/// <summary>Stable item id (ushort; 1-3 reserved for the existing resources, keep stable for saves).</summary>
@@ -33,8 +47,32 @@ namespace ProjectM.Simulation
/// <summary>Max units that stack in a single inventory slot (1 for non-stacking equipment).</summary>
public int StackMax;
/// <summary>Equip slot (see <see cref="EquipSlotId"/>); 255 = not equippable.</summary>
public byte EquipSlot;
/// <summary>AbilityId granted when equipped in the Weapon slot (0 = none); the equip handler writes it into AbilityRef.Id.</summary>
public byte GrantedAbilityId;
/// <summary>Up to <see cref="MaxMods"/> INLINE stat-mod grants applied while equipped (Target 255 = unused). Inline, not a nested BlobArray.</summary>
public ItemModSpec Mod0, Mod1, Mod2, Mod3;
/// <summary>Designer-facing display name (shown in the HUD inventory panel).</summary>
public FixedString64Bytes Name;
/// <summary>Number of inline mod slots.</summary>
public const int MaxMods = 4;
/// <summary>Indexed access to the inline mod slots (returns a copy — safe, ItemModSpec holds no BlobArray).</summary>
public ItemModSpec GetMod(int i)
{
switch (i)
{
case 0: return Mod0;
case 1: return Mod1;
case 2: return Mod2;
default: return Mod3;
}
}
}
/// <summary>
@@ -64,5 +64,15 @@ namespace ProjectM.Simulation
/// <summary>Default per-slot stack cap when an item has no ItemDatabase entry (the catalog is optional at runtime).</summary>
public const int DefaultStackMax = 999;
// ---- Equipment stat-mod SourceIds (EquipSystem) ----
// One DISTINCT sentinel per slot: slot i tags its mods with EquipSourceIdBase + i. All of a slot's
// inline mods share that one id and are stripped target-agnostically via
// TimedModifierUtil.RemoveBySourceId on unequip/swap. Full StatModifier SourceId map (keep DISJOINT):
// 0u = pickups + debug-injection; 0x00A0E711 = ability-damage upgrade; 0x00DEB061 = debug stat command;
// 0x00E91000.. = equipment (4 slots).
/// <summary>Base for per-slot equipment SourceIds; slot i tags its mods with <c>EquipSourceIdBase + i</c>.</summary>
public const uint EquipSourceIdBase = 0x00E91000u;
}
}