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>
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@@ -40,6 +40,12 @@ namespace ProjectM.Authoring
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Category = def.Category,
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Tier = def.Tier,
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StackMax = def.StackMax,
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EquipSlot = def.EquipSlot,
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GrantedAbilityId = def.GrantedAbilityId,
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Mod0 = ModAt(def, 0),
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Mod1 = ModAt(def, 1),
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Mod2 = ModAt(def, 2),
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Mod3 = ModAt(def, 3),
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Name = def.DisplayName,
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};
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}
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@@ -48,6 +54,16 @@ namespace ProjectM.Authoring
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builder.Dispose();
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AddBlobAsset(ref blob, out _);
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AddComponent(entity, new ItemDatabase { Value = blob });
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static ItemModSpec ModAt(ItemDefinition def, int i)
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{
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if (def.Mods != null && i < def.Mods.Count)
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{
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var m = def.Mods[i];
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return new ItemModSpec { Target = m.Target, Op = m.Op, Value = m.Value };
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}
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return new ItemModSpec { Target = 255 };
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}
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}
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}
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}
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