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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@@ -60,6 +60,8 @@ namespace ProjectM.Authoring
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// Data-driven stat refs (replace M2's inlined PlayerMoveStats / AbilityStats values).
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AddComponent(entity, new CharacterStatsRef { Id = characterId });
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AddComponent(entity, new AbilityRef { Id = abilityId });
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// Unarmed/base ability restored on weapon-unequip (AbilityRef.Id mutates when a weapon is equipped).
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AddComponent(entity, new DefaultAbility { Id = abilityId });
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// Effective stats: zeroed at bake, recomputed every predicted tick by StatRecomputeSystem.
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AddComponent(entity, new EffectiveAbilityStats());
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@@ -69,6 +71,10 @@ namespace ProjectM.Authoring
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AddBuffer<StatModifier>(entity);
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// Empty replicated personal inventory (server-authoritative; harvest yield + deposit RPC land here).
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AddBuffer<InventorySlot>(entity);
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// Equipment loadout: one replicated row per slot in FIXED order (buffer index = EquipSlotId), empty.
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var equip = AddBuffer<EquipmentSlot>(entity);
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for (int s = 0; s < EquipSlotId.Count; s++)
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equip.Add(new EquipmentSlot { ItemId = 0 });
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// Server-only expiry tracker for timed buffs (paired with a StatModifier by SourceId; not replicated).
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AddBuffer<TimedModifier>(entity);
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