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:
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using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only sender for <see cref="EquipRequest"/> / <see cref="UnequipRequest"/> RPCs. One-off actions, so
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/// RPCs (not per-tick input); the server applies them authoritatively in
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/// <see cref="ProjectM.Server.EquipSystem"/>. Number keys 1-9 equip the Nth EQUIPPABLE item in the local bag
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/// (resources are skipped via the catalog); U unequips the weapon. Managed SystemBase because it reads the
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/// managed Input System; Input System types are fully qualified and <c>using UnityEngine.InputSystem;</c> is
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/// omitted (it defines a colliding PlayerInput type). An <c>#if UNITY_EDITOR</c> static hook drives the same
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/// path from execute_code for headless validation. The HUD click-to-equip (HudSystem) is the primary UX;
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/// these keys are the reachable fallback. Wire types are unconditional; only this send SYSTEM is gated.
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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public partial class EquipSendSystem : SystemBase
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{
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struct PendingEquip { public bool Unequip; public ushort ItemId; public byte Slot; }
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static readonly System.Collections.Generic.Queue<PendingEquip> s_Pending =
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new System.Collections.Generic.Queue<PendingEquip>();
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/// <summary>EDITOR / execute_code hook: queue an equip of <paramref name="itemId"/> from the bag.</summary>
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public static void Equip(ushort itemId) =>
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s_Pending.Enqueue(new PendingEquip { Unequip = false, ItemId = itemId });
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/// <summary>EDITOR / execute_code hook: queue an unequip of <paramref name="slot"/> (an EquipSlotId).</summary>
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public static void Unequip(byte slot) =>
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s_Pending.Enqueue(new PendingEquip { Unequip = true, Slot = slot });
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protected override void OnCreate()
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{
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RequireForUpdate<NetworkId>();
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}
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protected override void OnUpdate()
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{
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if (!SystemAPI.TryGetSingletonEntity<NetworkId>(out var connection))
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return;
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var keyboard = UnityEngine.InputSystem.Keyboard.current;
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if (keyboard != null)
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{
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int n = NumberKeyPressed(keyboard);
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if (n >= 0)
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{
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ushort itemId = NthEquippableBagItem(n);
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if (itemId != 0) SendEquip(connection, itemId);
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}
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if (keyboard.uKey.wasPressedThisFrame)
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SendUnequip(connection, EquipSlotId.Weapon);
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}
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while (s_Pending.Count > 0)
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{
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var p = s_Pending.Dequeue();
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if (p.Unequip) SendUnequip(connection, p.Slot);
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else SendEquip(connection, p.ItemId);
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}
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}
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static int NumberKeyPressed(UnityEngine.InputSystem.Keyboard kb)
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{
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if (kb.digit1Key.wasPressedThisFrame) return 0;
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if (kb.digit2Key.wasPressedThisFrame) return 1;
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if (kb.digit3Key.wasPressedThisFrame) return 2;
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if (kb.digit4Key.wasPressedThisFrame) return 3;
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if (kb.digit5Key.wasPressedThisFrame) return 4;
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if (kb.digit6Key.wasPressedThisFrame) return 5;
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if (kb.digit7Key.wasPressedThisFrame) return 6;
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if (kb.digit8Key.wasPressedThisFrame) return 7;
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if (kb.digit9Key.wasPressedThisFrame) return 8;
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return -1;
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}
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/// <summary>Resolve the Nth EQUIPPABLE distinct item in the local player's bag (skips resources via the catalog).</summary>
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ushort NthEquippableBagItem(int n)
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{
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bool haveDb = SystemAPI.TryGetSingleton<ItemDatabase>(out var db);
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foreach (var bag in SystemAPI.Query<DynamicBuffer<InventorySlot>>().WithAll<GhostOwnerIsLocal, PlayerTag>())
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{
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int idx = 0;
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for (int i = 0; i < bag.Length; i++)
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{
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ushort id = bag[i].ItemId;
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if (id == 0 || bag[i].Count <= 0) continue;
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if (haveDb && db.Value.IsCreated)
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{
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ref var b = ref db.Value.Value;
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if (!b.TryGetItem(id, out var def) || def.EquipSlot >= EquipSlotId.Count) continue;
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}
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if (idx == n) return id;
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idx++;
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}
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break;
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}
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return 0;
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}
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void SendEquip(Entity connection, ushort itemId)
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{
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var req = EntityManager.CreateEntity();
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EntityManager.AddComponentData(req, new EquipRequest { ItemId = itemId });
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EntityManager.AddComponentData(req, new SendRpcCommandRequest { TargetConnection = connection });
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}
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void SendUnequip(Entity connection, byte slot)
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{
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var req = EntityManager.CreateEntity();
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EntityManager.AddComponentData(req, new UnequipRequest { Slot = slot });
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EntityManager.AddComponentData(req, new SendRpcCommandRequest { TargetConnection = connection });
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 7a9bec24b84553746aec834c1b56dfd6
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@@ -71,7 +71,7 @@ namespace ProjectM.Client
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float _prevHp, _flash;
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bool _haveHp;
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// personal inventory panel (read-only; toggled with I)
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VisualElement _invPanel, _invList;
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VisualElement _invPanel, _invList, _equipList;
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bool _invOpen;
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EntityQuery _huskQuery;
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@@ -299,8 +299,10 @@ namespace ProjectM.Client
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if (_invOpen && found)
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{
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EntityManager.CompleteDependencyBeforeRO<InventorySlot>();
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EntityManager.CompleteDependencyBeforeRO<EquipmentSlot>();
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bool haveItemDb = SystemAPI.TryGetSingleton<ItemDatabase>(out var itemDb);
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_invPanel.style.display = DisplayStyle.Flex;
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_invList.Clear();
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int shown = 0;
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foreach (var bag in SystemAPI.Query<DynamicBuffer<InventorySlot>>()
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@@ -310,13 +312,27 @@ namespace ProjectM.Client
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{
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var slot = bag[i];
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if (slot.ItemId == 0 || slot.Count <= 0) continue;
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AddInvRow(ItemName(haveItemDb, itemDb, slot.ItemId), ItemTint(slot.ItemId), slot.Count);
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AddInvRow(slot.ItemId, ItemName(haveItemDb, itemDb, slot.ItemId), ItemTint(slot.ItemId), slot.Count,
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IsEquippable(haveItemDb, itemDb, slot.ItemId));
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shown++;
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}
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break;
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}
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if (shown == 0)
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_invList.Add(HudUi.Text("(empty)", 13, MenuUi.SubCol, TextAnchor.MiddleLeft));
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_equipList.Clear();
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foreach (var slots in SystemAPI.Query<DynamicBuffer<EquipmentSlot>>()
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.WithAll<GhostOwnerIsLocal, PlayerTag>())
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{
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for (byte s = 0; s < EquipSlotId.Count && s < slots.Length; s++)
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{
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ushort id = slots[s].ItemId;
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string label = SlotName(s) + ": " + (id == 0 ? "-" : ItemName(haveItemDb, itemDb, id));
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AddEquipRow(s, label, id != 0);
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}
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break;
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}
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}
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else
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{
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@@ -776,7 +792,15 @@ namespace ProjectM.Client
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_invList.pickingMode = PickingMode.Ignore;
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_invPanel.Add(_invList);
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var hint = HudUi.Text("I close - G deposit all at base", 11, MenuUi.SubCol, TextAnchor.MiddleLeft);
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var equipHeader = HudUi.Display("EQUIPMENT", 14, AetherCyan, TextAnchor.MiddleLeft);
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equipHeader.style.marginTop = 8; equipHeader.style.marginBottom = 4;
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_invPanel.Add(equipHeader);
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_equipList = new VisualElement();
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_equipList.pickingMode = PickingMode.Ignore;
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_invPanel.Add(_equipList);
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var hint = HudUi.Text("I close - click item=equip / slot=unequip - G deposit", 11, MenuUi.SubCol, TextAnchor.MiddleLeft);
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hint.style.marginTop = 8;
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_invPanel.Add(hint);
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@@ -784,16 +808,22 @@ namespace ProjectM.Client
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root.Add(_invPanel);
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}
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void AddInvRow(string name, Color tint, int count)
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void AddInvRow(ushort itemId, string name, Color tint, int count, bool equippable)
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{
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var row = new VisualElement();
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row.style.flexDirection = FlexDirection.Row;
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row.style.justifyContent = Justify.SpaceBetween;
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row.style.minWidth = 196;
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row.style.marginTop = 2;
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row.pickingMode = PickingMode.Ignore;
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row.Add(HudUi.Text(name, 13, tint, TextAnchor.MiddleLeft));
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row.Add(HudUi.Text(name + (equippable ? " (equip)" : ""), 13, tint, TextAnchor.MiddleLeft));
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row.Add(HudUi.Display("x" + count, 13, Color.white, TextAnchor.MiddleRight));
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if (equippable)
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{
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row.pickingMode = PickingMode.Position;
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ushort id = itemId;
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row.RegisterCallback<ClickEvent>(_ => EquipSendSystem.Equip(id));
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}
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else row.pickingMode = PickingMode.Ignore;
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_invList.Add(row);
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}
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@@ -817,6 +847,44 @@ namespace ProjectM.Client
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if (id == ResourceId.Biomass) return BioGreen;
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return new Color(0.85f, 0.85f, 0.9f);
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}
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static bool IsEquippable(bool haveDb, ItemDatabase db, ushort id)
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{
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if (!haveDb || !db.Value.IsCreated) return false;
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ref var b = ref db.Value.Value;
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return b.TryGetItem(id, out var def) && def.EquipSlot < EquipSlotId.Count;
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}
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static string SlotName(byte slot)
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{
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switch (slot)
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{
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case EquipSlotId.Weapon: return "Weapon";
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case EquipSlotId.Armor: return "Armor";
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case EquipSlotId.Trinket: return "Trinket";
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case EquipSlotId.Tool: return "Tool";
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default: return "Slot " + slot;
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}
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}
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void AddEquipRow(byte slot, string label, bool occupied)
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{
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var row = new VisualElement();
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row.style.flexDirection = FlexDirection.Row;
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row.style.justifyContent = Justify.SpaceBetween;
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row.style.minWidth = 196;
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row.style.marginTop = 2;
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row.Add(HudUi.Text(label, 13, occupied ? AetherCyan : MenuUi.SubCol, TextAnchor.MiddleLeft));
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if (occupied)
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{
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row.pickingMode = PickingMode.Position;
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byte s = slot;
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row.RegisterCallback<ClickEvent>(_ => EquipSendSystem.Unequip(s));
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row.Add(HudUi.Text("unequip", 11, new Color(1f, 0.6f, 0.5f), TextAnchor.MiddleRight));
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}
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else row.pickingMode = PickingMode.Ignore;
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_equipList.Add(row);
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}
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static Color ResourceTint(byte resId)
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=> resId == ResourceId.Aether ? AetherCyan : resId == ResourceId.Biomass ? BioGreen : OreAmber;
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