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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using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-authoritative equipment handler (<see cref="EquipRequest"/> / <see cref="UnequipRequest"/> RPCs).
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/// Resolves the sender's player (SourceConnection -> NetworkId -> GhostOwner, the AbilityUpgradeSystem /
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/// InventoryDepositSystem owner-map idiom) and applies the change IN-PLACE: moves the item between the
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/// personal <see cref="InventorySlot"/> bag and the <see cref="EquipmentSlot"/> loadout (buffer index = slot),
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/// sets <see cref="AbilityRef"/>.Id from the Weapon slot (restoring <see cref="DefaultAbility"/> on
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/// weapon-unequip), and adds/strips the item's inline stat mods as <see cref="StatModifier"/>s tagged by a
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/// per-slot SourceId (<c>Tuning.EquipSourceIdBase + slot</c>), stripped TARGET-AGNOSTICALLY via
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/// <see cref="TimedModifierUtil.RemoveBySourceId"/>.
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///
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/// Effects are EVENT-DRIVEN (applied once here): AbilityRef + StatModifier are [GhostField]s re-folded by the
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/// predicted StatRecomputeSystem every tick and replicated to the owner, so the swap is prediction-correct
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/// (DebugModifierInjectionSystem.CycleAbility is the precedent) and survives respawn (the entity persists).
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/// Atomicity: an equip into an occupied slot verifies the bag can hold the swapped-out item BEFORE any
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/// withdrawal and rejects otherwise — no item loss (the co-op-placement commit-in-place rule). Plain server
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/// SimulationSystemGroup (NOT predicted -> applied once, no rollback double-apply); only the request entity
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/// destroy is deferred to the ECB.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct EquipSystem : ISystem
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{
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<ItemDatabase>();
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var builder = new EntityQueryBuilder(Allocator.Temp)
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.WithAny<EquipRequest, UnequipRequest>().WithAll<ReceiveRpcCommandRequest>();
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state.RequireForUpdate(state.GetEntityQuery(builder));
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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var itemDb = SystemAPI.GetSingleton<ItemDatabase>();
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var playerByConn = new NativeHashMap<int, Entity>(8, Allocator.Temp);
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foreach (var (owner, entity) in
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SystemAPI.Query<RefRO<GhostOwner>>()
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.WithAll<PlayerTag, InventorySlot, EquipmentSlot>().WithEntityAccess())
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playerByConn[owner.ValueRO.NetworkId] = entity;
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (request, receive, requestEntity) in
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SystemAPI.Query<RefRO<EquipRequest>, RefRO<ReceiveRpcCommandRequest>>().WithEntityAccess())
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{
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if (TryResolvePlayer(ref state, playerByConn, receive.ValueRO.SourceConnection, out var player))
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HandleEquip(ref state, itemDb, player, request.ValueRO.ItemId);
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ecb.DestroyEntity(requestEntity);
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}
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foreach (var (request, receive, requestEntity) in
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SystemAPI.Query<RefRO<UnequipRequest>, RefRO<ReceiveRpcCommandRequest>>().WithEntityAccess())
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{
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if (TryResolvePlayer(ref state, playerByConn, receive.ValueRO.SourceConnection, out var player))
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HandleUnequip(ref state, itemDb, player, request.ValueRO.Slot);
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ecb.DestroyEntity(requestEntity);
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}
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ecb.Playback(state.EntityManager);
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playerByConn.Dispose();
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}
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static bool TryResolvePlayer(ref SystemState state, NativeHashMap<int, Entity> map, Entity conn, out Entity player)
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{
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player = Entity.Null;
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return state.EntityManager.HasComponent<NetworkId>(conn)
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&& map.TryGetValue(state.EntityManager.GetComponentData<NetworkId>(conn).Value, out player);
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}
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static void HandleEquip(ref SystemState state, ItemDatabase itemDb, Entity player, ushort itemId)
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{
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ref var db = ref itemDb.Value.Value;
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if (!db.TryGetItem(itemId, out var def)) return;
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byte slot = def.EquipSlot;
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if (slot >= EquipSlotId.Count) return; // not equippable (255 or out of range)
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var bag = state.EntityManager.GetBuffer<InventorySlot>(player);
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if (InventoryMath.CountOf(bag, itemId) < 1) return; // the sender isn't carrying it
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var slots = state.EntityManager.GetBuffer<EquipmentSlot>(player);
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ushort oldItem = slots[slot].ItemId;
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// Atomicity: if the slot is occupied, the bag MUST be able to hold the swapped-out item before we
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// touch anything; reject the whole equip otherwise so the old item is never lost.
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if (oldItem != 0 && !InventoryMath.CanDeposit(bag, oldItem, 1, StackMaxOf(ref db, oldItem), Tuning.InventoryMaxSlots))
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return;
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// Commit in-place.
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InventoryMath.Withdraw(bag, itemId, 1);
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if (oldItem != 0)
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{
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InventoryMath.Deposit(bag, oldItem, 1, StackMaxOf(ref db, oldItem), Tuning.InventoryMaxSlots);
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StripSlotEffects(ref state, player, slot);
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}
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slots[slot] = new EquipmentSlot { ItemId = itemId };
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ApplySlotEffects(ref state, player, slot, def);
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}
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static void HandleUnequip(ref SystemState state, ItemDatabase itemDb, Entity player, byte slot)
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{
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if (slot >= EquipSlotId.Count) return;
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ref var db = ref itemDb.Value.Value;
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var slots = state.EntityManager.GetBuffer<EquipmentSlot>(player);
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ushort item = slots[slot].ItemId;
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if (item == 0) return; // nothing equipped
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var bag = state.EntityManager.GetBuffer<InventorySlot>(player);
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if (!InventoryMath.CanDeposit(bag, item, 1, StackMaxOf(ref db, item), Tuning.InventoryMaxSlots))
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return; // bag full -> can't unequip (no item loss)
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InventoryMath.Deposit(bag, item, 1, StackMaxOf(ref db, item), Tuning.InventoryMaxSlots);
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slots[slot] = new EquipmentSlot { ItemId = 0 };
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StripSlotEffects(ref state, player, slot);
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}
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static void ApplySlotEffects(ref SystemState state, Entity player, byte slot, ItemDefBlob def)
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{
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// Weapon slot drives the active ability (swaps prefab + base stats via StatRecomputeSystem).
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if (slot == EquipSlotId.Weapon && def.GrantedAbilityId != 0)
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state.EntityManager.SetComponentData(player, new AbilityRef { Id = def.GrantedAbilityId });
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var mods = state.EntityManager.GetBuffer<StatModifier>(player);
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uint sourceId = Tuning.EquipSourceIdBase + (uint)slot;
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for (int i = 0; i < ItemDefBlob.MaxMods; i++)
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{
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var m = def.GetMod(i);
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if (m.Target == 255) continue;
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mods.Add(new StatModifier { Target = m.Target, Op = m.Op, Value = m.Value, SourceId = sourceId });
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}
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}
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static void StripSlotEffects(ref SystemState state, Entity player, byte slot)
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{
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var mods = state.EntityManager.GetBuffer<StatModifier>(player);
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TimedModifierUtil.RemoveBySourceId(mods, Tuning.EquipSourceIdBase + (uint)slot);
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// Weapon slot: restore the unarmed/base ability.
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if (slot == EquipSlotId.Weapon)
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{
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byte fallback = state.EntityManager.GetComponentData<DefaultAbility>(player).Id;
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state.EntityManager.SetComponentData(player, new AbilityRef { Id = fallback });
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}
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}
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static int StackMaxOf(ref ItemDatabaseBlob db, ushort itemId)
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=> db.TryGetItem(itemId, out var d) && d.StackMax > 0 ? d.StackMax : 1;
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}
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}
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