Inventory: per-player items backbone (DR-026 Phase 0)

Data-driven ItemDatabase catalog + per-player replicated InventorySlot ([GhostField] OwnerSendType.All, a StatModifier twin). Harvest reroutes to the firing player's personal inventory (optional ComponentLookup<GhostOwner> in ResourceHarvestSystem; remainder/un-owned -> ledger); the G-key InventoryDepositRequest RPC moves the bag into the shared ledger the build economy spends. Catalog asset (Aether/Ore/Biomass + Stone Pickaxe) wired into the Gameplay subscene; read-only HUD inventory panel. ushort ItemId subsumes ResourceId; byte Category/Tier baked for gear-tier progression. Session-only (no SaveData bump).

Play-validated host+client: catalog baked into both worlds, the re-baked player ghost carries InventorySlot with a clean handshake, a server write replicates to the client owner, the deposit RPC round-trips, and the HUD renders catalog names. See DR-026.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-08 09:43:31 -07:00
parent 1ed2aa46c5
commit 599b9b4255
37 changed files with 848 additions and 1 deletions
@@ -33,11 +33,16 @@ namespace ProjectM.Server
{
const float k_ProjectileRadius = Tuning.HarvestProjectileRadius;
ComponentLookup<GhostOwner> m_GhostOwnerLookup;
BufferLookup<InventorySlot> m_InvLookup;
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<Projectile>();
state.RequireForUpdate<ResourceLedger>();
m_GhostOwnerLookup = state.GetComponentLookup<GhostOwner>(true);
m_InvLookup = state.GetBufferLookup<InventorySlot>(false);
}
[BurstCompile]
@@ -46,6 +51,18 @@ namespace ProjectM.Server
var ledgerEntity = SystemAPI.GetSingletonEntity<ResourceLedger>();
var ledger = SystemAPI.GetBuffer<StorageEntry>(ledgerEntity);
// Resolve the harvesting player from the projectile's GhostOwner so yield lands in their PERSONAL
// inventory. Owner read via a cached lookup (optional); the owner->player map + item catalog are
// hoisted out of the per-hit sweep (invariant for the tick).
m_GhostOwnerLookup.Update(ref state);
m_InvLookup.Update(ref state);
bool haveDb = SystemAPI.TryGetSingleton<ItemDatabase>(out var itemDb);
var playerByConn = new NativeHashMap<int, Entity>(8, Allocator.Temp);
foreach (var (owner, playerEntity) in
SystemAPI.Query<RefRO<GhostOwner>>().WithAll<PlayerTag, InventorySlot>().WithEntityAccess())
playerByConn[owner.ValueRO.NetworkId] = playerEntity;
// Snapshot all harvest/clear targets (nodes + clutter) once this tick into a UNIFIED set.
var tgtEntity = new NativeList<Entity>(Allocator.Temp);
var tgtPos = new NativeList<float2>(Allocator.Temp);
@@ -121,7 +138,30 @@ namespace ProjectM.Server
// A positive baked yield must always make progress: a raw (int) truncation of a sub-1.0 per-hit
// value would deposit 0 AND never decrement Remaining -> an immortal target that silently eats shots.
int amount = math.max(1, (int)tgtYieldPerHit[bestIdx]);
StorageMath.Deposit(ledger, tgtYieldId[bestIdx], amount);
byte yieldId = tgtYieldId[bestIdx];
// Route the yield into the HARVESTING player's PERSONAL inventory. The projectile carries the
// firing player's GhostOwner (AbilityFireSystem); the owner is read OPTIONALLY (cached lookup) so
// an un-owned projectile (or a test projectile with no GhostOwner) falls through to the ledger.
int remainder = amount;
if (m_GhostOwnerLookup.HasComponent(projEntity)
&& playerByConn.TryGetValue(m_GhostOwnerLookup[projEntity].NetworkId, out var player)
&& m_InvLookup.HasBuffer(player))
{
int stackMax = Tuning.DefaultStackMax;
if (haveDb && itemDb.Value.IsCreated)
{
ref var itemBlob = ref itemDb.Value.Value;
if (itemBlob.TryGetItem(yieldId, out var def) && def.StackMax > 0)
stackMax = def.StackMax;
}
var inv = m_InvLookup[player];
remainder = InventoryMath.Deposit(inv, yieldId, amount, stackMax, Tuning.InventoryMaxSlots);
}
// Unresolvable owner or a full bag: the remainder credits the shared ledger (no-loss valve).
if (remainder > 0)
StorageMath.Deposit(ledger, yieldId, remainder);
int rem = tgtRemaining[bestIdx] - amount;
tgtRemaining[bestIdx] = rem;
ecb.DestroyEntity(projEntity);
@@ -158,6 +198,7 @@ namespace ProjectM.Server
ecb.Playback(state.EntityManager);
ecb.Dispose();
playerByConn.Dispose();
destroyed.Dispose();
tgtEntity.Dispose();
tgtPos.Dispose();