Continued
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 73829e22632af284d880736d6b0a371f
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,92 @@
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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 ability-damage upgrade (handles <see cref="AbilityUpgradeRequest"/> RPCs). Resolves
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/// the sender's player (SourceConnection -> NetworkId -> GhostOwner) and, if the global ledger affords the
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/// Aether cost, withdraws it IN-PLACE and grows a single damage <see cref="StatModifier"/> on the player
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/// (replace-by-SourceId so the [InternalBufferCapacity(8)] buffer stays bounded — repeated upgrades grow one
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/// row's percent rather than appending). StatRecomputeSystem folds it into EffectiveAbilityStats.Damage on
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/// both worlds. Plain server SimulationSystemGroup (not predicted → applied once).
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct AbilityUpgradeSystem : ISystem
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{
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const uint UpgradeSourceId = 0x00A0E711u; // distinct sentinel so the upgrade modifier is found + grown
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const float TierStep = 0.25f; // +25% damage per tier
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const int CostAmount = 20; // Aether per tier
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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<ResourceLedger>();
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var builder = new EntityQueryBuilder(Allocator.Temp)
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.WithAll<AbilityUpgradeRequest, 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 ledger = SystemAPI.GetBuffer<StorageEntry>(SystemAPI.GetSingletonEntity<ResourceLedger>());
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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>>().WithAll<PlayerTag, StatModifier>().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 (receive, requestEntity) in
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SystemAPI.Query<RefRO<ReceiveRpcCommandRequest>>().WithAll<AbilityUpgradeRequest>().WithEntityAccess())
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{
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var conn = receive.ValueRO.SourceConnection;
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if (SystemAPI.HasComponent<NetworkId>(conn)
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&& playerByConn.TryGetValue(SystemAPI.GetComponent<NetworkId>(conn).Value, out var player))
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{
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int have = 0;
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for (int i = 0; i < ledger.Length; i++)
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if (ledger[i].ItemId == ResourceId.Aether) { have = ledger[i].Count; break; }
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if (have >= CostAmount)
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{
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StorageMath.Withdraw(ledger, ResourceId.Aether, CostAmount);
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var mods = SystemAPI.GetBuffer<StatModifier>(player);
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bool grown = false;
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for (int i = 0; i < mods.Length; i++)
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{
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if (mods[i].SourceId == UpgradeSourceId && mods[i].Target == (byte)StatTarget.Damage)
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{
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var m = mods[i];
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m.Value += TierStep;
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mods[i] = m;
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grown = true;
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break;
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}
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}
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if (!grown)
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mods.Add(new StatModifier
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{
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Target = (byte)StatTarget.Damage,
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Op = (byte)ModOp.PercentAdd,
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Value = TierStep,
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SourceId = UpgradeSourceId,
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});
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}
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}
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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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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ff2ed6b5fa37a174aa7413f4d2f5d6b3
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@@ -0,0 +1,104 @@
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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.Mathematics;
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using Unity.NetCode;
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using Unity.Transforms;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-authoritative structure placement (handles <see cref="BuildPlaceRequest"/> RPCs). Derives
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/// occupancy by scanning live <see cref="PlacedStructure"/> ghosts into a Temp NativeHashSet (structures
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/// are the source of truth — no cached buffer on the immutable BaseAnchor). For each request it validates
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/// catalog/legality/occupancy/cost, and on success commits IN-PLACE (StorageMath.Withdraw on the global
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/// ledger + reserve the cell in the set) so two same-tick requests for one cell can't both pass — the
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/// StorageOpReceiveSystem in-place idiom — then instantiates the catalog prefab at the cell center
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/// (RegionTag{Base}, world-owned, NextTick=0, LastProcessedTick stamped). Plain server SimulationSystemGroup
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/// (not predicted → applied once). Rejects invalid requests silently.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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public partial struct BuildPlaceSystem : ISystem
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{
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ComponentLookup<LocalTransform> m_TransformLookup;
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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m_TransformLookup = state.GetComponentLookup<LocalTransform>(isReadOnly: true);
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state.RequireForUpdate<StructureCatalog>();
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state.RequireForUpdate<BaseAnchor>();
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state.RequireForUpdate<ResourceLedger>();
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state.RequireForUpdate<NetworkTime>();
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var builder = new EntityQueryBuilder(Allocator.Temp)
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.WithAll<BuildPlaceRequest, 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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m_TransformLookup.Update(ref state);
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uint now = SystemAPI.GetSingleton<NetworkTime>().ServerTick.TickIndexForValidTick;
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var anchor = SystemAPI.GetSingleton<BaseAnchor>();
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var catalog = SystemAPI.GetBuffer<StructureCatalogEntry>(SystemAPI.GetSingletonEntity<StructureCatalog>());
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var ledger = SystemAPI.GetBuffer<StorageEntry>(SystemAPI.GetSingletonEntity<ResourceLedger>());
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// Derive occupancy from the live structure set (authoritative source of truth).
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var occupied = new NativeHashSet<int2>(64, Allocator.Temp);
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foreach (var ps in SystemAPI.Query<RefRO<PlacedStructure>>())
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occupied.Add(ps.ValueRO.Cell);
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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<BuildPlaceRequest>, RefRO<ReceiveRpcCommandRequest>>().WithEntityAccess())
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{
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var req = request.ValueRO;
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int2 cell = new int2(req.CellX, req.CellZ);
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int entryIdx = -1;
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for (int i = 0; i < catalog.Length; i++)
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if (catalog[i].Type == req.StructureType) { entryIdx = i; break; }
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if (entryIdx >= 0 && catalog[entryIdx].Prefab != Entity.Null
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&& BuildPlacementMath.CanPlace(anchor, occupied, cell))
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{
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var entry = catalog[entryIdx];
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int have = 0;
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for (int i = 0; i < ledger.Length; i++)
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if (ledger[i].ItemId == entry.CostResourceId) { have = ledger[i].Count; break; }
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if (have >= entry.CostAmount)
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{
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// Commit IN-PLACE so a second same-tick request sees the spend + reservation.
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StorageMath.Withdraw(ledger, entry.CostResourceId, entry.CostAmount);
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occupied.Add(cell);
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var structure = ecb.Instantiate(entry.Prefab);
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var xform = m_TransformLookup[entry.Prefab];
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xform.Position = BaseGridMath.CellToWorld(anchor, cell); // preserve baked Scale
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ecb.SetComponent(structure, xform);
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ecb.SetComponent(structure, new PlacedStructure
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{
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Type = req.StructureType,
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Cell = cell,
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NextTick = 0u,
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LastProcessedTick = TickUtil.NonZero(now),
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});
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ecb.AddComponent(structure, new RegionTag { Region = RegionId.Base });
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}
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}
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ecb.DestroyEntity(requestEntity);
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}
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ecb.Playback(state.EntityManager);
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occupied.Dispose();
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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: d1886c7056b315e42b7754f50c43c59e
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@@ -0,0 +1,110 @@
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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.Mathematics;
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using Unity.NetCode;
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using Unity.Transforms;
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namespace ProjectM.Server
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{
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/// <summary>
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/// Server-only turret fire (hitscan) — EnemyAISystem reversed. Snapshots living Husks once (entity, planar
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/// pos, region); each turret picks the nearest Husk in ITS region within Range and, on a NetworkTick
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/// cooldown stored in <see cref="PlacedStructure.NextTick"/>, appends a direct <c>DamageEvent</c>
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/// (SourceNetworkId=-1) to it. Reuses HealthApplyDamageSystem (already destroys EnemyTag at HP<=0) — no
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/// projectile, no tunnelling, no friendly-fire. Plain server SimulationSystemGroup
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/// <c>[UpdateAfter(PredictedSimulationSystemGroup)]</c> (the predicted group is OrderFirst → UpdateBefore is
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/// ignored); the appended DamageEvent drains next tick (~16ms), consistent with EnemyAISystem. Self-gates:
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/// Husks only exist during the Defend wave.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(SimulationSystemGroup))]
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[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
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public partial struct TurretFireSystem : 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<NetworkTime>();
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state.RequireForUpdate(state.GetEntityQuery(ComponentType.ReadOnly<Turret>()));
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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 serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
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if (!serverTick.IsValid)
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return;
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uint now = serverTick.TickIndexForValidTick;
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var huskEntities = new NativeList<Entity>(Allocator.Temp);
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var huskPos = new NativeList<float2>(Allocator.Temp);
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var huskRegion = new NativeList<byte>(Allocator.Temp);
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foreach (var (xform, health, region, e) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>, RefRO<RegionTag>>()
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.WithAll<EnemyTag>().WithEntityAccess())
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{
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if (health.ValueRO.Current <= 0f)
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continue;
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huskEntities.Add(e);
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huskPos.Add(xform.ValueRO.Position.xz);
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huskRegion.Add(region.ValueRO.Region);
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}
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if (huskEntities.Length == 0)
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{
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huskEntities.Dispose(); huskPos.Dispose(); huskRegion.Dispose();
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return;
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}
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (ps, turret, xform, region) in
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SystemAPI.Query<RefRW<PlacedStructure>, RefRO<Turret>, RefRO<LocalTransform>, RefRO<RegionTag>>())
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{
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uint nextRaw = ps.ValueRO.NextTick;
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if (nextRaw != 0)
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{
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var nextTick = new NetworkTick(nextRaw);
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if (nextTick.IsValid && nextTick.IsNewerThan(serverTick))
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continue; // still cooling down
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}
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float2 tp = xform.ValueRO.Position.xz;
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byte treg = region.ValueRO.Region;
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float rangeSq = turret.ValueRO.Range * turret.ValueRO.Range;
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int best = -1;
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float bestSq = float.MaxValue;
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for (int i = 0; i < huskEntities.Length; i++)
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{
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if (huskRegion[i] != treg)
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continue;
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float sq = math.distancesq(huskPos[i], tp);
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if (sq <= rangeSq && sq < bestSq)
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{
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bestSq = sq;
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best = i;
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}
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}
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if (best >= 0)
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{
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ecb.AppendToBuffer(huskEntities[best], new DamageEvent
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{
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Amount = turret.ValueRO.Damage,
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SourceNetworkId = -1,
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});
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uint cd = (uint)math.max(1, turret.ValueRO.CooldownTicks);
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ps.ValueRW.NextTick = TickUtil.NonZero(now + cd);
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}
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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huskEntities.Dispose(); huskPos.Dispose(); huskRegion.Dispose();
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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: 53cc7669bd6cc5d4e8307b18732897bc
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@@ -71,6 +71,13 @@ namespace ProjectM.Server
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cycle.Phase = CyclePhase.Expedition;
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cycle.CycleNumber += 1;
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cycle.PhaseEndTick = TickUtil.NonZero(now + CyclePhase.ExpeditionTicks);
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// Long-arc goal: one charge per completed cycle (single writer).
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if (SystemAPI.HasComponent<GoalProgress>(cycleEntity))
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{
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var goal = SystemAPI.GetComponent<GoalProgress>(cycleEntity);
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goal.Charge += 1;
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SystemAPI.SetComponent(cycleEntity, goal);
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}
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}
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break;
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}
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Reference in New Issue
Block a user