Slice 2 (WIP): class carrier (GoInGameRequest.ClassId) + Warrior cone archetype
The per-player class travels on GoInGameRequest.ClassId (client reads a ClassSelection singleton); GoInGameServerSystem seeds the class at spawn via ClassTraits (AbilityRef + permanent trait StatModifiers on a reserved ClassSourceId; CharacterStatsRef stays Default so the DRG-asymmetry deltas ride the replicated OwnerSendType.All buffer). AbilityFireSystem gains the aim-directed Cone archetype: cooldown predicted both worlds, server-only cone damage to living enemies (same-tick, SourceTick-stamped, like the melee cleave). 345/345. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -42,8 +42,8 @@ namespace ProjectM.Server
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center = BaseGridMath.PlotCenter(baseAnchor);
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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<GoInGameRequest>().WithEntityAccess())
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foreach (var (receive, goReq, requestEntity) in
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SystemAPI.Query<RefRO<ReceiveRpcCommandRequest>, RefRO<GoInGameRequest>>().WithEntityAccess())
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{
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var connection = receive.ValueRO.SourceConnection;
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ecb.AddComponent<NetworkStreamInGame>(connection);
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@@ -55,6 +55,12 @@ namespace ProjectM.Server
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ecb.SetComponent(player, new GhostOwner { NetworkId = networkId.Value });
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// Tag the player into the base region (M6 region/relevancy split).
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ecb.AddComponent(player, new RegionTag { Region = RegionId.Base });
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// Slice 2: seed the chosen class on the just-instantiated player. AbilityRef selects the Fire slot
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// (Warrior = cone / Ranger = projectile); the DRG-asymmetry traits ride permanent StatModifiers
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// (CharacterStatsRef stays Default -> deltas replicate via the OwnerSendType.All buffer). 0 -> Warrior.
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byte classId = ClassTraits.Normalize(goReq.ValueRO.ClassId);
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ecb.SetComponent(player, new AbilityRef { Id = ClassTraits.AbilityFor(classId) });
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ClassTraits.AppendSeeds(classId, player, ecb);
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// Auto-despawn the player when its owning connection is removed.
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ecb.AppendToBuffer(connection, new LinkedEntityGroup { Value = player });
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