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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@@ -64,14 +64,18 @@ namespace ProjectM.Simulation
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bool isServer = state.WorldUnmanaged.IsServer();
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// Server-only auto-target candidate set: training-dummy world XZ positions, collected once.
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// Server-only target set (LIVING enemies/dummies), collected once: positions feed the gamepad
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// auto-target assist, and entities+positions feed the Warrior CONE archetype's server-only cleave.
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var candidatePositions = new NativeList<float3>(Allocator.Temp);
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var coneTargets = new NativeList<Entity>(Allocator.Temp);
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var coneTargetPos = new NativeList<float3>(Allocator.Temp);
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if (isServer)
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{
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foreach (var dummyTransform in
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SystemAPI.Query<RefRO<LocalTransform>>().WithAny<TrainingDummyTag, EnemyTag>())
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foreach (var (tx, th, te) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>().WithAny<TrainingDummyTag, EnemyTag>().WithEntityAccess())
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{
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candidatePositions.Add(dummyTransform.ValueRO.Position);
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candidatePositions.Add(tx.ValueRO.Position);
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if (th.ValueRO.Current > 0f) { coneTargets.Add(te); coneTargetPos.Add(tx.ValueRO.Position); }
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}
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}
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var candidates = candidatePositions.AsArray();
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@@ -105,6 +109,35 @@ namespace ProjectM.Simulation
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// abilities are Projectile (0); hitscan/cone/aoe archetypes plug in at this point in MC-6.
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ref var adb = ref abilityDb.Value.Value;
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byte archetype = adb.TryGetAbility(abilityRef.ValueRO.Id, out var adef) ? adef.Archetype : (byte)AbilityArchetype.Projectile;
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// Slice 2: the Warrior's aim-directed CONE secondary (no projectile ghost). Predict the cooldown on
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// both worlds; apply server-only cone damage to living enemies (mirrors the MeleeComboSystem cleave,
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// same-tick: this runs before HealthApplyDamageSystem in the predicted group). SourceTick-stamped.
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if (archetype == (byte)AbilityArchetype.Cone)
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{
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if (isServer)
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{
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float2 cFace = facing.ValueRO.Direction;
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cFace = math.lengthsq(cFace) < 1e-6f ? new float2(0f, 1f) : math.normalize(cFace);
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float cRange = math.max(0.1f, eff.ValueRO.Range);
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float cCosHalf = math.cos(math.clamp(eff.ValueRO.AutoTargetConeRadians, 0.01f, 3.14159f));
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uint cStamp = TickUtil.NonZero(serverTick.TickIndexForValidTick);
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for (int ci = 0; ci < coneTargets.Length; ci++)
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{
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if (!MeleeConeMath.InCone(xform.ValueRO.Position, cFace, cRange, cCosHalf, coneTargetPos[ci]))
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continue;
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ecb.AppendToBuffer(coneTargets[ci], new DamageEvent
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{
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Amount = eff.ValueRO.Damage,
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SourceNetworkId = owner.ValueRO.NetworkId,
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SourceTick = cStamp,
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});
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}
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}
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uint coneCd = (uint)math.max(1, eff.ValueRO.CooldownTicks);
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cd.ValueRW.NextFireTick = TickUtil.NonZero(serverTick.TickIndexForValidTick + coneCd);
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continue;
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}
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if (archetype != (byte)AbilityArchetype.Projectile)
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continue;
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@@ -179,6 +212,8 @@ namespace ProjectM.Simulation
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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candidatePositions.Dispose();
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coneTargets.Dispose();
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coneTargetPos.Dispose();
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}
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}
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}
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