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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@@ -7,5 +7,5 @@ namespace ProjectM.Simulation
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/// NetworkStreamInGame to the connection (enabling snapshot/command flow) and spawns the
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/// client's player ghost. Lives in Simulation so both worlds see the type for RPC source-gen.
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/// </summary>
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public struct GoInGameRequest : IRpcCommand { }
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public struct GoInGameRequest : IRpcCommand { public byte ClassId; } // Slice 2: per-player class (CharacterId byte; 0 -> server defaults to Warrior)
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}
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