using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
namespace ProjectM.Simulation
{
///
/// Folds each modifiable entity's authored base stats (from the AbilityDatabase blob, keyed by
/// AbilityRef / CharacterStatsRef) with its replicated StatModifier buffer into the
/// EffectiveAbilityStats / EffectiveCharacterStats components - every predicted tick, on both worlds.
///
/// Runs at the head of the predicted group (UpdateBefore PlayerAimSystem;
/// AbilityFireSystem runs after PlayerAimSystem, so it sees fresh values too). Recompute is
/// unconditional every tick: it is a pure function of (blob base + replicated buffer), both of which
/// are restored on rollback, so predicted and server results always agree. A dirty-flag / change
/// filter would be WRONG here - the Effective* components are NOT in the ghost snapshot and would go
/// stale across reprediction.
///
[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
[UpdateBefore(typeof(PlayerAimSystem))]
[BurstCompile]
public partial struct StatRecomputeSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var database = SystemAPI.GetSingleton();
ref var db = ref database.Value.Value;
foreach (var (abilityRef, charRef, mods, effAbility, effChar) in
SystemAPI.Query, RefRO, DynamicBuffer,
RefRW, RefRW>()
.WithAll())
{
if (db.TryGetAbility(abilityRef.ValueRO.Id, out var a))
{
effAbility.ValueRW = new EffectiveAbilityStats
{
Damage = StatMath.Apply(a.Damage, StatTarget.Damage, mods),
ProjectileSpeed = StatMath.Apply(a.ProjectileSpeed, StatTarget.ProjectileSpeed, mods),
Range = StatMath.Apply(a.Range, StatTarget.Range, mods),
AutoTargetRange = StatMath.Apply(a.AutoTargetRange, StatTarget.AutoTargetRange, mods),
AutoTargetConeRadians = StatMath.Apply(a.AutoTargetConeRadians, StatTarget.AutoTargetConeRadians, mods),
CooldownTicks = (int)math.round(StatMath.Apply(a.CooldownTicks, StatTarget.CooldownTicks, mods)),
};
}
if (db.TryGetCharacter(charRef.ValueRO.Id, out var c))
{
effChar.ValueRW = new EffectiveCharacterStats
{
MoveSpeed = StatMath.Apply(c.MoveSpeed, StatTarget.MoveSpeed, mods),
TurnRateRadiansPerSec = StatMath.Apply(c.TurnRateRadiansPerSec, StatTarget.TurnRate, mods),
MaxHealth = StatMath.Apply(c.MaxHealth, StatTarget.MaxHealth, mods),
};
}
}
// LANTERN Phase 1 (Step 1b): per-socket fold - each socket's Spark base folded with the SHARED
// StatModifier band into its EffectiveSocketStats row (uniform band; per-Spark warping is Phase 4).
// Separate query so this system stays under the 7-arg cap; the legacy single fold above stays
// until AbilityFireSystem + the feel layer migrate to the buffer (steps 2/2.5).
foreach (var (sockets, socketMods, effSockets) in
SystemAPI.Query, DynamicBuffer, DynamicBuffer>()
.WithAll())
{
var effBuf = effSockets; // copy the buffer handle to a mutable local (foreach var is readonly -> CS1654)
for (int i = 0; i < SocketId.Count && i < sockets.Length && i < effBuf.Length; i++)
{
if (db.TryGetAbility(sockets[i].SparkId, out var sa))
{
effBuf[i] = new EffectiveSocketStats
{
Damage = StatMath.Apply(sa.Damage, StatTarget.Damage, socketMods),
ProjectileSpeed = StatMath.Apply(sa.ProjectileSpeed, StatTarget.ProjectileSpeed, socketMods),
Range = StatMath.Apply(sa.Range, StatTarget.Range, socketMods),
AutoTargetRange = StatMath.Apply(sa.AutoTargetRange, StatTarget.AutoTargetRange, socketMods),
AutoTargetConeRadians = StatMath.Apply(sa.AutoTargetConeRadians, StatTarget.AutoTargetConeRadians, socketMods),
CooldownTicks = (int)math.round(StatMath.Apply(sa.CooldownTicks, StatTarget.CooldownTicks, socketMods)),
};
}
else
{
effBuf[i] = default;
}
}
}
}
}
}