using ProjectM.Simulation; using Unity.Entities; using UnityEngine; namespace ProjectM.Authoring { /// /// Authoring for the player ghost prefab. As of M3 the numeric tunables live in data /// ( / ScriptableObjects); /// this authoring only selects which definitions the player uses and bakes the light id refs, the /// (empty) replicated modifier buffer, and the zeroed effective-stat components that /// StatRecomputeSystem fills each predicted tick. Health is seeded from the character definition's /// MaxHealth (single source). Ghost replication, GhostOwner and AutoCommandTarget come from /// the GhostAuthoringComponent on the same prefab GameObject; GetEntity(TransformUsageFlags.Dynamic) /// ensures a runtime-mutable LocalTransform exists. /// public class PlayerAuthoring : MonoBehaviour { [Tooltip("Character-stats definition (move speed, turn rate, max health). Single source of those values.")] public CharacterStatsDefinition Character; [Header("Fallbacks (used only if a definition above is unassigned)")] [Min(0f)] public float FallbackMaxHealth = 100f; /// Projectile hit-test radius for the player as a damageable target, in world units. [Min(0f)] public float HitRadius = 0.6f; [Min(1)] [Tooltip("Ticks the player stays down before respawning at base (~60 ticks/sec).")] public int RespawnDelayTicks = 180; [Min(0)] [Tooltip("Ticks of post-respawn damage immunity (~60 ticks/sec).")] public int RespawnInvulnTicks = 120; private class PlayerBaker : Baker { public override void Bake(PlayerAuthoring authoring) { var entity = GetEntity(authoring, TransformUsageFlags.Dynamic); // Re-bake when the referenced definition's serialized values change. if (authoring.Character != null) DependsOn(authoring.Character); byte characterId = authoring.Character != null ? (byte)authoring.Character.Id : (byte)FrameKind.Default; float maxHealth = authoring.Character != null ? authoring.Character.MaxHealth : authoring.FallbackMaxHealth; AddComponent(entity); AddComponent(entity); AddComponent(entity); // Data-driven stat ref (replaces M2's inlined PlayerMoveStats values); the ability model is the // 4-socket kit below (the legacy AbilityRef/DefaultAbility/EffectiveAbilityStats bakes are deleted). AddComponent(entity, new CharacterStatsRef { Id = characterId }); // Effective stats: zeroed at bake, recomputed every predicted tick by StatRecomputeSystem. AddComponent(entity, new EffectiveCharacterStats()); // Empty replicated modifier stack (grown by upgrades/pickups/debug hook, server-authoritative). AddBuffer(entity); // 2026-08-07 audit purge: the replicated personal InventorySlot bag and the EquipmentSlot loadout // went with the shell (CLAUDE.md already recorded inventory/equipment as PAUSED). Harvest now // credits the shared ledger directly. // Server-only expiry tracker for timed buffs (paired with a StatModifier by SourceId; not replicated). AddBuffer(entity); // Combat: server-authoritative health (Current replicated for display), the player's // damageable hit radius, predicted cooldown state, and the per-tick damage inbox. AddComponent(entity, new Health { Current = maxHealth, Max = maxHealth }); AddComponent(entity, new HitRadius { Value = authoring.HitRadius }); AddBuffer(entity); // MC-1 dash: predicted dash window (derived from PlayerInput.Dash) + cooldown gate, baked idle/ready. AddComponent(entity); AddComponent(entity, new DashCooldown { NextTick = 0 }); AddComponent(entity); // LANTERN Blink: predicted blink window (Movement-archetype Spark), baked idle // MC-4 melee combo: predicted, owner-replicated combo anchor (Step/SwingStartTick/LockUntilTick), baked idle/zero. AddComponent(entity); AddComponent(entity); // 07-20 G2.1: server-only scheduled cleave (baked zeroed, not replicated) AddComponent(entity); // 07-21 G6: server-only scheduled Cone-socket slam (baked zeroed, not replicated) // Death gate (enableable, derived from Health by PlayerDeathStateSystem) baked DISABLED = alive; // plus the server-only respawn timer. AddComponent(entity); SetComponentEnabled(entity, false); // Dev god-mode gate (enableable, server-only) baked DISABLED so toggling it is a bit flip, never structural. AddComponent(entity); SetComponentEnabled(entity, false); AddComponent(entity, new RespawnState { RespawnTick = 0, DelayTicks = authoring.RespawnDelayTicks, InvulnTicks = authoring.RespawnInvulnTicks }); AddComponent(entity, new RespawnInvuln { UntilTick = 0 }); // 2026-08-07 audit purge: PlayerReady (ready-check), BoonOffer/BoonEffects (Phase-1.7 boons) and // DashTrailState (Blade Dash) were baked onto every player ghost for the superseded base/expedition // loop. All four are gone; the ghost archetype shrinks accordingly. // LANTERN Phase 1 (Step 1): 4-socket kit data model — THE ability model (the legacy single // AbilityRef/AbilityCooldown path is deleted). AbilitySocket = cold per-socket loadout // (EquipmentSlot-modelled, 4 empty rows; GoInGameServerSystem seeds the frame loadout at spawn); // SocketCooldown = hot owner-predicted per-socket cooldown; FrameId = replicated frame/class signal // (baked 0, written server-side at frame select). var sockets = AddBuffer(entity); for (int sk = 0; sk < SocketId.Count; sk++) sockets.Add(new AbilitySocket { SparkId = 0 }); AddComponent(entity); AddComponent(entity); // Step 1b: per-socket effective-stats buffer (4 rows), folded each predicted tick by StatRecomputeSystem. var effSockets = AddBuffer(entity); for (int sk2 = 0; sk2 < SocketId.Count; sk2++) effSockets.Add(new EffectiveSocketStats()); } } } }