Files
kronic a7fdd6f71d 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>
2026-06-18 00:30:20 -07:00

220 lines
12 KiB
C#

using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Simulation
{
/// <summary>
/// Predicted "fire" ability: on the single fully-predicting pass of each tick, spawns a
/// Projectile ghost for every player whose PlayerInput.Fire event is set this tick and whose
/// AbilityCooldown has elapsed. Runs in both worlds: the owning client predict-spawns the
/// projectile (classified into the authoritative ghost by ProjectileClassificationSystem via the
/// Projectile.SpawnId key), and the server spawns the replicated truth.
///
/// M3 data-driven: ability stats are read from the per-entity EffectiveAbilityStats (authored base
/// from the AbilityDatabase blob keyed by AbilityRef, folded with the replicated StatModifier buffer
/// by StatRecomputeSystem earlier this tick). The projectile ghost prefab is resolved per ability via
/// the AbilityPrefabElement buffer on the AbilityDatabase singleton. Effective Speed/Damage/Range are
/// snapshotted into the spawned Projectile, so the downstream move/damage systems are unchanged and
/// predicted + server projectiles match (both folded the same replicated modifiers).
///
/// Determinism / idempotency: the prediction loop re-runs this system on rollback, so all
/// non-idempotent effects (spawning, cooldown advance) are gated behind
/// NetworkTime.IsFirstTimeFullyPredictingTick so they happen exactly once per tick. The absolute
/// fire count comes from the replicated input command buffer at NetworkTime.ServerTick (not a
/// local counter) so the SpawnId matches on client and server. No wall-clock, no System.Random,
/// no UnityEngine.Time.
///
/// Auto-target is intentionally server-only: the client fires along raw aim, and the server's
/// authoritative Projectile.Direction GhostField reconciles the predicted projectile to the
/// assisted heading.
/// </summary>
[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
[UpdateAfter(typeof(PlayerAimSystem))]
[BurstCompile]
public partial struct AbilityFireSystem : ISystem
{
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<AbilityDatabase>();
state.RequireForUpdate<NetworkTime>();
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
// Spawning is a one-off effect: only run on the unique fully-predicting pass of this tick
// so a rollback re-simulation does not double-spawn.
var networkTime = SystemAPI.GetSingleton<NetworkTime>();
if (!networkTime.IsFirstTimeFullyPredictingTick)
return;
var serverTick = networkTime.ServerTick;
if (!serverTick.IsValid)
return;
// Per-ability projectile ghost prefabs live on the AbilityDatabase singleton's companion buffer.
var dbEntity = SystemAPI.GetSingletonEntity<AbilityDatabase>();
var abilityPrefabs = SystemAPI.GetBuffer<AbilityPrefabElement>(dbEntity);
var abilityDb = SystemAPI.GetSingleton<AbilityDatabase>();
bool isServer = state.WorldUnmanaged.IsServer();
// Server-only target set (LIVING enemies/dummies), collected once: positions feed the gamepad
// auto-target assist, and entities+positions feed the Warrior CONE archetype's server-only cleave.
var candidatePositions = new NativeList<float3>(Allocator.Temp);
var coneTargets = new NativeList<Entity>(Allocator.Temp);
var coneTargetPos = new NativeList<float3>(Allocator.Temp);
if (isServer)
{
foreach (var (tx, th, te) in
SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>().WithAny<TrainingDummyTag, EnemyTag>().WithEntityAccess())
{
candidatePositions.Add(tx.ValueRO.Position);
if (th.ValueRO.Current > 0f) { coneTargets.Add(te); coneTargetPos.Add(tx.ValueRO.Position); }
}
}
var candidates = candidatePositions.AsArray();
var ecb = new EntityCommandBuffer(state.WorldUpdateAllocator);
foreach (var (input, facing, xform, eff, abilityRef, cd, owner, entity) in
SystemAPI.Query<RefRO<PlayerInput>, RefRO<PlayerFacing>, RefRO<LocalTransform>,
RefRO<EffectiveAbilityStats>, RefRO<AbilityRef>, RefRW<AbilityCooldown>,
RefRO<GhostOwner>>()
.WithAll<Simulate>().WithDisabled<Dead>()
.WithEntityAccess())
{
// The InputEvent on the component carries the per-tick delta: set => fired this tick.
if (!input.ValueRO.Fire.IsSet)
continue;
// Cooldown gate. NextFireTick == 0 means "ready". Otherwise the player may fire only
// once serverTick is at-or-newer than the stored tick (i.e. the stored tick is not
// strictly newer than now).
uint nextFireRaw = cd.ValueRO.NextFireTick;
if (nextFireRaw != 0)
{
var nextTick = new NetworkTick(nextFireRaw);
if (nextTick.IsValid && nextTick.IsNewerThan(serverTick))
continue; // still cooling down
}
// MC-4 spike for MC-6: dispatch on the authored ability ARCHETYPE byte (baked in the blob, read here -- NOT
// folded through EffectiveAbilityStats; it is static identity, not a tunable stat). All current
// abilities are Projectile (0); hitscan/cone/aoe archetypes plug in at this point in MC-6.
ref var adb = ref abilityDb.Value.Value;
byte archetype = adb.TryGetAbility(abilityRef.ValueRO.Id, out var adef) ? adef.Archetype : (byte)AbilityArchetype.Projectile;
// Slice 2: the Warrior's aim-directed CONE secondary (no projectile ghost). Predict the cooldown on
// both worlds; apply server-only cone damage to living enemies (mirrors the MeleeComboSystem cleave,
// same-tick: this runs before HealthApplyDamageSystem in the predicted group). SourceTick-stamped.
if (archetype == (byte)AbilityArchetype.Cone)
{
if (isServer)
{
float2 cFace = facing.ValueRO.Direction;
cFace = math.lengthsq(cFace) < 1e-6f ? new float2(0f, 1f) : math.normalize(cFace);
float cRange = math.max(0.1f, eff.ValueRO.Range);
float cCosHalf = math.cos(math.clamp(eff.ValueRO.AutoTargetConeRadians, 0.01f, 3.14159f));
uint cStamp = TickUtil.NonZero(serverTick.TickIndexForValidTick);
for (int ci = 0; ci < coneTargets.Length; ci++)
{
if (!MeleeConeMath.InCone(xform.ValueRO.Position, cFace, cRange, cCosHalf, coneTargetPos[ci]))
continue;
ecb.AppendToBuffer(coneTargets[ci], new DamageEvent
{
Amount = eff.ValueRO.Damage,
SourceNetworkId = owner.ValueRO.NetworkId,
SourceTick = cStamp,
});
}
}
uint coneCd = (uint)math.max(1, eff.ValueRO.CooldownTicks);
cd.ValueRW.NextFireTick = TickUtil.NonZero(serverTick.TickIndexForValidTick + coneCd);
continue;
}
if (archetype != (byte)AbilityArchetype.Projectile)
continue;
// Resolve the projectile ghost prefab for this player's selected ability id.
Entity prefab = Entity.Null;
for (int i = 0; i < abilityPrefabs.Length; i++)
{
if (abilityPrefabs[i].Id == abilityRef.ValueRO.Id)
{
prefab = abilityPrefabs[i].Prefab;
break;
}
}
if (prefab == Entity.Null)
continue; // ability has no projectile prefab wired
// Absolute (monotonic) fire count from the replicated command buffer at this tick.
// This is the classification key shared by client prediction and server truth.
var inputBuffer = SystemAPI.GetBuffer<InputBufferData<PlayerInput>>(entity);
if (!inputBuffer.GetDataAtTick(serverTick, out var applied))
continue;
uint absoluteFireCount = applied.InternalInput.Fire.Count;
float2 rawAim = facing.ValueRO.Direction;
if (math.lengthsq(rawAim) < 1e-6f)
rawAim = new float2(0f, 1f);
else
rawAim = math.normalize(rawAim);
// Client fires along raw aim. Only the server applies the auto-target assist cone, and only for
// GAMEPAD shots (precise mouse aim is left exact per the active input scheme).
float2 dir = rawAim;
if (isServer && eff.ValueRO.AutoTargetRange > 0f
&& applied.InternalInput.Scheme == InputSchemeId.Gamepad)
{
dir = AutoTarget.Resolve(
xform.ValueRO.Position,
rawAim,
eff.ValueRO.AutoTargetRange,
eff.ValueRO.AutoTargetConeRadians,
candidates);
}
uint spawnId = (uint)owner.ValueRO.NetworkId << 16 | absoluteFireCount;
var projectile = ecb.Instantiate(prefab);
float3 planarDir = new float3(dir.x, 0f, dir.y);
float3 spawnPos = xform.ValueRO.Position + planarDir * 0.6f;
spawnPos.y = xform.ValueRO.Position.y;
quaternion rot = quaternion.LookRotationSafe(planarDir, math.up());
ecb.SetComponent(projectile, LocalTransform.FromPositionRotation(spawnPos, rot));
ecb.SetComponent(projectile, new GhostOwner { NetworkId = owner.ValueRO.NetworkId });
// Snapshot the effective ability stats into the projectile (base + modifiers, computed
// identically on both worlds), so the move/damage systems need no modifier lookup.
ecb.SetComponent(projectile, new Projectile
{
Direction = math.normalize(dir),
SpawnId = spawnId,
Speed = eff.ValueRO.ProjectileSpeed,
Damage = eff.ValueRO.Damage,
Range = eff.ValueRO.Range,
DistanceTravelled = 0f,
});
// Earliest raw tick the player may fire again. Clamp cooldown to >= 1 tick.
uint cooldownTicks = (uint)math.max(1, eff.ValueRO.CooldownTicks);
cd.ValueRW.NextFireTick = TickUtil.NonZero(serverTick.TickIndexForValidTick + cooldownTicks);
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
candidatePositions.Dispose();
coneTargets.Dispose();
coneTargetPos.Dispose();
}
}
}