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Project-M/Assets/_Project/Scripts/Simulation/Combat/AbilityFireSystem.cs
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kronic 12f86c86de LANTERN P1 step 2: AbilityFireSystem socket restructure + SpawnId repack
The netcode core of the 4-socket kit (Phase1_Combat_Gym_Build_Spec §1,§2,§5; review NP-1/
RS-1/DB-1/DB-3):
- PlayerInput: +4 Socket0..3 InputEvents + Burst-safe GetSocket(i); legacy Fire kept vestigial.
- PlayerInputGatherSystem: gather sockets from keyboard 1..4 (+gamepad RT/LB/RB); socket 0 also
  fires on the legacy primary (right-click / pad LT) as a bridge.
- AbilityFireSystem: query dropped to 4 type args (PlayerInput/PlayerFacing/LocalTransform/
  GhostOwner) + BufferLookup<AbilitySocket>/ComponentLookup<SocketCooldown>/BufferLookup<
  EffectiveSocketStats> (the 7-arg-cap fix); loops 4 sockets; per-socket cooldown + per-socket
  effective stats; Cone + Projectile dispatch per socket (predict-spawn Projectile-only).
- ProjectileSpawnId.Pack: pure Burst-safe key owner14|socket2|fireCount12|fork4 so same-tick
  multi-socket projectiles never collide; AbilityFireSystem uses it.
L1 clean; L2 494/494 (+5 ProjectileSpawnId tests: distinct-per-socket, fork, owner, bit-ranges,
count-wrap). L3 two-player + rollback is the group-A gate (after step 2.5). Note: the client
feel layer (muzzle/anim) still reads the legacy cooldown until step 2.5; sockets bake empty
until content (step 4), so nothing fires in-game yet.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 10:59:45 -07:00

252 lines
14 KiB
C#

using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
namespace ProjectM.Simulation
{
/// <summary>
/// LANTERN 4-socket predicted "fire". On the single fully-predicting pass of each tick, for every player
/// it loops the 4 ability sockets: a socket whose Spark is set (AbilitySocket.SparkId != 0), whose own
/// fire event (PlayerInput.Socket0..3) is set this tick, and whose per-socket SocketCooldown has elapsed
/// fires that Spark. Runs in both worlds: the owning client predict-spawns a Projectile ghost (classified
/// into the authoritative ghost by ProjectileClassificationSystem via Projectile.SpawnId), and the server
/// spawns the replicated truth.
///
/// The single AbilityRef/AbilityCooldown/EffectiveAbilityStats model was replaced by the socket kit:
/// AbilitySocket (loadout), SocketCooldown (hot per-socket cooldown), EffectiveSocketStats (per-socket
/// folded stats from StatRecomputeSystem). To stay under the 7-type SystemAPI.Query cap, the query holds
/// only PlayerInput/PlayerFacing/LocalTransform/GhostOwner and reads the socket data by entity via
/// BufferLookup/ComponentLookup (mirroring the BoonEffects lookup).
///
/// SpawnId key (owner14 | socket2 | fireCount12 | fork4) reserves socket bits so two sockets firing the
/// same-prefab projectile on one tick classify to DISTINCT ghosts (the review's NP-1/RS-1/DB-3 fix). The
/// per-socket fire count comes from the replicated command buffer at ServerTick (not a local counter) so
/// client and server agree. FORK fans extra predicted projectiles, each with a unique fork index in the
/// low bits; PIERCE/CHAIN/PULL seed the server-only ProjectileEffectState.
///
/// Determinism/idempotency: gated behind IsFirstTimeFullyPredictingTick so a rollback re-sim never
/// double-spawns. No wall-clock, no System.Random. Predict-spawn is reserved for the Projectile archetype;
/// Cone applies its effect server-only (cooldown predicted both worlds). Aoe/Hitscan/movement archetypes
/// are handled elsewhere (steps 3/4) and fall through here. Auto-target stays server-only + gamepad-only.
/// </summary>
[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
[UpdateAfter(typeof(PlayerAimSystem))]
[BurstCompile]
public partial struct AbilityFireSystem : ISystem
{
// Server-only knockback stamp for the Cone (guarded + boss-immune).
ComponentLookup<KnockbackState> m_KnockbackLookup;
ComponentLookup<BossState> m_BossLookup;
// Owner-replicated mechanic-changer boons, read by the player entity.
ComponentLookup<BoonEffects> m_BoonEffectsLookup;
// LANTERN socket kit, read by the player entity so the fire query stays at 4 type args (7-arg cap).
BufferLookup<AbilitySocket> m_SocketLookup;
ComponentLookup<SocketCooldown> m_SocketCdLookup;
BufferLookup<EffectiveSocketStats> m_EffSocketLookup;
/// <summary>~9 degree gap between adjacent Split-Shot projectiles (tunable).</summary>
const float k_ForkSpreadRad = 0.157f;
[BurstCompile]
public void OnCreate(ref SystemState state)
{
state.RequireForUpdate<AbilityDatabase>();
state.RequireForUpdate<NetworkTime>();
m_KnockbackLookup = state.GetComponentLookup<KnockbackState>(isReadOnly: false);
m_BossLookup = state.GetComponentLookup<BossState>(isReadOnly: true);
m_BoonEffectsLookup = state.GetComponentLookup<BoonEffects>(isReadOnly: true);
m_SocketLookup = state.GetBufferLookup<AbilitySocket>(isReadOnly: true);
m_SocketCdLookup = state.GetComponentLookup<SocketCooldown>(isReadOnly: false);
m_EffSocketLookup = state.GetBufferLookup<EffectiveSocketStats>(isReadOnly: true);
}
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
var networkTime = SystemAPI.GetSingleton<NetworkTime>();
if (!networkTime.IsFirstTimeFullyPredictingTick)
return;
var serverTick = networkTime.ServerTick;
if (!serverTick.IsValid)
return;
var dbEntity = SystemAPI.GetSingletonEntity<AbilityDatabase>();
var abilityPrefabs = SystemAPI.GetBuffer<AbilityPrefabElement>(dbEntity);
var abilityDb = SystemAPI.GetSingleton<AbilityDatabase>();
ref var adb = ref abilityDb.Value.Value;
bool isServer = state.WorldUnmanaged.IsServer();
m_KnockbackLookup.Update(ref state);
m_BossLookup.Update(ref state);
m_BoonEffectsLookup.Update(ref state);
m_SocketLookup.Update(ref state);
m_SocketCdLookup.Update(ref state);
m_EffSocketLookup.Update(ref state);
// Server-only LIVING-enemy target set (auto-target assist + Cone cleave), collected once.
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>>().WithAll<EnemyTag>().WithEntityAccess())
{
if (th.ValueRO.Current <= 0f) continue; // corpses are neither aim magnets nor cleave targets
candidatePositions.Add(tx.ValueRO.Position);
coneTargets.Add(te); coneTargetPos.Add(tx.ValueRO.Position);
}
}
var candidates = candidatePositions.AsArray();
var ecb = new EntityCommandBuffer(state.WorldUpdateAllocator);
foreach (var (input, facing, xform, owner, entity) in
SystemAPI.Query<RefRO<PlayerInput>, RefRO<PlayerFacing>, RefRO<LocalTransform>, RefRO<GhostOwner>>()
.WithAll<Simulate>().WithDisabled<Dead>()
.WithEntityAccess())
{
if (!m_SocketLookup.HasBuffer(entity) || !m_SocketCdLookup.HasComponent(entity) || !m_EffSocketLookup.HasBuffer(entity))
continue;
var sockets = m_SocketLookup[entity];
var effSockets = m_EffSocketLookup[entity];
var cd = m_SocketCdLookup[entity]; // struct copy; written back after mutation
BoonEffects bfx = m_BoonEffectsLookup.HasComponent(entity) ? m_BoonEffectsLookup[entity] : default;
bool pull = (bfx.Flags & BoonFlag.KnockToPull) != 0;
// Replicated command buffer at this tick (per-socket fire count for the SpawnId + scheme for aim assist).
var inputBuffer = SystemAPI.GetBuffer<InputBufferData<PlayerInput>>(entity);
bool haveApplied = inputBuffer.GetDataAtTick(serverTick, out var applied);
bool cdDirty = false;
int socketCount = math.min(SocketId.Count, sockets.Length);
for (int sk = 0; sk < socketCount; sk++)
{
byte sparkId = sockets[sk].SparkId;
if (sparkId == 0) continue; // empty socket
if (!input.ValueRO.GetSocket(sk).IsSet) continue; // this socket not fired this tick
// Per-socket cooldown gate (0 = ready).
uint nextFireRaw = cd.Get(sk);
if (nextFireRaw != 0)
{
var nextTick = new NetworkTick(nextFireRaw);
if (nextTick.IsValid && nextTick.IsNewerThan(serverTick)) continue;
}
EffectiveSocketStats es = sk < effSockets.Length ? effSockets[sk] : default;
byte archetype = adb.TryGetAbility(sparkId, out var adef) ? adef.Archetype : (byte)AbilityArchetype.Projectile;
// CONE: no projectile ghost. Predict the cooldown on both worlds; apply server-only cleave.
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, es.Range);
float cCosHalf = math.cos(math.clamp(es.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 = es.Damage,
SourceNetworkId = owner.ValueRO.NetworkId,
SourceTick = cStamp,
});
KnockbackUtil.Stamp(ref m_KnockbackLookup, m_BossLookup, coneTargets[ci],
xform.ValueRO.Position, coneTargetPos[ci], cFace, Tuning.KnockbackSpeed,
TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, Tuning.KnockbackDurationTicks)), pull);
}
}
cd.Set(sk, TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, es.CooldownTicks)));
cdDirty = true;
continue;
}
// Aoe/Hitscan (steps 3) and movement/Blink (step 4) are not dispatched here yet.
if (archetype != (byte)AbilityArchetype.Projectile)
continue;
// Resolve the projectile ghost prefab for this Spark id.
Entity prefab = Entity.Null;
for (int i = 0; i < abilityPrefabs.Length; i++)
{
if (abilityPrefabs[i].Id == sparkId) { prefab = abilityPrefabs[i].Prefab; break; }
}
if (prefab == Entity.Null) continue;
if (!haveApplied) continue;
uint socketFireCount = applied.InternalInput.GetSocket(sk).Count;
float2 rawAim = facing.ValueRO.Direction;
rawAim = math.lengthsq(rawAim) < 1e-6f ? new float2(0f, 1f) : math.normalize(rawAim);
// Client fires along raw aim; only the server applies the gamepad auto-target assist.
float2 dir = rawAim;
if (isServer && es.AutoTargetRange > 0f && applied.InternalInput.Scheme == InputSchemeId.Gamepad)
{
dir = AutoTarget.Resolve(xform.ValueRO.Position, rawAim, es.AutoTargetRange, es.AutoTargetConeRadians, candidates);
}
byte pierce = bfx.Pierce;
byte chain = bfx.Chain;
byte projFlags = pull ? ProjectileEffectFlag.Pull : (byte)0;
int shots = 1 + math.min((int)bfx.Fork, 8);
for (int s = 0; s < shots; s++)
{
float offset = (s - (shots - 1) * 0.5f) * k_ForkSpreadRad;
math.sincos(offset, out float sa, out float ca);
float2 sdir = math.normalize(new float2(dir.x * ca - dir.y * sa, dir.x * sa + dir.y * ca));
// SpawnId: owner(14) | socket(2) | fireCount(12) | fork(4) -- see ProjectileSpawnId.
uint spawnId = ProjectileSpawnId.Pack(owner.ValueRO.NetworkId, sk, socketFireCount, s);
var projectile = ecb.Instantiate(prefab);
float3 planarDir = new float3(sdir.x, 0f, sdir.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 });
ecb.SetComponent(projectile, new Projectile
{
Direction = sdir,
SpawnId = spawnId,
Speed = es.ProjectileSpeed,
Damage = es.Damage,
Range = es.Range,
DistanceTravelled = 0f,
});
ecb.SetComponent(projectile, new ProjectileEffectState
{
PierceRemaining = pierce,
ChainRemaining = chain,
Flags = projFlags,
});
}
cd.Set(sk, TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, es.CooldownTicks)));
cdDirty = true;
}
if (cdDirty) m_SocketCdLookup[entity] = cd;
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
candidatePositions.Dispose();
coneTargets.Dispose();
coneTargetPos.Dispose();
}
}
}