Files
Project-M/Assets/_Project/Scripts/Simulation/Player/PlayerDeathStateSystem.cs
T
kronic 2aebc37115 G6+G4: Cone damage-at-contact + zone fill telegraph (ZoneEffect GhostFields) + co-op saturation budget
Cone/SpecialSlam damage lands at its visual contact via ConeContactPending (knob 32, 0=legacy;
early-flush + resolve re-validate; death + BOTH class-swap paths drop armed pendings — fixes the
shipped melee death-strand in the same stroke). Zones: [GhostField] Caster/Radius/NextTick +
ZoneTelegraphSystem (Geyser latch contract on InterpolationTick; rim = true radius; arm grows,
persistent phase drains). Cone cues latch to contact (FireStartRaw, C14); TuningConfig.Defaults()
fallback at client cue sites (release-build timing fix). G4: SaturationMath ally-FX degrade
(living-enemy census, solo-exempt; enemy telegraphs structurally exempt) + CombatStressDebug +
overlay saturation rows. Reviews wf_98bf1268 (13 confirmed folded) / wf_9757d214 (5 confirmed fixed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 13:27:50 -07:00

69 lines
4.2 KiB
C#

using Unity.Burst;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// Derives the LOCAL enableable <see cref="Dead"/> gate from the replicated <see cref="Health"/> every predicted
/// tick (Dead == Health.Current &lt;= 0). Runs in BOTH worlds inside
/// <see cref="PredictedSimulationSystemGroup"/>, BEFORE movement/aim/fire, so a dead player is excluded from
/// those systems (which query <c>.WithDisabled&lt;Dead&gt;()</c>) on the server AND the owner-predicting client.
/// Because it is a pure function of the already-replicated, reconciled Health (the same derive-don't-replicate
/// pattern as <see cref="StatRecomputeSystem"/>), the gate is identical across server, owner-client, and rollback
/// — no replicated enabled bit required. Also zeroes <see cref="CharacterControl.MoveVelocity"/> while dead so
/// the kinematic character holds still (the movement system is skipped and would otherwise coast on stale
/// velocity). The authoritative recovery (Health refill + reposition) is owned server-side by
/// <c>PlayerRespawnSystem</c>. Visits dead players too via <c>.WithPresent&lt;Dead&gt;()</c> (required to write
/// the enabled bit on an entity whose Dead is currently disabled).
/// </summary>
[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
[UpdateBefore(typeof(PlayerControlSystem))]
[UpdateBefore(typeof(PlayerAimSystem))]
[BurstCompile]
public partial struct PlayerDeathStateSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
foreach (var (health, control, deadEnabled, entity) in
SystemAPI.Query<RefRO<Health>, RefRW<CharacterControl>, EnabledRefRW<Dead>>()
.WithAll<PlayerTag, Simulate>()
.WithPresent<Dead>()
.WithEntityAccess())
{
bool isDead = health.ValueRO.Current <= 0f;
deadEnabled.ValueRW = isDead;
if (isDead)
{
control.ValueRW.MoveVelocity = float3.zero;
// MC-1: clear any in-flight dash window + restore base sharpness so a death mid-dash leaves
// no stale i-frames / stuck-fast on respawn (DashSystem skips dead players via .WithDisabled<Dead>()).
if (SystemAPI.HasComponent<DashState>(entity))
SystemAPI.SetComponent(entity, default(DashState));
// MC-4: clear any in-flight combo so a death mid-combo leaves no stale lock/step on respawn.
if (SystemAPI.HasComponent<MeleeCombo>(entity))
SystemAPI.SetComponent(entity, default(MeleeCombo));
// 07-21 G6 (review wf_98bf1268): zero any ARMED scheduled cleave — a pending surviving death
// fires from the RESPAWN position once Dead re-disables (the elapsed compare passes instantly).
// Fixes the shipped melee variant + the new cone in one stroke. Idempotent default-writes;
// client copies are always zero, so the both-world predicted write is rollback-safe.
if (SystemAPI.HasComponent<MeleeCleavePending>(entity))
SystemAPI.SetComponent(entity, default(MeleeCleavePending));
if (SystemAPI.HasComponent<ConeContactPending>(entity))
SystemAPI.SetComponent(entity, default(ConeContactPending));
if (SystemAPI.HasComponent<CharacterComponent>(entity))
{
var cc = SystemAPI.GetComponent<CharacterComponent>(entity);
// 07-15: honor the MoveSharpness dev-override (0 = authored const) like the dash/blink restores.
var tdc = SystemAPI.TryGetSingleton<TuningConfig>(out var tdcv) ? tdcv : TuningConfig.Defaults();
cc.GroundedMovementSharpness = tdc.MoveSharpness > 0f ? tdc.MoveSharpness : CharacterComponent.DefaultGroundedSharpness;
SystemAPI.SetComponent(entity, cc);
}
}
}
}
}
}