36950ca21d
Aoe/Hitscan archetype dispatch in AbilityFireSystem (both-worlds cooldown; server-only ecb.Instantiate — the client-never-instantiates invariant; ZoneEffect vs DecoyTag chosen by prefab membership). Harpooner REEL as a homing state (ReelState + ReelSystem re-aim the hit Husk's KnockbackState toward the caster's live position each tick; EnemyAISystem stays sole Position writer), stamped by ProjectileDamageSystem on a Reel-flag hit. ZonePulseSystem (enemy-only periodic AoE, caster attribution, no friendly fire, Vortex pull, born-0 lazy-stamp). Decoy aggro in EnemyAISystem + DecoySystem despawn. AbilityDefBlob gains EffectFlags (Reel) + DurationTicks. +3 ZonePulseSystem EditMode tests (497 green). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
134 lines
6.1 KiB
C#
134 lines
6.1 KiB
C#
using ProjectM.Simulation;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Mathematics;
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using Unity.NetCode;
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using Unity.Transforms;
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namespace ProjectM.Server
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{
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/// <summary>
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/// SERVER-ONLY player-cast zone driver (Vortex / LightZone — the LANTERN Aoe/zone Sparks). Borrows the
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/// <see cref="GeyserEruptSystem"/> skeleton — the INVERTED invalid-tick guard (a born-0 <see cref="ZoneEffect.NextTick"/>
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/// is lazy-stamped born-correct, never storm-fires) and the <c>= now + period</c> reschedule — but is
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/// ENEMY-ONLY (NO friendly fire), stamps <see cref="DamageEvent.SourceNetworkId"/> = the caster's NetworkId
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/// (kills credit the caster — NOT the -1 environment convention), and has NO region gate (a no-world gym).
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/// A <see cref="ZoneEffectFlag.Vortex"/> zone ALSO writes a gentle inward <see cref="KnockbackState"/> every
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/// tick (EnemyAISystem drives it, sole Position writer), so runs BEFORE EnemyAISystem. DestroyEntity when
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/// <see cref="ZoneEffect.ExpireTick"/> elapses (server-authoritative ghost despawn). Ticks via
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/// <see cref="TickUtil.NonZero"/>; compared with <see cref="NetworkTick"/> only.
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/// </summary>
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[BurstCompile]
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[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
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[UpdateInGroup(typeof(SimulationSystemGroup))]
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[UpdateAfter(typeof(PredictedSimulationSystemGroup))]
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[UpdateBefore(typeof(EnemyAISystem))]
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public partial struct ZonePulseSystem : ISystem
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{
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const uint k_PulsePeriodTicks = 30u; // damage cadence (~0.5s at 60 ticks/sec)
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const float k_VortexPullSpeed = 4f; // gentle inward drift for a Vortex (world units/sec)
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const float k_VortexDeadzoneSq = 0.25f; // don't re-aim (or NaN) an enemy already at the zone centre
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ComponentLookup<KnockbackState> m_KnockbackLookup;
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ComponentLookup<BossState> m_BossLookup;
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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state.RequireForUpdate<NetworkTime>();
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state.RequireForUpdate<ZoneEffect>();
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m_KnockbackLookup = state.GetComponentLookup<KnockbackState>(isReadOnly: false);
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m_BossLookup = state.GetComponentLookup<BossState>(isReadOnly: true);
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}
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[BurstCompile]
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public void OnUpdate(ref SystemState state)
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{
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var serverTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick;
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if (!serverTick.IsValid) return;
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uint now = serverTick.TickIndexForValidTick;
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uint stamp = TickUtil.NonZero(now);
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uint reschedule = TickUtil.NonZero(now + k_PulsePeriodTicks);
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m_KnockbackLookup.Update(ref state);
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m_BossLookup.Update(ref state);
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// Living enemies once this tick (entities + positions; stable query order).
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var enemyEntities = new NativeList<Entity>(Allocator.Temp);
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var enemyPositions = new NativeList<float3>(Allocator.Temp);
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foreach (var (lt, hp, e) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
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.WithAll<EnemyTag>().WithNone<Dying>().WithEntityAccess())
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{
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if (hp.ValueRO.Current <= 0f) continue;
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enemyEntities.Add(e);
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enemyPositions.Add(lt.ValueRO.Position);
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}
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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foreach (var (zone, lt, zoneEntity) in
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SystemAPI.Query<RefRW<ZoneEffect>, RefRO<LocalTransform>>().WithEntityAccess())
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{
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var ze = zone.ValueRO;
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// Lifetime: despawn the zone ghost when the leash elapses (server-authoritative).
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if (ze.ExpireTick != 0u && !new NetworkTick(ze.ExpireTick).IsNewerThan(serverTick))
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{
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ecb.DestroyEntity(zoneEntity);
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continue;
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}
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float3 center = lt.ValueRO.Position;
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float radiusSq = ze.Radius * ze.Radius;
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bool vortex = (ze.Flags & ZoneEffectFlag.Vortex) != 0;
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// Vortex pull: gentle inward drift EVERY tick (re-stamped, one tick; EnemyAISystem applies it).
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if (vortex)
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{
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for (int i = 0; i < enemyEntities.Length; i++)
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{
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float2 to = center.xz - enemyPositions[i].xz;
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float d2 = math.lengthsq(to);
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if (d2 > radiusSq || d2 <= k_VortexDeadzoneSq) continue;
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var e = enemyEntities[i];
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if (!m_KnockbackLookup.HasComponent(e) || m_BossLookup.HasComponent(e)) continue;
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m_KnockbackLookup[e] = new KnockbackState
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{
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Dir = math.normalize(to),
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Speed = k_VortexPullSpeed,
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UntilTick = TickUtil.NonZero(now + 1u),
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};
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}
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}
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// Damage pulse: INVERTED invalid-tick guard (a born-0 NextTick lazy-stamps born-correct, never storms).
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uint next = ze.NextTick;
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if (next == 0u || !new NetworkTick(next).IsValid)
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{
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zone.ValueRW.NextTick = reschedule;
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continue;
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}
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if (new NetworkTick(next).IsNewerThan(serverTick)) continue; // still counting down
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for (int i = 0; i < enemyEntities.Length; i++)
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{
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if (math.distancesq(enemyPositions[i].xz, center.xz) > radiusSq) continue;
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ecb.AppendToBuffer(enemyEntities[i], new DamageEvent
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{
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Amount = ze.DamagePerPulse,
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SourceNetworkId = ze.CasterNetworkId,
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SourceTick = stamp,
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});
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}
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zone.ValueRW.NextTick = reschedule;
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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enemyEntities.Dispose();
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enemyPositions.Dispose();
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}
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}
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}
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