52818d0dd6
Per Phase1_Combat_Gym_Build_Spec §6 (the Blink Spark = a second, socketed dash): - AbilityArchetype += Movement (falls through AbilityFireSystem; a sibling system drives it). - AbilityId += the 5 Phase-1 Sparks (DecoyWisp/HookPull/Vortex/Blink/LightZone). - BlinkState: predicted, non-replicated blink window (DashState sibling). - BlinkSystem: velocity blink (never a LocalTransform write), triggered by the Movement- archetype socket, dash-wins precedence ([UpdateAfter(DashSystem)]), sole writer of its socket's SocketCooldown row; reads socket loadout/cooldown by entity via lookups (query at 6 args, under the 7-cap). Baked BlinkState on the player. L1 clean; L2 494/494. Dead until a Blink Spark def is socketed (ability-database SO = next). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
132 lines
7.9 KiB
C#
132 lines
7.9 KiB
C#
using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Authoring for the player ghost prefab. As of M3 the numeric tunables live in data
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/// (<see cref="CharacterStatsDefinition"/> / <see cref="AbilityDefinition"/> ScriptableObjects);
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/// this authoring only selects which definitions the player uses and bakes the light id refs, the
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/// (empty) replicated modifier buffer, and the zeroed effective-stat components that
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/// StatRecomputeSystem fills each predicted tick. Health is seeded from the character definition's
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/// MaxHealth (single source). Ghost replication, <c>GhostOwner</c> and AutoCommandTarget come from
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/// the GhostAuthoringComponent on the same prefab GameObject; <c>GetEntity(TransformUsageFlags.Dynamic)</c>
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/// ensures a runtime-mutable LocalTransform exists.
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/// </summary>
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public class PlayerAuthoring : MonoBehaviour
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{
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[Tooltip("Character-stats definition (move speed, turn rate, max health). Single source of those values.")]
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public CharacterStatsDefinition Character;
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[Tooltip("Ability definition occupying the player's primary slot.")]
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public AbilityDefinition PrimaryAbility;
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[Header("Fallbacks (used only if a definition above is unassigned)")]
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[Min(0f)] public float FallbackMaxHealth = 100f;
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/// <summary>Projectile hit-test radius for the player as a damageable target, in world units.</summary>
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[Min(0f)] public float HitRadius = 0.6f;
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[Min(1)]
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[Tooltip("Ticks the player stays down before respawning at base (~60 ticks/sec).")]
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public int RespawnDelayTicks = 180;
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[Min(0)]
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[Tooltip("Ticks of post-respawn damage immunity (~60 ticks/sec).")]
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public int RespawnInvulnTicks = 120;
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private class PlayerBaker : Baker<PlayerAuthoring>
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{
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public override void Bake(PlayerAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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// Re-bake when a referenced definition's serialized values change.
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if (authoring.Character != null) DependsOn(authoring.Character);
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if (authoring.PrimaryAbility != null) DependsOn(authoring.PrimaryAbility);
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byte characterId = authoring.Character != null
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? (byte)authoring.Character.Id : (byte)CharacterId.Default;
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byte abilityId = authoring.PrimaryAbility != null
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? (byte)authoring.PrimaryAbility.Id : (byte)AbilityId.Primary;
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float maxHealth = authoring.Character != null
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? authoring.Character.MaxHealth : authoring.FallbackMaxHealth;
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AddComponent<PlayerTag>(entity);
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AddComponent<PlayerFacing>(entity);
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AddComponent<PlayerInput>(entity);
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// Data-driven stat refs (replace M2's inlined PlayerMoveStats / AbilityStats values).
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AddComponent(entity, new CharacterStatsRef { Id = characterId });
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AddComponent(entity, new AbilityRef { Id = abilityId });
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// Unarmed/base ability restored on weapon-unequip (AbilityRef.Id mutates when a weapon is equipped).
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AddComponent(entity, new DefaultAbility { Id = abilityId });
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// Effective stats: zeroed at bake, recomputed every predicted tick by StatRecomputeSystem.
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AddComponent(entity, new EffectiveAbilityStats());
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AddComponent(entity, new EffectiveCharacterStats());
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// Empty replicated modifier stack (grown by upgrades/pickups/debug hook, server-authoritative).
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AddBuffer<StatModifier>(entity);
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// Empty replicated personal inventory (server-authoritative; harvest yield + deposit RPC land here).
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AddBuffer<InventorySlot>(entity);
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// Equipment loadout: one replicated row per slot in FIXED order (buffer index = EquipSlotId), empty.
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var equip = AddBuffer<EquipmentSlot>(entity);
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for (int s = 0; s < EquipSlotId.Count; s++)
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equip.Add(new EquipmentSlot { ItemId = 0 });
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// Server-only expiry tracker for timed buffs (paired with a StatModifier by SourceId; not replicated).
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AddBuffer<TimedModifier>(entity);
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// Combat: server-authoritative health (Current replicated for display), the player's
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// damageable hit radius, predicted cooldown state, and the per-tick damage inbox.
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AddComponent(entity, new Health { Current = maxHealth, Max = maxHealth });
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AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
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AddComponent<AbilityCooldown>(entity);
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AddBuffer<DamageEvent>(entity);
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// MC-1 dash: predicted dash window (derived from PlayerInput.Dash) + cooldown gate, baked idle/ready.
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AddComponent<DashState>(entity);
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AddComponent(entity, new DashCooldown { NextTick = 0 });
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AddComponent<BlinkState>(entity); // LANTERN Blink: predicted blink window (Movement-archetype Spark), baked idle
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// MC-4 melee combo: predicted, owner-replicated combo anchor (Step/SwingStartTick/LockUntilTick), baked idle/zero.
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AddComponent<MeleeCombo>(entity);
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// Death gate (enableable, derived from Health by PlayerDeathStateSystem) baked DISABLED = alive;
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// plus the server-only respawn timer.
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AddComponent<Dead>(entity);
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SetComponentEnabled<Dead>(entity, false);
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// Dev god-mode gate (enableable, server-only) baked DISABLED so toggling it is a bit flip, never structural.
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AddComponent<DebugGodMode>(entity);
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SetComponentEnabled<DebugGodMode>(entity, false);
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AddComponent(entity, new RespawnState { RespawnTick = 0, DelayTicks = authoring.RespawnDelayTicks, InvulnTicks = authoring.RespawnInvulnTicks });
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AddComponent(entity, new RespawnInvuln { UntilTick = 0 });
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// Expedition redesign (the ONE player-ghost re-bake, front-loaded): the send-to-all ready-check
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// flag + the owner-only choice-of-3 boon offer (inert until Step 9's BoonOfferSystem lights it up).
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AddComponent<PlayerReady>(entity);
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AddComponent<BoonOffer>(entity);
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// Phase 1.7 boon overhaul: the mechanic-changer state (replicated SendToOwner, baked inert, zeroed on
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// the Returning edge) + the server-only Blade-Dash per-dash dedup accumulator (non-replicated).
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AddComponent<BoonEffects>(entity);
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AddComponent<DashTrailState>(entity);
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// LANTERN Phase 1 (Step 1): 4-socket kit data model - parallels AbilityRef/AbilityCooldown
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// (both kept until the AbilityFireSystem migration in Step 2). AbilitySocket = cold per-socket
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// loadout (EquipmentSlot-modelled, 4 empty rows); SocketCooldown = hot owner-predicted per-socket
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// cooldown; FrameId = replicated frame/class signal (baked 0, written server-side at frame select).
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var sockets = AddBuffer<AbilitySocket>(entity);
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for (int sk = 0; sk < SocketId.Count; sk++)
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sockets.Add(new AbilitySocket { SparkId = 0 });
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AddComponent<SocketCooldown>(entity);
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AddComponent<FrameId>(entity);
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// Step 1b: per-socket effective-stats buffer (4 rows), folded each predicted tick by
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// StatRecomputeSystem (additive; the legacy single EffectiveAbilityStats stays until steps 2/2.5).
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var effSockets = AddBuffer<EffectiveSocketStats>(entity);
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for (int sk2 = 0; sk2 < SocketId.Count; sk2++)
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effSockets.Add(new EffectiveSocketStats());
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}
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}
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}
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}
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