12f86c86de
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>
252 lines
14 KiB
C#
252 lines
14 KiB
C#
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.Simulation
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{
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/// <summary>
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/// LANTERN 4-socket predicted "fire". On the single fully-predicting pass of each tick, for every player
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/// it loops the 4 ability sockets: a socket whose Spark is set (AbilitySocket.SparkId != 0), whose own
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/// fire event (PlayerInput.Socket0..3) is set this tick, and whose per-socket SocketCooldown has elapsed
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/// fires that Spark. Runs in both worlds: the owning client predict-spawns a Projectile ghost (classified
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/// into the authoritative ghost by ProjectileClassificationSystem via Projectile.SpawnId), and the server
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/// spawns the replicated truth.
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///
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/// The single AbilityRef/AbilityCooldown/EffectiveAbilityStats model was replaced by the socket kit:
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/// AbilitySocket (loadout), SocketCooldown (hot per-socket cooldown), EffectiveSocketStats (per-socket
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/// folded stats from StatRecomputeSystem). To stay under the 7-type SystemAPI.Query cap, the query holds
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/// only PlayerInput/PlayerFacing/LocalTransform/GhostOwner and reads the socket data by entity via
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/// BufferLookup/ComponentLookup (mirroring the BoonEffects lookup).
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///
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/// SpawnId key (owner14 | socket2 | fireCount12 | fork4) reserves socket bits so two sockets firing the
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/// same-prefab projectile on one tick classify to DISTINCT ghosts (the review's NP-1/RS-1/DB-3 fix). The
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/// per-socket fire count comes from the replicated command buffer at ServerTick (not a local counter) so
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/// client and server agree. FORK fans extra predicted projectiles, each with a unique fork index in the
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/// low bits; PIERCE/CHAIN/PULL seed the server-only ProjectileEffectState.
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///
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/// Determinism/idempotency: gated behind IsFirstTimeFullyPredictingTick so a rollback re-sim never
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/// double-spawns. No wall-clock, no System.Random. Predict-spawn is reserved for the Projectile archetype;
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/// Cone applies its effect server-only (cooldown predicted both worlds). Aoe/Hitscan/movement archetypes
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/// are handled elsewhere (steps 3/4) and fall through here. Auto-target stays server-only + gamepad-only.
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/// </summary>
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[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
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[UpdateAfter(typeof(PlayerAimSystem))]
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[BurstCompile]
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public partial struct AbilityFireSystem : ISystem
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{
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// Server-only knockback stamp for the Cone (guarded + boss-immune).
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ComponentLookup<KnockbackState> m_KnockbackLookup;
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ComponentLookup<BossState> m_BossLookup;
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// Owner-replicated mechanic-changer boons, read by the player entity.
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ComponentLookup<BoonEffects> m_BoonEffectsLookup;
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// LANTERN socket kit, read by the player entity so the fire query stays at 4 type args (7-arg cap).
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BufferLookup<AbilitySocket> m_SocketLookup;
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ComponentLookup<SocketCooldown> m_SocketCdLookup;
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BufferLookup<EffectiveSocketStats> m_EffSocketLookup;
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/// <summary>~9 degree gap between adjacent Split-Shot projectiles (tunable).</summary>
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const float k_ForkSpreadRad = 0.157f;
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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<AbilityDatabase>();
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state.RequireForUpdate<NetworkTime>();
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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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m_BoonEffectsLookup = state.GetComponentLookup<BoonEffects>(isReadOnly: true);
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m_SocketLookup = state.GetBufferLookup<AbilitySocket>(isReadOnly: true);
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m_SocketCdLookup = state.GetComponentLookup<SocketCooldown>(isReadOnly: false);
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m_EffSocketLookup = state.GetBufferLookup<EffectiveSocketStats>(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 networkTime = SystemAPI.GetSingleton<NetworkTime>();
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if (!networkTime.IsFirstTimeFullyPredictingTick)
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return;
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var serverTick = networkTime.ServerTick;
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if (!serverTick.IsValid)
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return;
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var dbEntity = SystemAPI.GetSingletonEntity<AbilityDatabase>();
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var abilityPrefabs = SystemAPI.GetBuffer<AbilityPrefabElement>(dbEntity);
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var abilityDb = SystemAPI.GetSingleton<AbilityDatabase>();
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ref var adb = ref abilityDb.Value.Value;
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bool isServer = state.WorldUnmanaged.IsServer();
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m_KnockbackLookup.Update(ref state);
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m_BossLookup.Update(ref state);
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m_BoonEffectsLookup.Update(ref state);
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m_SocketLookup.Update(ref state);
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m_SocketCdLookup.Update(ref state);
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m_EffSocketLookup.Update(ref state);
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// Server-only LIVING-enemy target set (auto-target assist + Cone cleave), collected once.
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var candidatePositions = new NativeList<float3>(Allocator.Temp);
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var coneTargets = new NativeList<Entity>(Allocator.Temp);
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var coneTargetPos = new NativeList<float3>(Allocator.Temp);
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if (isServer)
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{
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foreach (var (tx, th, te) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>().WithAll<EnemyTag>().WithEntityAccess())
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{
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if (th.ValueRO.Current <= 0f) continue; // corpses are neither aim magnets nor cleave targets
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candidatePositions.Add(tx.ValueRO.Position);
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coneTargets.Add(te); coneTargetPos.Add(tx.ValueRO.Position);
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}
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}
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var candidates = candidatePositions.AsArray();
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var ecb = new EntityCommandBuffer(state.WorldUpdateAllocator);
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foreach (var (input, facing, xform, owner, entity) in
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SystemAPI.Query<RefRO<PlayerInput>, RefRO<PlayerFacing>, RefRO<LocalTransform>, RefRO<GhostOwner>>()
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.WithAll<Simulate>().WithDisabled<Dead>()
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.WithEntityAccess())
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{
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if (!m_SocketLookup.HasBuffer(entity) || !m_SocketCdLookup.HasComponent(entity) || !m_EffSocketLookup.HasBuffer(entity))
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continue;
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var sockets = m_SocketLookup[entity];
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var effSockets = m_EffSocketLookup[entity];
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var cd = m_SocketCdLookup[entity]; // struct copy; written back after mutation
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BoonEffects bfx = m_BoonEffectsLookup.HasComponent(entity) ? m_BoonEffectsLookup[entity] : default;
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bool pull = (bfx.Flags & BoonFlag.KnockToPull) != 0;
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// Replicated command buffer at this tick (per-socket fire count for the SpawnId + scheme for aim assist).
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var inputBuffer = SystemAPI.GetBuffer<InputBufferData<PlayerInput>>(entity);
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bool haveApplied = inputBuffer.GetDataAtTick(serverTick, out var applied);
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bool cdDirty = false;
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int socketCount = math.min(SocketId.Count, sockets.Length);
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for (int sk = 0; sk < socketCount; sk++)
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{
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byte sparkId = sockets[sk].SparkId;
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if (sparkId == 0) continue; // empty socket
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if (!input.ValueRO.GetSocket(sk).IsSet) continue; // this socket not fired this tick
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// Per-socket cooldown gate (0 = ready).
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uint nextFireRaw = cd.Get(sk);
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if (nextFireRaw != 0)
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{
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var nextTick = new NetworkTick(nextFireRaw);
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if (nextTick.IsValid && nextTick.IsNewerThan(serverTick)) continue;
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}
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EffectiveSocketStats es = sk < effSockets.Length ? effSockets[sk] : default;
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byte archetype = adb.TryGetAbility(sparkId, out var adef) ? adef.Archetype : (byte)AbilityArchetype.Projectile;
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// CONE: no projectile ghost. Predict the cooldown on both worlds; apply server-only cleave.
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if (archetype == (byte)AbilityArchetype.Cone)
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{
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if (isServer)
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{
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float2 cFace = facing.ValueRO.Direction;
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cFace = math.lengthsq(cFace) < 1e-6f ? new float2(0f, 1f) : math.normalize(cFace);
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float cRange = math.max(0.1f, es.Range);
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float cCosHalf = math.cos(math.clamp(es.AutoTargetConeRadians, 0.01f, 3.14159f));
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uint cStamp = TickUtil.NonZero(serverTick.TickIndexForValidTick);
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for (int ci = 0; ci < coneTargets.Length; ci++)
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{
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if (!MeleeConeMath.InCone(xform.ValueRO.Position, cFace, cRange, cCosHalf, coneTargetPos[ci]))
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continue;
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ecb.AppendToBuffer(coneTargets[ci], new DamageEvent
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{
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Amount = es.Damage,
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SourceNetworkId = owner.ValueRO.NetworkId,
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SourceTick = cStamp,
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});
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KnockbackUtil.Stamp(ref m_KnockbackLookup, m_BossLookup, coneTargets[ci],
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xform.ValueRO.Position, coneTargetPos[ci], cFace, Tuning.KnockbackSpeed,
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TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, Tuning.KnockbackDurationTicks)), pull);
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}
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}
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cd.Set(sk, TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, es.CooldownTicks)));
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cdDirty = true;
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continue;
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}
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// Aoe/Hitscan (steps 3) and movement/Blink (step 4) are not dispatched here yet.
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if (archetype != (byte)AbilityArchetype.Projectile)
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continue;
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// Resolve the projectile ghost prefab for this Spark id.
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Entity prefab = Entity.Null;
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for (int i = 0; i < abilityPrefabs.Length; i++)
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{
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if (abilityPrefabs[i].Id == sparkId) { prefab = abilityPrefabs[i].Prefab; break; }
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}
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if (prefab == Entity.Null) continue;
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if (!haveApplied) continue;
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uint socketFireCount = applied.InternalInput.GetSocket(sk).Count;
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float2 rawAim = facing.ValueRO.Direction;
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rawAim = math.lengthsq(rawAim) < 1e-6f ? new float2(0f, 1f) : math.normalize(rawAim);
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// Client fires along raw aim; only the server applies the gamepad auto-target assist.
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float2 dir = rawAim;
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if (isServer && es.AutoTargetRange > 0f && applied.InternalInput.Scheme == InputSchemeId.Gamepad)
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{
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dir = AutoTarget.Resolve(xform.ValueRO.Position, rawAim, es.AutoTargetRange, es.AutoTargetConeRadians, candidates);
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}
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byte pierce = bfx.Pierce;
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byte chain = bfx.Chain;
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byte projFlags = pull ? ProjectileEffectFlag.Pull : (byte)0;
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int shots = 1 + math.min((int)bfx.Fork, 8);
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for (int s = 0; s < shots; s++)
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{
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float offset = (s - (shots - 1) * 0.5f) * k_ForkSpreadRad;
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math.sincos(offset, out float sa, out float ca);
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float2 sdir = math.normalize(new float2(dir.x * ca - dir.y * sa, dir.x * sa + dir.y * ca));
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// SpawnId: owner(14) | socket(2) | fireCount(12) | fork(4) -- see ProjectileSpawnId.
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uint spawnId = ProjectileSpawnId.Pack(owner.ValueRO.NetworkId, sk, socketFireCount, s);
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var projectile = ecb.Instantiate(prefab);
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float3 planarDir = new float3(sdir.x, 0f, sdir.y);
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float3 spawnPos = xform.ValueRO.Position + planarDir * 0.6f;
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spawnPos.y = xform.ValueRO.Position.y;
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quaternion rot = quaternion.LookRotationSafe(planarDir, math.up());
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ecb.SetComponent(projectile, LocalTransform.FromPositionRotation(spawnPos, rot));
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ecb.SetComponent(projectile, new GhostOwner { NetworkId = owner.ValueRO.NetworkId });
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ecb.SetComponent(projectile, new Projectile
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{
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Direction = sdir,
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SpawnId = spawnId,
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Speed = es.ProjectileSpeed,
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Damage = es.Damage,
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Range = es.Range,
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DistanceTravelled = 0f,
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});
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ecb.SetComponent(projectile, new ProjectileEffectState
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{
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PierceRemaining = pierce,
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ChainRemaining = chain,
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Flags = projFlags,
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});
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}
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cd.Set(sk, TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, es.CooldownTicks)));
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cdDirty = true;
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}
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if (cdDirty) m_SocketCdLookup[entity] = cd;
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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candidatePositions.Dispose();
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coneTargets.Dispose();
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coneTargetPos.Dispose();
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}
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}
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}
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