7571091394
- SoD facing: PlayerFacing = body-yaw only (move-facing / cast-turn / idle-hold); every fire direction re-sourced to FacingMath.ResolveAim (pre-code review blocking catch); TickWindowMath shared windows with Movement-skip; reticle/FX coupled to the damage direction; cursor-dash kept. - Underwater feel: sharpness 15->6, turn 720->360, MoveSpeed 6->4.2; TuningKnob 26-28 (0 = no-override sentinels, dev-protocol bump on DebugTuningReport); stride footsteps + silt + cadence floor; bubbles; underwater ambience bed + distant groans; camera drag + dev scroll zoom. - Bathynaut kit in-engine: dome/tank/shoulder-lamp + bare head grafted (GraftSmr rigid rebase, RecalculateTangents); EmissiveGloamSkinned shader (Rukhanka deformation); shoulder lamp CASTS (warm steady spot on body yaw). - Gait: two-ring walk/run FreeformDirectional tree (walk @0.35, run @1.0) + blended-natural StrideScale; additive Posture(Bank) + Lead(chest-lead) layers; idle = AnimationIdles Base; banking driven from facing turn rate; flat terrain (Env_SeabedKit seabed squashed - CC is planar). - New packs: Synty AnimationIdles + AnimationSwordCombat (combat pass queued) + SyntyPropBoneTool; four authored clips (sway/trudge/banks/lean) + Anim_Player_Underwater.blend + suit-kit FBX. - Validation: 411/411 EditMode green; Play smokes (server==client facing, Aim-true projectile, bank/stride live-sampled, lamp beam verified); pre-code + post-impl adversarial reviews applied. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
395 lines
23 KiB
C#
395 lines
23 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>One server-side cleave queued from a player's swing-start this tick, resolved after the player loop so
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/// the living-enemy snapshot is gathered ONCE and ONLY when a swing actually fired (never on the client, never on an
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/// idle tick). Blittable (Burst-friendly).</summary>
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struct PendingCleave
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{
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public float3 From;
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public float2 Face;
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public float Damage;
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public float Range;
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public float KnockSpeed;
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public int OwnerId;
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public uint Stamp;
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public uint KnockUntil;
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public bool IsFinisher; // Phase 1.7: this swing is the combo finisher
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public bool Detonate; // Phase 1.7: attacker has the FinisherDetonate boon
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public bool Pull; // Phase 1.7: attacker has the KnockToPull boon
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}
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/// <summary>
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/// MC-4 — the predicted melee combo (Hades-style 2-3 hit chain; the player's PRIMARY verb). On a fresh
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/// <see cref="PlayerInput.Attack"/> press (not locked, not mid-dash) it ADVANCES <see cref="MeleeCombo.Step"/>
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/// (chain if re-pressed inside [LockUntilTick, LockUntilTick + grace), else reset to 1) and opens a movement-commit
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/// lock; the finisher (Step == ComboLength) hits bigger. The Step/SwingStartTick/LockUntilTick anchor is
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/// owner-replicated (<see cref="MeleeCombo"/> [GhostField]s) so a rollback restores the authoritative combo
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/// position; every write is an ABSOLUTE function of (restored Step, tick) — re-running a tick re-derives identical
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/// state (the DashSystem idempotency idiom; never an in-place prev+1 of a non-restored field — MC-4 review PRED-1).
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/// <para>
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/// Runs in <see cref="PredictedSimulationSystemGroup"/> AFTER <see cref="PlayerControlSystem"/> (it scales the
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/// MoveVelocity that system wrote) and BEFORE <see cref="DashSystem"/> (a dash OVERRIDES the swing's movement =
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/// dash-cancel) — and so before HealthApplyDamageSystem ([UpdateAfter(DashSystem)]) which drains the cleave's
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/// DamageEvent the same tick. Movement-commit re-applies every predicted pass, lower-bounded on SwingStartTick (a
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/// re-simulated pre-swing tick must NOT inherit the scale — the DashSystem inDashWindow fix). DAMAGE is SERVER-ONLY
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/// (enemies are interpolated ghosts; the client never predicts enemy health) and mirrors ProjectileDamageSystem:
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/// queue each swing, then collect ALL living enemies in the per-step cone (<see cref="MeleeConeMath"/>) ONCE, append
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/// a SourceTick-stamped DamageEvent + stamp KnockbackState. All ticks via TickUtil.NonZero, compared with
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/// NetworkTick only; feel knobs live in <see cref="TuningConfig"/> (MC-0, fallback to Defaults()).
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/// </para>
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/// </summary>
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[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
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[UpdateAfter(typeof(PlayerControlSystem))]
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[UpdateBefore(typeof(DashSystem))]
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[BurstCompile]
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public partial struct MeleeComboSystem : ISystem
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{
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ComponentLookup<KnockbackState> m_KnockbackLookup;
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ComponentLookup<BossState> m_BossLookup; // A4: the boss is knockback-immune (no melee stunlock out of its slams)
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ComponentLookup<RegionTag> m_RegionLookup;
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BufferLookup<InventorySlot> m_InvLookup;
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BufferLookup<StatModifier> m_StatModLookup;
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ComponentLookup<BoonEffects> m_BoonEffectsLookup; // Phase 1.7 (player query is at the 7-type cap -> lookup)
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/// <summary>Phase 1.7 Detonating Finisher blast radius (planar, tunable).</summary>
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const float k_DetonateRadius = 3.5f;
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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{
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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_RegionLookup = state.GetComponentLookup<RegionTag>(isReadOnly: true);
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m_InvLookup = state.GetBufferLookup<InventorySlot>(isReadOnly: false);
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m_StatModLookup = state.GetBufferLookup<StatModifier>(isReadOnly: true);
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m_BoonEffectsLookup = state.GetComponentLookup<BoonEffects>(isReadOnly: true);
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state.RequireForUpdate<NetworkTime>();
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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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if (!SystemAPI.TryGetSingleton<NetworkTime>(out var netTime) || !netTime.ServerTick.IsValid)
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return;
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var serverTick = netTime.ServerTick;
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uint now = serverTick.TickIndexForValidTick;
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var t = SystemAPI.TryGetSingleton<TuningConfig>(out var tc) ? tc : TuningConfig.Defaults();
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float baseDamage = math.max(0f, t.MeleeDamage);
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float baseRange = math.max(0f, t.MeleeRange);
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float cosHalf = math.cos(math.max(0f, t.MeleeConeHalfAngleRad));
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uint recoverTicks = (uint)math.max(1f, t.MeleeRecoverTicks);
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uint graceTicks = (uint)math.max(1f, t.MeleeChainGraceTicks);
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float moveScale = math.max(0f, t.MeleeSwingMoveScale);
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float knockSpeed = math.max(0f, t.MeleeKnockbackSpeed);
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float finisherMult = math.max(1f, t.MeleeFinisherMult);
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byte comboLen = (byte)math.clamp((int)t.MeleeComboLength, 1, 3);
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uint stamp = TickUtil.NonZero(now);
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uint knockUntil = TickUtil.NonZero(now + (uint)math.max(1, Tuning.KnockbackDurationTicks));
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bool isServer = state.WorldUnmanaged.IsServer();
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// Server-only queue of cleaves to resolve after the player loop (so enemies are gathered ONCE, and only
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// when at least one swing actually started — no per-tick enemy gather on idle/client ticks).
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var cleaves = isServer ? new NativeList<PendingCleave>(Allocator.Temp) : default;
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m_StatModLookup.Update(ref state);
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m_BoonEffectsLookup.Update(ref state); // Phase 1.7: per-player boon flags (read inside the player loop)
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foreach (var (mc, control, input, facing, xform, owner, ds, entity) in
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SystemAPI.Query<RefRW<MeleeCombo>, RefRW<CharacterControl>, RefRO<PlayerInput>,
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RefRO<PlayerFacing>, RefRO<LocalTransform>, RefRO<GhostOwner>, RefRO<DashState>>()
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.WithAll<Simulate>().WithDisabled<Dead>().WithEntityAccess())
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{
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// A dash window (i-frame OR recovery) active = dash owns movement + blocks a swing start (dash-cancel).
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bool dashActive = ds.ValueRO.StartTick != 0u
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&& !new NetworkTick(ds.ValueRO.StartTick).IsNewerThan(serverTick)
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&& ds.ValueRO.RecoverUntilTick != 0u
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&& new NetworkTick(ds.ValueRO.RecoverUntilTick).IsNewerThan(serverTick);
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// Locked: mid swing / recovery (now < LockUntilTick).
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bool locked = mc.ValueRO.LockUntilTick != 0u
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&& new NetworkTick(mc.ValueRO.LockUntilTick).IsNewerThan(serverTick);
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// --- ADVANCE (idempotent ABSOLUTE writes; dash wins same-tick ties via !Dash.IsSet) ---
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bool swingStarted = false;
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byte swingStep = 0;
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if (input.ValueRO.Attack.IsSet && !locked && !dashActive && !input.ValueRO.Dash.IsSet)
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{
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bool inChainWindow = false;
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if (mc.ValueRO.LockUntilTick != 0u)
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{
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var deadline = new NetworkTick(TickUtil.NonZero(mc.ValueRO.LockUntilTick + graceTicks));
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inChainWindow = deadline.IsValid && deadline.IsNewerThan(serverTick); // now < lock+grace (now >= lock since !locked)
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}
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byte prev = mc.ValueRO.Step;
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swingStep = (inChainWindow && prev >= 1 && prev < comboLen) ? (byte)(prev + 1) : (byte)1;
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bool isFin = swingStep >= comboLen;
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uint stepRecover = isFin ? (uint)math.max(1f, math.round(recoverTicks * finisherMult)) : recoverTicks;
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mc.ValueRW.Step = swingStep;
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mc.ValueRW.SwingStartTick = TickUtil.NonZero(now);
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mc.ValueRW.LockUntilTick = TickUtil.NonZero(now + stepRecover);
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swingStarted = true;
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}
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// --- MOVEMENT COMMIT (every pass; lower-bounded on SwingStartTick; DashSystem overrides later) ---
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bool inSwingWindow = mc.ValueRO.SwingStartTick != 0u
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&& !new NetworkTick(mc.ValueRO.SwingStartTick).IsNewerThan(serverTick)
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&& mc.ValueRO.LockUntilTick != 0u
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&& new NetworkTick(mc.ValueRO.LockUntilTick).IsNewerThan(serverTick);
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if (inSwingWindow && !dashActive)
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control.ValueRW.MoveVelocity *= moveScale;
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// --- SERVER: queue the cleave (resolved after the loop). Damage/cone are SERVER-authoritative. ---
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if (swingStarted && isServer)
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{
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bool isFin = swingStep >= comboLen;
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// Slice 2: fold the player's class/run StatModifiers onto the live-tunable melee base so the
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// PRIMARY verb scales with class identity (Warrior +MeleeDamage/+reach) + run augments.
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byte bflags = m_BoonEffectsLookup.HasComponent(entity) ? m_BoonEffectsLookup[entity].Flags : (byte)0;
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bool hasMods = m_StatModLookup.HasBuffer(entity);
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float pDamage = math.max(0f, hasMods ? StatMath.Apply(baseDamage, StatTarget.MeleeDamage, m_StatModLookup[entity]) : baseDamage);
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float pRange = math.max(0f, hasMods ? StatMath.Apply(baseRange, StatTarget.MeleeRange, m_StatModLookup[entity]) : baseRange);
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// Manual-aim cleave (07-15): the cone follows the CURRENT tick's replicated Aim (SoD skillshot
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// grammar) — PlayerFacing is body-yaw only; the facing fallback covers a resting gamepad stick.
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float2 face = FacingMath.ResolveAim(input.ValueRO.Aim, facing.ValueRO.Direction);
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cleaves.Add(new PendingCleave
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{
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From = xform.ValueRO.Position,
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Face = face,
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Damage = isFin ? pDamage * finisherMult : pDamage,
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Range = isFin ? pRange * finisherMult : pRange,
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KnockSpeed = isFin ? knockSpeed * finisherMult : knockSpeed,
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OwnerId = owner.ValueRO.NetworkId,
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Stamp = stamp,
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KnockUntil = knockUntil,
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IsFinisher = isFin,
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Detonate = (bflags & BoonFlag.FinisherDetonate) != 0,
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Pull = (bflags & BoonFlag.KnockToPull) != 0,
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});
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}
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}
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// Resolve queued cleaves SERVER-ONLY and only when one actually fired: gather living enemies ONCE, then
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// append a SourceTick-stamped DamageEvent + stamp KnockbackState for each enemy in each swing's cone.
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if (isServer && cleaves.IsCreated && cleaves.Length > 0)
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{
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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 (xform, health, enemyEntity) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<Health>>()
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.WithAll<EnemyTag>()
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.WithEntityAccess())
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{
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if (health.ValueRO.Current <= 0f)
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continue; // skip already-dead enemies (about to despawn)
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enemyEntities.Add(enemyEntity);
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enemyPositions.Add(xform.ValueRO.Position);
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}
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// Gather harvest targets (resource nodes + Blight clutter) ONCE so "any attack harvests": a swing
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// depletes every node/clutter in its cone, crediting the shared ResourceLedger (the build currency
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// pool) just like a base projectile hit. SERVER-ONLY (this whole block) — interpolated node ghosts
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// are never rolled back, so the deposit + destroy fire exactly once per swing.
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bool haveLedger = SystemAPI.TryGetSingletonEntity<ResourceLedger>(out var ledgerEntity);
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bool haveDb = SystemAPI.TryGetSingleton<ItemDatabase>(out var itemDb);
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DynamicBuffer<StorageEntry> ledger = default;
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if (haveLedger) ledger = SystemAPI.GetBuffer<StorageEntry>(ledgerEntity);
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m_RegionLookup.Update(ref state);
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m_InvLookup.Update(ref state);
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var meleePlayerByConn = new NativeHashMap<int, Entity>(8, Allocator.Temp);
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foreach (var (po, pe) in SystemAPI.Query<RefRO<GhostOwner>>().WithAll<PlayerTag, InventorySlot>().WithEntityAccess())
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meleePlayerByConn[po.ValueRO.NetworkId] = pe;
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var harvEntity = new NativeList<Entity>(Allocator.Temp);
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var harvPos = new NativeList<float3>(Allocator.Temp);
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var harvRemaining = new NativeList<int>(Allocator.Temp);
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var harvYieldId = new NativeList<byte>(Allocator.Temp);
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var harvPerHit = new NativeList<float>(Allocator.Temp);
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var harvIsClutter = new NativeList<bool>(Allocator.Temp);
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var harvVariant = new NativeList<byte>(Allocator.Temp);
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var harvToLedger = new NativeList<bool>(Allocator.Temp);
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foreach (var (hx, node, he) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<ResourceNode>>().WithEntityAccess())
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{
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if (node.ValueRO.Remaining <= 0) continue; // spent is not a target
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harvEntity.Add(he);
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harvPos.Add(hx.ValueRO.Position);
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harvRemaining.Add(node.ValueRO.Remaining);
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harvYieldId.Add(node.ValueRO.ResourceId);
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harvPerHit.Add(node.ValueRO.HarvestPerHit);
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harvIsClutter.Add(false);
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harvVariant.Add(0);
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harvToLedger.Add(m_RegionLookup.HasComponent(he) && m_RegionLookup[he].Region == RegionId.Base);
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}
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foreach (var (hx, clutter, he) in
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SystemAPI.Query<RefRO<LocalTransform>, RefRO<BlightClutter>>().WithEntityAccess())
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{
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if (clutter.ValueRO.Remaining <= 0) continue; // lit-fuse barrel: unhittable, detonation owns it
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harvEntity.Add(he);
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harvPos.Add(hx.ValueRO.Position);
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harvRemaining.Add(clutter.ValueRO.Remaining);
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harvYieldId.Add(clutter.ValueRO.ScrapResourceId);
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harvPerHit.Add(clutter.ValueRO.ScrapPerHit);
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harvIsClutter.Add(true);
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harvVariant.Add(clutter.ValueRO.Variant);
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harvToLedger.Add(m_RegionLookup.HasComponent(he) && m_RegionLookup[he].Region == RegionId.Base);
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}
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var harvDestroyed = new NativeArray<bool>(harvEntity.Length, Allocator.Temp);
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m_KnockbackLookup.Update(ref state);
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m_BossLookup.Update(ref state);
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var ecb = new EntityCommandBuffer(Allocator.Temp);
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for (int s = 0; s < cleaves.Length; s++)
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{
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var c = cleaves[s];
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for (int i = 0; i < enemyEntities.Length; i++)
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{
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if (!MeleeConeMath.InCone(c.From, c.Face, c.Range, cosHalf, enemyPositions[i]))
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continue;
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var target = enemyEntities[i];
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ecb.AppendToBuffer(target, new DamageEvent
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{
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Amount = c.Damage,
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SourceNetworkId = c.OwnerId,
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SourceTick = c.Stamp,
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});
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if (c.KnockSpeed > 0f)
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KnockbackUtil.Stamp(ref m_KnockbackLookup, m_BossLookup, target,
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c.From, enemyPositions[i], c.Face, c.KnockSpeed, c.KnockUntil, c.Pull);
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}
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}
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// Phase 1.7 Detonating Finisher: a finisher swing with the boon blasts a planar AoE around its
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// origin (mirrors HazardExplosionSystem). Cone+blast overlap is the normal DamageEvent-summation.
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for (int s = 0; s < cleaves.Length; s++)
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{
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var dc = cleaves[s];
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if (!dc.IsFinisher || !dc.Detonate)
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continue;
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float detRadSq = k_DetonateRadius * k_DetonateRadius;
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for (int i = 0; i < enemyEntities.Length; i++)
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{
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float2 dd = new float2(enemyPositions[i].x - dc.From.x, enemyPositions[i].z - dc.From.z);
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if (math.lengthsq(dd) > detRadSq)
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continue;
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ecb.AppendToBuffer(enemyEntities[i], new DamageEvent
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{
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Amount = dc.Damage,
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SourceNetworkId = dc.OwnerId,
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SourceTick = dc.Stamp,
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});
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}
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}
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// HARVEST: deplete every node/clutter in each swing's cone, crediting the shared ledger; write
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// Remaining back so the [GhostField] replicates -> WorldFeedbackSystem chips fire on melee mining.
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for (int s = 0; s < cleaves.Length; s++)
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{
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var hc = cleaves[s];
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for (int i = 0; i < harvEntity.Length; i++)
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{
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if (harvDestroyed[i])
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continue;
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if (!MeleeConeMath.InCone(hc.From, hc.Face, hc.Range, cosHalf, harvPos[i]))
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continue;
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int amount = math.max(1, (int)harvPerHit[i]);
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// DECOUPLED deposit (cover review): cover has ScrapPerHit=0 — breaks in Remaining hits,
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// yields nothing. Nodes/clutter (PerHit >= 1) keep deposit == decrement as before.
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// zero means ZERO (cover); any POSITIVE yield still credits >= 1 (the fractional-yield guard).
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int deposit = harvPerHit[i] > 0f ? amount : 0;
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byte yieldId = harvYieldId[i];
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// Route by region: Base nodes credit the shared ledger DIRECTLY (the build pool); an
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// expedition / un-tagged target goes to the swinging player's PERSONAL inventory (spill to
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// ledger), mirroring ResourceHarvestSystem. Only deplete if the yield landed somewhere —
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// never consume a node for zero credit (e.g. no ledger singleton present).
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Entity meleeHarvester = Entity.Null;
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if (meleePlayerByConn.TryGetValue(hc.OwnerId, out var meleePlayer))
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meleeHarvester = meleePlayer;
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if (deposit > 0)
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{
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bool deposited = HarvestMath.DepositYield(yieldId, deposit, harvToLedger[i], meleeHarvester,
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m_InvLookup, ledger, haveLedger, haveDb, itemDb);
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if (!deposited)
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continue; // never consume a YIELDING target for zero credit
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}
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int rem = harvRemaining[i] - amount;
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harvRemaining[i] = rem;
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if (rem <= 0)
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{
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harvDestroyed[i] = true;
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if (harvIsClutter[i] && harvVariant[i] == 3)
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{
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// EXPLOSIVE pop (Variant 3): light the fuse instead of destroying — mirrors the
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// projectile pop site; HazardExplosionSystem detonates (Exploding_Barrels_Build_Spec).
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ecb.SetComponent(harvEntity[i], new BlightClutter
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{
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Remaining = 0,
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Variant = harvVariant[i],
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ScrapResourceId = harvYieldId[i],
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ScrapPerHit = harvPerHit[i],
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});
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ecb.AddComponent(harvEntity[i], new BarrelFuse
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{
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ExplodeTick = TickUtil.NonZero(now + Tuning.BarrelFuseTicks),
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});
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}
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else
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ecb.DestroyEntity(harvEntity[i]);
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}
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else if (harvIsClutter[i])
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{
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ecb.SetComponent(harvEntity[i], new BlightClutter
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{
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Remaining = rem,
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Variant = harvVariant[i],
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ScrapResourceId = yieldId,
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ScrapPerHit = harvPerHit[i],
|
|
});
|
|
}
|
|
else
|
|
{
|
|
ecb.SetComponent(harvEntity[i], new ResourceNode
|
|
{
|
|
ResourceId = yieldId,
|
|
Remaining = rem,
|
|
HarvestPerHit = harvPerHit[i],
|
|
});
|
|
}
|
|
}
|
|
}
|
|
ecb.Playback(state.EntityManager);
|
|
ecb.Dispose();
|
|
enemyEntities.Dispose();
|
|
enemyPositions.Dispose();
|
|
harvEntity.Dispose();
|
|
harvPos.Dispose();
|
|
harvRemaining.Dispose();
|
|
harvYieldId.Dispose();
|
|
harvPerHit.Dispose();
|
|
harvIsClutter.Dispose();
|
|
harvVariant.Dispose();
|
|
harvDestroyed.Dispose();
|
|
harvToLedger.Dispose();
|
|
meleePlayerByConn.Dispose();
|
|
}
|
|
|
|
if (cleaves.IsCreated)
|
|
cleaves.Dispose();
|
|
}
|
|
}
|
|
}
|