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>
75 lines
4.4 KiB
C#
75 lines
4.4 KiB
C#
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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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Pure tick-window predicates over replicated combat state (MeleeCombo swing window, per-socket
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/// cooldown-derived fire windows). Extracted VERBATIM from PlayerAnimationDriveSystem (MC-4/B7) so the
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/// predicted facing path (PlayerAimSystem) and the client animation path share one implementation.
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/// Window lengths stay CALLER parameters (the anim path passes its k_AttackAnimTicks; the facing path
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/// passes its own) — never baked constants. Movement-archetype sockets (dash/blink) NEVER count as
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/// firing: a blink is a dodge, not a cast (this also kills the latent cooldown-tail phantom IsFiring
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/// pulse the old include-all check produced — the blink socket's stamped cooldown row used to open a
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/// fake window ~2.5s after each blink). Burst-safe statics (byte archetypes, no enums), EditMode-tested.
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/// </summary>
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public static class TickWindowMath
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{
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/// <summary>True while now is within [SwingStartTick, SwingStartTick + animTicks) — a per-swing pulse
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/// that re-triggers on each chained swing. NetworkTick arithmetic (wrap-safe).</summary>
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public static bool SwingActive(in MeleeCombo mc, NetworkTick serverTick, uint animTicks)
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{
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if (mc.SwingStartTick == 0u || !serverTick.IsValid) return false;
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var start = new NetworkTick(mc.SwingStartTick);
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var end = new NetworkTick(TickUtil.NonZero(mc.SwingStartTick + animTicks));
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return start.IsValid && end.IsValid && !start.IsNewerThan(serverTick) && end.IsNewerThan(serverTick);
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}
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/// <summary>True while now is within the stateless fire window [NextFireTick - CooldownTicks, +animTicks)
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/// reconstructed from the replicated per-socket cooldown stamp minus the locally-derived CooldownTicks
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/// (recomputes identically on every world; no cached edges — edge-caches false-fire on
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/// relevancy/join/rollback). Window start shifts if cooldown modifiers change mid-window — documented
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/// acceptable (B7).</summary>
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public static bool FireActive(uint nextFireRaw, int cooldownTicks, NetworkTick serverTick, uint animTicks)
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{
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if (nextFireRaw == 0u || cooldownTicks <= 0 || !serverTick.IsValid) return false;
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uint startRaw = TickUtil.NonZero(nextFireRaw - (uint)cooldownTicks);
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var start = new NetworkTick(startRaw);
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var end = new NetworkTick(TickUtil.NonZero(startRaw + animTicks));
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return start.IsValid && end.IsValid && !start.IsNewerThan(serverTick) && end.IsNewerThan(serverTick);
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}
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/// <summary>LANTERN 4-socket fire/cone resolution (any-socket model): firing if ANY socketed,
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/// NON-Movement Spark's per-socket window is mid-fire; cone if any such active socket holds a
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/// Cone-archetype Spark. Movement sockets are skipped OUTRIGHT (blink = dodge, not cast). Without a
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/// blob the archetype is unknown — the socket is included (matches the old fallback behavior).</summary>
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public static void SocketFireAndCone(in SocketCooldown cd, DynamicBuffer<AbilitySocket> sockets,
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DynamicBuffer<EffectiveSocketStats> effSockets, BlobAssetReference<AbilityDatabaseBlob> abilityDb,
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NetworkTick serverTick, uint animTicks, out bool firing, out bool cone)
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{
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firing = false; cone = false;
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int n = math.min(SocketId.Count, math.min(sockets.Length, effSockets.Length));
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bool haveDb = abilityDb.IsCreated;
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for (int sk = 0; sk < n; sk++)
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{
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byte sid = sockets[sk].SparkId;
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if (sid == 0) continue;
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bool isCone = false;
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if (haveDb)
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{
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ref var adb = ref abilityDb.Value;
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if (adb.TryGetAbility(sid, out var d))
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{
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if (d.Archetype == (byte)AbilityArchetype.Movement) continue; // dodge, never a cast
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isCone = d.Archetype == (byte)AbilityArchetype.Cone;
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}
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}
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if (!FireActive(cd.Get(sk), effSockets[sk].CooldownTicks, serverTick, animTicks)) continue;
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firing = true;
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if (isCone) cone = true;
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}
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}
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}
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} |