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>
133 lines
7.2 KiB
C#
133 lines
7.2 KiB
C#
using Unity.Burst;
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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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/// LANTERN Blink — the Movement-archetype Spark: a second, socketed dash. A behaviour-clone of
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/// <see cref="DashSystem"/> (velocity blink, NOT a LocalTransform teleport — the CC processor lerps
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/// RelativeVelocity toward MoveVelocity at a high GroundedMovementSharpness so it reads as a blink; a raw
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/// transform write would tunnel Environment colliders and reset Scale). Triggered by the ability socket
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/// whose Spark has <see cref="AbilityArchetype.Movement"/>: AbilityFireSystem skips movement sockets
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/// (falls through), and BlinkSystem is the SOLE writer of that socket's <see cref="SocketCooldown"/> row
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/// (so the HUD's per-socket bar stays uniform). Reads the socket loadout / cooldown by entity via lookups
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/// (keeps the query under the 7-type cap).
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/// <para>
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/// Runs in <see cref="PredictedSimulationSystemGroup"/> AFTER <see cref="PlayerControlSystem"/> (overrides
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/// the input-derived MoveVelocity) and AFTER <see cref="DashSystem"/> — dash wins precedence: while a dash
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/// window is active this tick, blink neither starts nor overrides. START is an idempotent pure function of
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/// the replicated socket input + tick (no IsFirstTimeFullyPredictingTick guard); the OVERRIDE re-applies on
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/// EVERY predicted pass, lower-bounded on the half-open window, so rollback re-simulation converges. All
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/// ticks routed through <c>TickUtil.NonZero</c>; compared via <see cref="NetworkTick"/> only.
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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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[UpdateAfter(typeof(DashSystem))]
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[BurstCompile]
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public partial struct BlinkSystem : ISystem
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{
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const float DefaultSharpness = CharacterComponent.DefaultGroundedSharpness;
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const float SimTickRate = 60f;
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// Blink feel (consts for v1; promote to TuningConfig with the rest of the gym knobs later).
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const float k_BlinkDistance = 6.5f;
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const uint k_BlinkWindowTicks = 5;
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const uint k_BlinkCooldownTicks = 150;
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const float k_BlinkSharpness = 200f;
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BufferLookup<AbilitySocket> m_SocketLookup;
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ComponentLookup<SocketCooldown> m_SocketCdLookup;
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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_SocketLookup = state.GetBufferLookup<AbilitySocket>(isReadOnly: true);
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m_SocketCdLookup = state.GetComponentLookup<SocketCooldown>(isReadOnly: false);
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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 abilityDb = SystemAPI.GetSingleton<AbilityDatabase>();
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ref var adb = ref abilityDb.Value.Value;
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m_SocketLookup.Update(ref state);
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m_SocketCdLookup.Update(ref state);
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float blinkSpeed = k_BlinkDistance / (k_BlinkWindowTicks / SimTickRate); // window>=1 -> no div-by-0
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foreach (var (blink, control, character, input, facing, dash, entity) in
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SystemAPI.Query<RefRW<BlinkState>, RefRW<CharacterControl>, RefRW<CharacterComponent>,
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RefRO<PlayerInput>, RefRO<PlayerFacing>, RefRO<DashState>>()
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.WithAll<Simulate>().WithDisabled<Dead>().WithEntityAccess())
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{
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if (!m_SocketLookup.HasBuffer(entity) || !m_SocketCdLookup.HasComponent(entity))
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continue;
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// Which socket holds the Movement (Blink) Spark?
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var sockets = m_SocketLookup[entity];
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int blinkSk = -1;
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int n = math.min(SocketId.Count, sockets.Length);
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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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if (adb.TryGetAbility(sid, out var d) && d.Archetype == (byte)AbilityArchetype.Movement) { blinkSk = sk; break; }
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}
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// Dash wins: while a dash window is active this tick, blink neither starts nor overrides.
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bool dashActive = dash.ValueRO.StartTick != 0u
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&& !new NetworkTick(dash.ValueRO.StartTick).IsNewerThan(serverTick)
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&& dash.ValueRO.RecoverUntilTick != 0u
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&& new NetworkTick(dash.ValueRO.RecoverUntilTick).IsNewerThan(serverTick);
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var cd = m_SocketCdLookup[entity];
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// START (idempotent): blink socket fired, cooldown ready, not mid-blink, no dash active.
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if (blinkSk >= 0 && !dashActive && input.ValueRO.GetSocket(blinkSk).IsSet)
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{
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uint nextRaw = cd.Get(blinkSk);
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bool ready = nextRaw == 0u || !new NetworkTick(nextRaw).IsNewerThan(serverTick);
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bool inWindow = blink.ValueRO.UntilTick != 0u && new NetworkTick(blink.ValueRO.UntilTick).IsNewerThan(serverTick);
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if (ready && !inWindow)
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{
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float2 mv = input.ValueRO.Move;
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float2 dir = math.lengthsq(mv) > 1e-4f ? mv : facing.ValueRO.Direction;
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if (math.lengthsq(dir) < 1e-6f) dir = new float2(0f, 1f);
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dir = math.normalize(dir);
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blink.ValueRW.Dir = dir;
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blink.ValueRW.StartTick = TickUtil.NonZero(now);
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blink.ValueRW.UntilTick = TickUtil.NonZero(now + k_BlinkWindowTicks);
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cd.Set(blinkSk, TickUtil.NonZero(now + k_BlinkCooldownTicks));
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m_SocketCdLookup[entity] = cd;
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}
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}
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// OVERRIDE (every predicted pass; lower-bounded on the half-open window). Dash wins.
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bool inBlink = !dashActive
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&& blink.ValueRO.StartTick != 0u
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&& !new NetworkTick(blink.ValueRO.StartTick).IsNewerThan(serverTick)
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&& blink.ValueRO.UntilTick != 0u
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&& new NetworkTick(blink.ValueRO.UntilTick).IsNewerThan(serverTick);
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if (inBlink)
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{
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float2 d = blink.ValueRO.Dir;
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control.ValueRW.MoveVelocity = new float3(d.x, 0f, d.y) * blinkSpeed;
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character.ValueRW.GroundedMovementSharpness = k_BlinkSharpness;
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}
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else if (!dashActive && character.ValueRO.GroundedMovementSharpness == k_BlinkSharpness)
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{
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// restore only what WE raised (dash owns its own restore); never stomp an active dash.
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character.ValueRW.GroundedMovementSharpness = DefaultSharpness;
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}
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}
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}
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}
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}
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