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Project-M/Assets/_Project/Scripts/Authoring/Player/PlayerAuthoring.cs
T
kronic b143eb6bb5 LANTERN P1 step 1b: per-socket effective-stats fold (additive)
Per Phase1_Combat_Gym_Build_Spec §7 (additive; legacy single EffectiveAbilityStats + its
fold stay until steps 2/2.5 migrate readers, then retired):
- EffectiveSocketStats: 4-wide derived (non-replicated) per-socket effective-stats buffer.
- PlayerAuthoring bakes it (4 rows).
- StatRecomputeSystem: a SECOND fold loop (separate query, under the 7-arg cap) folds each
  socket's SparkId blob base with the SHARED StatModifier band (uniform; per-Spark warping =
  Phase 4) into EffectiveSocketStats[i]; empty socket (SparkId 0) -> zeroed default.
  Fixed CS1654 by writing through a mutable local copy of the buffer handle.
L1 clean; L2 489/489 (new SocketFold_Folds_Per_Socket_With_Uniform_Band).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 10:43:31 -07:00

131 lines
7.8 KiB
C#

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