d9d67c4e78
Foundation for Two Classes (DR-037). New ids (CharacterId.Warrior/Ranger, AbilityId.WarriorCone, StatTarget.MeleeDamage/MeleeRange); CharacterStatsRef.Id -> [GhostField] so the owning client folds the right class stats; MeleeComboSystem folds per-player MeleeDamage/MeleeRange off the replicated StatModifier buffer (HasBuffer-guarded -> identity without class seeds, so behavior-preserving). 345/345 EditMode. Slice 2 design review + locked forks logged in the session note. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
337 lines
19 KiB
C#
337 lines
19 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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}
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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<RegionTag> m_RegionLookup;
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BufferLookup<InventorySlot> m_InvLookup;
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BufferLookup<StatModifier> m_StatModLookup;
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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_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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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); // Slice 2: per-player melee stat fold (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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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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float2 face = facing.ValueRO.Direction;
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face = math.lengthsq(face) < 1e-6f ? new float2(0f, 1f) : math.normalize(face);
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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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});
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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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.WithAny<EnemyTag, TrainingDummyTag>()
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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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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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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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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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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 && m_KnockbackLookup.HasComponent(target))
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{
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float3 d3 = enemyPositions[i] - c.From;
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float2 kdir = new float2(d3.x, d3.z);
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kdir = math.lengthsq(kdir) > 1e-6f ? math.normalize(kdir) : c.Face;
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m_KnockbackLookup[target] = new KnockbackState { Dir = kdir, Speed = c.KnockSpeed, UntilTick = c.KnockUntil };
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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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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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int remainder = amount;
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bool deposited = false;
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if (!harvToLedger[i]
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&& meleePlayerByConn.TryGetValue(hc.OwnerId, out var meleePlayer)
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&& m_InvLookup.HasBuffer(meleePlayer))
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{
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var inv = m_InvLookup[meleePlayer];
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remainder = InventoryMath.Deposit(inv, yieldId, amount, Tuning.DefaultStackMax, Tuning.InventoryMaxSlots);
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deposited = true;
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}
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if (remainder > 0 && haveLedger)
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{
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var ledger = SystemAPI.GetBuffer<StorageEntry>(ledgerEntity);
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StorageMath.Deposit(ledger, yieldId, remainder);
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deposited = true;
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}
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if (!deposited)
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continue;
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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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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],
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});
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}
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else
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{
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ecb.SetComponent(harvEntity[i], new ResourceNode
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{
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ResourceId = yieldId,
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Remaining = rem,
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HarvestPerHit = harvPerHit[i],
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});
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}
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}
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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enemyEntities.Dispose();
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enemyPositions.Dispose();
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harvEntity.Dispose();
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harvPos.Dispose();
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harvRemaining.Dispose();
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harvYieldId.Dispose();
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harvPerHit.Dispose();
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harvIsClutter.Dispose();
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harvVariant.Dispose();
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harvDestroyed.Dispose();
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harvToLedger.Dispose();
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meleePlayerByConn.Dispose();
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}
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if (cleaves.IsCreated)
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cleaves.Dispose();
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}
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}
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}
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