43f355c06b
Equipment slots reusing the AbilityRef/StatModifier machinery: EquipmentSlot [GhostField] buffer (index=slot), server-only event-driven EquipSystem (RPC). Weapon -> AbilityRef.Id swaps the attack (prefab + base stats, prediction-correct); gear -> StatModifiers tagged a reserved per-slot EquipSourceId, stripped target-agnostically via RemoveBySourceId. Item mods are INLINE on ItemDefBlob (a nested BlobArray reads empty under the by-value TryGetItem copy). Atomic equip-over swap (no item loss); DefaultAbility restores the unarmed ability on weapon-unequip. Client keys + build-safe hooks; HUD equipment panel + click-to-equip. 4 catalog weapon/gear items wired + re-baked. Play-validated host+client: weapon equip swaps AbilityRef on both worlds, gear folds into EffectiveCharacterStats, unequip reverses + restores DefaultAbility, all replicated to the owner. See DR-027. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
117 lines
5.1 KiB
C#
117 lines
5.1 KiB
C#
using ProjectM.Simulation;
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using Unity.Entities;
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using Unity.NetCode;
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namespace ProjectM.Client
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{
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/// <summary>
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/// Client-only sender for <see cref="EquipRequest"/> / <see cref="UnequipRequest"/> RPCs. One-off actions, so
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/// RPCs (not per-tick input); the server applies them authoritatively in
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/// <see cref="ProjectM.Server.EquipSystem"/>. Number keys 1-9 equip the Nth EQUIPPABLE item in the local bag
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/// (resources are skipped via the catalog); U unequips the weapon. Managed SystemBase because it reads the
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/// managed Input System; Input System types are fully qualified and <c>using UnityEngine.InputSystem;</c> is
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/// omitted (it defines a colliding PlayerInput type). An <c>#if UNITY_EDITOR</c> static hook drives the same
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/// path from execute_code for headless validation. The HUD click-to-equip (HudSystem) is the primary UX;
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/// these keys are the reachable fallback. Wire types are unconditional; only this send SYSTEM is gated.
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/// </summary>
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[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
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public partial class EquipSendSystem : SystemBase
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{
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struct PendingEquip { public bool Unequip; public ushort ItemId; public byte Slot; }
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static readonly System.Collections.Generic.Queue<PendingEquip> s_Pending =
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new System.Collections.Generic.Queue<PendingEquip>();
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/// <summary>EDITOR / execute_code hook: queue an equip of <paramref name="itemId"/> from the bag.</summary>
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public static void Equip(ushort itemId) =>
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s_Pending.Enqueue(new PendingEquip { Unequip = false, ItemId = itemId });
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/// <summary>EDITOR / execute_code hook: queue an unequip of <paramref name="slot"/> (an EquipSlotId).</summary>
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public static void Unequip(byte slot) =>
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s_Pending.Enqueue(new PendingEquip { Unequip = true, Slot = slot });
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protected override void OnCreate()
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{
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RequireForUpdate<NetworkId>();
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}
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protected override void OnUpdate()
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{
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if (!SystemAPI.TryGetSingletonEntity<NetworkId>(out var connection))
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return;
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var keyboard = UnityEngine.InputSystem.Keyboard.current;
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if (keyboard != null)
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{
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int n = NumberKeyPressed(keyboard);
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if (n >= 0)
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{
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ushort itemId = NthEquippableBagItem(n);
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if (itemId != 0) SendEquip(connection, itemId);
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}
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if (keyboard.uKey.wasPressedThisFrame)
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SendUnequip(connection, EquipSlotId.Weapon);
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}
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while (s_Pending.Count > 0)
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{
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var p = s_Pending.Dequeue();
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if (p.Unequip) SendUnequip(connection, p.Slot);
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else SendEquip(connection, p.ItemId);
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}
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}
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static int NumberKeyPressed(UnityEngine.InputSystem.Keyboard kb)
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{
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if (kb.digit1Key.wasPressedThisFrame) return 0;
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if (kb.digit2Key.wasPressedThisFrame) return 1;
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if (kb.digit3Key.wasPressedThisFrame) return 2;
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if (kb.digit4Key.wasPressedThisFrame) return 3;
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if (kb.digit5Key.wasPressedThisFrame) return 4;
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if (kb.digit6Key.wasPressedThisFrame) return 5;
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if (kb.digit7Key.wasPressedThisFrame) return 6;
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if (kb.digit8Key.wasPressedThisFrame) return 7;
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if (kb.digit9Key.wasPressedThisFrame) return 8;
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return -1;
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}
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/// <summary>Resolve the Nth EQUIPPABLE distinct item in the local player's bag (skips resources via the catalog).</summary>
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ushort NthEquippableBagItem(int n)
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{
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bool haveDb = SystemAPI.TryGetSingleton<ItemDatabase>(out var db);
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foreach (var bag in SystemAPI.Query<DynamicBuffer<InventorySlot>>().WithAll<GhostOwnerIsLocal, PlayerTag>())
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{
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int idx = 0;
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for (int i = 0; i < bag.Length; i++)
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{
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ushort id = bag[i].ItemId;
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if (id == 0 || bag[i].Count <= 0) continue;
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if (haveDb && db.Value.IsCreated)
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{
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ref var b = ref db.Value.Value;
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if (!b.TryGetItem(id, out var def) || def.EquipSlot >= EquipSlotId.Count) continue;
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}
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if (idx == n) return id;
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idx++;
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}
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break;
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}
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return 0;
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}
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void SendEquip(Entity connection, ushort itemId)
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{
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var req = EntityManager.CreateEntity();
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EntityManager.AddComponentData(req, new EquipRequest { ItemId = itemId });
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EntityManager.AddComponentData(req, new SendRpcCommandRequest { TargetConnection = connection });
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}
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void SendUnequip(Entity connection, byte slot)
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{
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var req = EntityManager.CreateEntity();
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EntityManager.AddComponentData(req, new UnequipRequest { Slot = slot });
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EntityManager.AddComponentData(req, new SendRpcCommandRequest { TargetConnection = connection });
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}
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}
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}
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