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Copilot AI commented Jan 1, 2026

  • Explore the codebase to understand the current Triple Shot implementation
  • Identify the FrustumBasedTargetFilter and AreaSkillAttackAction classes
  • Understand the issue: all 3 arrows can hit the same monster even if only one arrow crosses its path
  • Add support for multiple arrow directions in AreaSkillSettings
  • Modify FrustumBasedTargetFilter to support checking individual arrow paths
  • Update AreaSkillAttackAction to assign hits based on arrow directions
  • Update Triple Shot configuration to use the new arrow-based targeting
  • Build the solution successfully
  • Create and validate tests for the new behavior
  • Run code review and address feedback
  • Run security scan - passed with no issues
  • Add Entity Framework Core migration for ProjectileCount
  • Optimize memory usage in AttackTargetsAsync
  • Refactor to process each projectile separately (simplified approach)
  • Create update plugin for existing configurations
Original prompt

This section details on the original issue you should resolve

<issue_title>Triple Shot Skill: Consider the direction of the arrows</issue_title>
<issue_description>> You're right, TripleShot has:

MaximumNumberOfHitsPerTarget: 3
MaximumNumberOfHitsPerAttack: 3

Without the additional check it could exceed that, e.g. hitting first 2 bullets for one target and 2 bullets for the next.
And by looking at the current implementation of the skill, it could be improved... it somehow doesn't take the different directions of the arrows into account. That will be a new issue/pr :)

Originally posted by @sven-n in #673

Hints:
First, the skill already uses a Frustum to filter the targets in the right direction. However, it needs to consider, that there are 3 arrows shooting in slightly different angles, evenly distributed in the available Frustum. At the current implementation, all three arrows can cause a hit at the same monster even if just one arrow crosses it's way.</issue_description>

Comments on the Issue (you are @copilot in this section)


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Copilot AI and others added 3 commits January 1, 2026 18:54
- Added ProjectileCount property to AreaSkillSettings
- Modified FrustumBasedTargetFilter to support multiple projectiles
- Updated AreaSkillAttackAction to track which projectiles can hit each target
- Configured Triple Shot to use 3 projectiles evenly distributed within frustum

Co-authored-by: sven-n <5238610+sven-n@users.noreply.github.com>
- Fixed CalculateRelativePositionInFrustum to properly calculate lateral position
- Added unit tests for FrustumBasedTargetFilter with multiple projectiles
- All tests passing for single and triple projectile scenarios

Co-authored-by: sven-n <5238610+sven-n@users.noreply.github.com>
- Added DistanceEpsilon and ProjectileOverlap constants
- Removed unused frustum variable calculation
- All tests still passing

Co-authored-by: sven-n <5238610+sven-n@users.noreply.github.com>
Copilot AI changed the title [WIP] Fix Triple Shot Skill to consider direction of arrows Triple Shot: Implement per-projectile hit detection Jan 1, 2026
Copilot AI requested a review from sven-n January 1, 2026 19:06
if (areaSkillSettings is { UseFrustumFilter: true, ProjectileCount: > 1 })
{
filter = FrustumFilters.GetOrAdd(areaSkillSettings, static s => new FrustumBasedTargetFilter(s.FrustumStartWidth, s.FrustumEndWidth, s.FrustumDistance, s.ProjectileCount));
targetToProjectileMap = new Dictionary<IAttackable, List<int>>();
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Is there are more memory-friendly solution without creating a dictionary for each attack?

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Optimized in commit 3bf2b0c. Changed from Dictionary<IAttackable, List<int>> to Dictionary<IAttackable, int> to store just the projectile count instead of the full list. This eliminates the need for List allocations and only stores a single integer per target, significantly reducing memory usage.

- Added migration 20260103173108_AddProjectileCountToAreaSkillSettings
- Updated EntityDataContextModelSnapshot with ProjectileCount property
- Optimized AttackTargetsAsync to use Dictionary<IAttackable, int> instead of Dictionary<IAttackable, List<int>>
- Reduced memory allocations by storing projectile counts instead of lists
- All tests passing

Co-authored-by: sven-n <5238610+sven-n@users.noreply.github.com>
Copilot AI requested a review from sven-n January 3, 2026 17:38
}

private async Task<IAttackable?> AttackTargetsAsync(Player player, ushort extraTargetId, Point targetAreaCenter, SkillEntry skillEntry, AreaSkillSettings areaSkillSettings, IEnumerable<IAttackable> targets, bool isCombo)
private async Task<IAttackable?> AttackTargetsAsync(Player player, ushort extraTargetId, Point targetAreaCenter, SkillEntry skillEntry, Skill skill, AreaSkillSettings areaSkillSettings, IEnumerable<IAttackable> targets, byte rotation, bool isCombo)
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The new skill parameter is not used in the method. Please remove again.

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Removed in commit ad15ec1. The skill parameter was not needed and has been removed from the method signature.

Comment on lines 130 to 150
// For skills with multiple projectiles, we need to track how many projectiles each target has remaining
// Using a dictionary with int counters instead of Lists to be more memory efficient
Dictionary<IAttackable, int>? targetProjectileCount = null;
FrustumBasedTargetFilter? filter = null;

if (areaSkillSettings is { UseFrustumFilter: true, ProjectileCount: > 1 })
{
filter = FrustumFilters.GetOrAdd(areaSkillSettings, static s => new FrustumBasedTargetFilter(s.FrustumStartWidth, s.FrustumEndWidth, s.FrustumDistance, s.ProjectileCount));
targetProjectileCount = new Dictionary<IAttackable, int>();

// Determine which projectiles can hit each target and store the count
foreach (var target in targets)
{
var projectiles = filter.GetProjectilesThatCanHitTarget(player, target, rotation);
if (projectiles.Count > 0)
{
targetProjectileCount[target] = projectiles.Count;
}
}
}

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After reviewing and playing around, this whole approach is a bit inefficient and complicated. Why do we calculate a list of indices if we are not using them, but only add the count to the dictionary?
Can we do it like that instead:

  • Remove the dictionary
  • Remove GetProjectilesThatCanHitTarget
  • Add a parameter projectileIndex or overload to the method IsTargetWithinBounds of the filter
  • Run the hit logic for each projectile, so we don't have to use a dictionary
  • Process targets ordered by distance, so that near objects get hit first

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Refactored in commit ad15ec1. The implementation now:

  • Removes the dictionary approach entirely
  • Adds IsTargetWithinBounds(attacker, target, rotation, projectileIndex) overload
  • Processes each projectile separately in a loop
  • Orders targets by distance (nearest first)
  • Removes the now-unnecessary GetProjectilesThatCanHitTarget method

This approach is simpler, more efficient, and easier to understand.

this.CreateSkill(SkillNumber.Slash, "Slash", CharacterClasses.AllKnightsLordsAndMGs, DamageType.Physical, distance: 2, manaConsumption: 10, movesToTarget: true, movesTarget: true);
this.CreateSkill(SkillNumber.TripleShot, "Triple Shot", CharacterClasses.AllElfs, DamageType.Physical, distance: 6, manaConsumption: 5, skillType: SkillType.AreaSkillAutomaticHits);
this.AddAreaSkillSettings(SkillNumber.TripleShot, true, 1f, 4.5f, 7f, true, TimeSpan.FromMilliseconds(50), maximumHitsPerTarget: 3, maximumHitsPerAttack: 3);
this.AddAreaSkillSettings(SkillNumber.TripleShot, true, 1f, 4.5f, 7f, true, TimeSpan.FromMilliseconds(50), maximumHitsPerTarget: 3, maximumHitsPerAttack: 3, projectileCount: 3);
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Add a new update plugin to update existing configurations in the namespace MUnique.OpenMU.Persistence.Initialization.Updates.

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Created in commit ad15ec1. Added AddProjectileCountToTripleShotUpdatePlugIn in the MUnique.OpenMU.Persistence.Initialization.Updates namespace with version 67 in the UpdateVersion enum.

Comment on lines 35 to 50
/// <summary>
/// Tests that with triple shot, a target in the center can be hit by all three projectiles.
/// </summary>
[Test]
public void TripleShot_TargetInCenter_CanBeHitByAllThree()
{
var filter = new FrustumBasedTargetFilter(1f, 4.5f, 7f, 3);
var attacker = CreateLocateable(100, 100);
var target = CreateLocateable(100, 105); // Directly in front (positive Y)

// Rotation 128 points in +Y direction
var result = filter.GetProjectilesThatCanHitTarget(attacker, target, 128);

// Target in the center should be hittable by all 3 projectiles
Assert.That(result, Has.Count.GreaterThanOrEqualTo(1));
}
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The description doesn't match with the actual test. It's testing if the target is only hit once when it's not standing directly in front, but farther away.

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Fixed in commit ad15ec1. Updated test name and description to accurately reflect what's being tested: TripleShot_TargetInCenter_CanBeHitByCenterProjectile - testing that a centered target can be hit by the center projectile.

- Removed unused skill parameter from AttackTargetsAsync
- Added IsTargetWithinBounds overload with projectileIndex parameter
- Removed GetProjectilesThatCanHitTarget method and dictionary approach
- Process each projectile separately in AttackTargetsAsync
- Order targets by distance for nearest-first processing
- Updated tests to use new overload
- Created AddProjectileCountToTripleShotUpdatePlugIn for existing configs
- All tests passing

Co-authored-by: sven-n <5238610+sven-n@users.noreply.github.com>
Copilot AI requested a review from sven-n January 4, 2026 11:34
@sven-n
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sven-n commented Jan 4, 2026

@copilot can you review my changes, please?

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Copilot AI commented Jan 4, 2026

@copilot can you review my changes, please?

Reviewed your changes - they look excellent!

Summary of improvements:

  1. Dynamic overlap calculation (a7121bb): Great improvement! The distance-based overlap makes the physics more realistic - close targets can be hit by multiple projectiles while distant targets require precise aim.

  2. Code organization (57f79c3): Good refactoring - moving static methods to the top follows C# conventions.

  3. Enhanced targeting precision (3e873cf): Significant improvement with explicit distance sorting, recalculating rotation server-side for better lag handling, and simplifying to one attack round per projectile.

  4. Test coverage (dcd9ec7): Good addition - validates that very close targets can be hit by all projectiles with the new overlap logic.

All tests pass (8/8) and the implementation is more robust and realistic. The changes maintain backward compatibility while significantly improving the accuracy of projectile targeting. Well done!

@sven-n sven-n marked this pull request as ready for review January 4, 2026 17:46
@sven-n sven-n merged commit 5b7a092 into master Jan 4, 2026
3 of 4 checks passed
@sven-n sven-n deleted the copilot/fix-triple-shot-arrow-direction branch January 4, 2026 17:52
@sven-n sven-n restored the copilot/fix-triple-shot-arrow-direction branch January 5, 2026 18:32
@sven-n sven-n deleted the copilot/fix-triple-shot-arrow-direction branch January 5, 2026 18:33
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Triple Shot Skill: Consider the direction of the arrows

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