G6+G4: Cone damage-at-contact + zone fill telegraph (ZoneEffect GhostFields) + co-op saturation budget

Cone/SpecialSlam damage lands at its visual contact via ConeContactPending (knob 32, 0=legacy;
early-flush + resolve re-validate; death + BOTH class-swap paths drop armed pendings — fixes the
shipped melee death-strand in the same stroke). Zones: [GhostField] Caster/Radius/NextTick +
ZoneTelegraphSystem (Geyser latch contract on InterpolationTick; rim = true radius; arm grows,
persistent phase drains). Cone cues latch to contact (FireStartRaw, C14); TuningConfig.Defaults()
fallback at client cue sites (release-build timing fix). G4: SaturationMath ally-FX degrade
(living-enemy census, solo-exempt; enemy telegraphs structurally exempt) + CombatStressDebug +
overlay saturation rows. Reviews wf_98bf1268 (13 confirmed folded) / wf_9757d214 (5 confirmed fixed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-21 13:27:50 -07:00
parent 9d6977cd64
commit 2aebc37115
25 changed files with 598 additions and 64 deletions
@@ -71,6 +71,8 @@ namespace ProjectM.Server
sockets.Add(new AbilitySocket { SparkId = f3 });
if (SystemAPI.HasComponent<SocketCooldown>(player))
SystemAPI.SetComponent(player, default(SocketCooldown)); // 0 = ready: the swapped kit fires now
if (SystemAPI.HasComponent<ConeContactPending>(player))
SystemAPI.SetComponent(player, default(ConeContactPending)); // 07-21 G6: socket identity changed — drop any armed slam (parity with the dev SetClass op)
if (haveDb && SystemAPI.HasComponent<Health>(player) && SystemAPI.HasComponent<CharacterStatsRef>(player))
{
byte charId = SystemAPI.GetComponent<CharacterStatsRef>(player).Id;
@@ -26,7 +26,6 @@ namespace ProjectM.Server
[UpdateBefore(typeof(EnemyAISystem))]
public partial struct ZonePulseSystem : ISystem
{
const uint k_PulsePeriodTicks = 30u; // damage cadence (~0.5s at 60 ticks/sec)
const float k_VortexPullSpeed = 4f; // gentle inward drift for a Vortex (world units/sec)
const float k_VortexDeadzoneSq = 0.25f; // don't re-aim (or NaN) an enemy already at the zone centre
@@ -49,7 +48,7 @@ namespace ProjectM.Server
if (!serverTick.IsValid) return;
uint now = serverTick.TickIndexForValidTick;
uint stamp = TickUtil.NonZero(now);
uint reschedule = TickUtil.NonZero(now + k_PulsePeriodTicks);
uint reschedule = TickUtil.NonZero(now + ZoneEffect.PulsePeriodTicks);
m_KnockbackLookup.Update(ref state);
m_BossLookup.Update(ref state);
@@ -173,6 +173,8 @@ namespace ProjectM.Server
swSockets.Add(new AbilitySocket { SparkId = sf3 });
if (SystemAPI.HasComponent<SocketCooldown>(sender))
SystemAPI.SetComponent(sender, default(SocketCooldown));
if (SystemAPI.HasComponent<ConeContactPending>(sender))
SystemAPI.SetComponent(sender, default(ConeContactPending)); // 07-21 G6: socket identity changed — drop any armed slam
if (SystemAPI.HasComponent<Health>(sender) && SystemAPI.HasComponent<CharacterStatsRef>(sender)
&& SystemAPI.TryGetSingleton<AbilityDatabase>(out var abilityDb2))
{