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>
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@@ -53,6 +53,10 @@ namespace ProjectM.Simulation
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public float MeleeBufferTicks;
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/// <summary>Base contact delay (ticks from swing start to the blade landing; per-step via MeleeTiming). 0 = IMMEDIATE (legacy same-tick cleave).</summary>
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public float MeleeContactTicks;
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/// <summary>07-21 G6 (socket honesty): ticks from the Cone-socket fire tick to its damage landing (the
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/// SpecialSlam visual contact). 0 = IMMEDIATE (legacy at-fire cleave). Keep < CastFacingTicks (26) or a
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/// resting gamepad stick resolves a movement-facing cone; default 21 sits 1 tick under WarriorCone cooldown 22.</summary>
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public float ConeContactTicks;
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// EB-1 fortress aggro: a <1 multiplier on a Husk's SQUARED distance to a structure (so structures are
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// preferred targets); a closer player 'in the way' still wins. Read server-side by EnemyAISystem.
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@@ -96,6 +100,7 @@ namespace ProjectM.Simulation
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MeleeFinisherRangeMult = 1.25f, // 07-20 G2.2: finisher REACH (damage/recover/knockback keep MeleeFinisherMult)
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MeleeBufferTicks = 10f, // 07-21 HEAVY LOCK: wider buffer fits the slower cadence (0 = off)
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MeleeContactTicks = 20f, // 07-21 HEAVY LOCK: blade lands 20/12/25t per step -- clip speeds retuned to MATCH (wire tool 1.0/0.85/0.88; audit must show zero drift). Step-3 (25t) sits 1 tick under CastFacingTicks 26 -- do NOT raise without raising the cast window.
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ConeContactTicks = 21f, // 07-21 G6: SpecialSlam contact ~0.35s after fire; keep < CastFacingTicks 26
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StructureAggroWeight = 0.7f, // EB-1: <1 prefers structures (fortress aggro); live-tunable
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StaggerKnockbackSpeed = 7f, // B2 poise: kb.Speed >= this interrupts windups/lunges; below = nudge only
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SeparationMaxSpeed = 3f, // B1: max separation push (units/s) so soft-collision can't fling
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@@ -130,6 +135,7 @@ namespace ProjectM.Simulation
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case TuningKnob.MeleeFinisherRangeMult:
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case TuningKnob.MeleeBufferTicks: // 07-20: 0 = buffer OFF sentinel (must survive ClampKnob — review C10)
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case TuningKnob.MeleeContactTicks: // 07-20: 0 = IMMEDIATE sentinel (legacy same-tick cleave)
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case TuningKnob.ConeContactTicks: // 07-21 G6: 0 = IMMEDIATE sentinel (legacy at-fire cone)
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return math.max(0f, value);
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// tick knobs: >= 1 (a 0 tick count is degenerate; a 0 i-frame window divides-by-zero in DashSystem).
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// FinalSiegeMultiplier also lands here on purpose — a final siege should never be < 1x a normal one.
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@@ -172,6 +178,7 @@ namespace ProjectM.Simulation
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case TuningKnob.MeleeBufferTicks: c.MeleeBufferTicks = value; break;
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case TuningKnob.MeleeFinisherRangeMult: c.MeleeFinisherRangeMult = value; break;
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case TuningKnob.MeleeContactTicks: c.MeleeContactTicks = value; break;
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case TuningKnob.ConeContactTicks: c.ConeContactTicks = value; break;
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// unknown index -> no-op (matches the no-default switch convention in DebugCommandReceiveSystem)
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}
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@@ -210,6 +217,7 @@ namespace ProjectM.Simulation
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case TuningKnob.MeleeBufferTicks: return c.MeleeBufferTicks;
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case TuningKnob.MeleeFinisherRangeMult: return c.MeleeFinisherRangeMult;
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case TuningKnob.MeleeContactTicks: return c.MeleeContactTicks;
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case TuningKnob.ConeContactTicks: return c.ConeContactTicks;
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default: return 0f;
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}
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@@ -246,6 +254,7 @@ namespace ProjectM.Simulation
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MeleeBufferTicks = c.MeleeBufferTicks,
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MeleeFinisherRangeMult = c.MeleeFinisherRangeMult,
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MeleeContactTicks = c.MeleeContactTicks,
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ConeContactTicks = c.ConeContactTicks,
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};
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@@ -280,6 +289,7 @@ namespace ProjectM.Simulation
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MeleeBufferTicks = r.MeleeBufferTicks,
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MeleeFinisherRangeMult = r.MeleeFinisherRangeMult,
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MeleeContactTicks = r.MeleeContactTicks,
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ConeContactTicks = r.ConeContactTicks,
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};
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}
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@@ -318,9 +328,10 @@ namespace ProjectM.Simulation
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public const byte MeleeBufferTicks = 29; // 07-20 G7 (0 = off sentinel)
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public const byte MeleeFinisherRangeMult = 30; // 07-20 G2.2
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public const byte MeleeContactTicks = 31; // 07-20 G2.1 (0 = immediate sentinel)
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public const byte ConeContactTicks = 32; // 07-21 G6 (0 = immediate sentinel)
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/// <summary>Knob count (overlay iteration bound).</summary>
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public const byte Count = 32;
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public const byte Count = 33;
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}
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/// <summary>
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@@ -359,6 +370,7 @@ namespace ProjectM.Simulation
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public float MeleeBufferTicks; // 07-20 melee feel forks (dev-protocol bump: rebuild both peers)
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public float MeleeFinisherRangeMult;
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public float MeleeContactTicks;
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public float ConeContactTicks; // 07-21 G6 socket honesty (dev-protocol bump: rebuild both peers)
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}
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// NOTE: appending fields = a DEV-PROTOCOL BUMP (RpcCollection hash) — rebuild both peers together.
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