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
@@ -45,6 +45,14 @@ namespace ProjectM.Simulation
// MC-4: clear any in-flight combo so a death mid-combo leaves no stale lock/step on respawn.
if (SystemAPI.HasComponent<MeleeCombo>(entity))
SystemAPI.SetComponent(entity, default(MeleeCombo));
// 07-21 G6 (review wf_98bf1268): zero any ARMED scheduled cleave — a pending surviving death
// fires from the RESPAWN position once Dead re-disables (the elapsed compare passes instantly).
// Fixes the shipped melee variant + the new cone in one stroke. Idempotent default-writes;
// client copies are always zero, so the both-world predicted write is rollback-safe.
if (SystemAPI.HasComponent<MeleeCleavePending>(entity))
SystemAPI.SetComponent(entity, default(MeleeCleavePending));
if (SystemAPI.HasComponent<ConeContactPending>(entity))
SystemAPI.SetComponent(entity, default(ConeContactPending));
if (SystemAPI.HasComponent<CharacterComponent>(entity))
{
var cc = SystemAPI.GetComponent<CharacterComponent>(entity);