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
@@ -10,8 +10,8 @@ namespace ProjectM.Authoring
/// <c>AbilityFireSystem</c> — only the Vortex FLAG is authored here (so <c>AbilityFireSystem</c> can pick
/// ZoneEffect vs DecoyTag by prefab membership, and the pull behaviour is baked-in). The prefab's ghost setup
/// (GhostAuthoringComponent: interpolated, ownerless) is inherited by DUPLICATING an existing ownerless
/// interpolated ghost, so it replicates to all clients via the stock LocalTransform variant (no hand-written
/// <c>[GhostField]</c>). <c>GetEntity(Dynamic)</c> gives a runtime-mutable LocalTransform for the spawn override.
/// interpolated ghost, so position replicates via the stock LocalTransform variant. 07-21 G6: ZoneEffect's
/// CasterNetworkId / Radius / NextTick are hand-written <c>[GhostField]</c>s (the client fill telegraph). <c>GetEntity(Dynamic)</c> gives a runtime-mutable LocalTransform for the spawn override.
/// </summary>
public class ZoneAuthoring : MonoBehaviour
{
@@ -81,6 +81,7 @@ namespace ProjectM.Authoring
// MC-4 melee combo: predicted, owner-replicated combo anchor (Step/SwingStartTick/LockUntilTick), baked idle/zero.
AddComponent<MeleeCombo>(entity);
AddComponent<MeleeCleavePending>(entity); // 07-20 G2.1: server-only scheduled cleave (baked zeroed, not replicated)
AddComponent<ConeContactPending>(entity); // 07-21 G6: server-only scheduled Cone-socket slam (baked zeroed, not replicated)
// Death gate (enableable, derived from Health by PlayerDeathStateSystem) baked DISABLED = alive;
// plus the server-only respawn timer.
@@ -0,0 +1,22 @@
#if UNITY_EDITOR
using UnityEngine;
namespace ProjectM.Client
{
/// <summary>07-21 G4 (review wf_98bf1268) — editor-only saturation-stress toggle, flipped by the DebugOverlay
/// row. While ON, CombatFeedbackSystem synthesizes the ally attack package at 3 orbiting fake-caster positions
/// (the 4-player worst case without 4 connections). Lives in the Debug family, NOT FeelConfig —
/// FeelProfileService.SaveCurrent snapshots every FeelConfig field and a captured profile would re-arm stress
/// mode on Apply (review finding). Resets on play-enter per the static-presentation-bridge ★ rule (statics
/// survive fast-enter-playmode reloads; a leaked-on flag would spew phantom ally FX with no overlay in
/// Game.unity to clear it).</summary>
public static class CombatStressDebug
{
/// <summary>While true, CombatFeedbackSystem emits the fake-caster ally-FX package every ~0.5 s.</summary>
public static bool StressAllyFx;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetOnEnterPlayMode() => StressAllyFx = false;
}
}
#endif
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e0854c467017c474b8eac1fe74950370
@@ -40,6 +40,11 @@ namespace ProjectM.Client
if (GUILayout.Button("Stop Waves")) DebugCommandSendSystem.StopWaves();
if (GUILayout.Button("Clear Enemies")) DebugCommandSendSystem.ClearEnemies();
GUILayout.Space(6);
GUILayout.Label("- Saturation (G4) -");
if (GUILayout.Button("Spawn 12 Drowners")) DebugCommandSendSystem.SpawnEnemy(0, 12); // gym roster kind 0; the standing worst-case load
CombatStressDebug.StressAllyFx = GUILayout.Toggle(CombatStressDebug.StressAllyFx, "Stress ally FX (3 fake casters)");
GUILayout.Space(6);
GUILayout.Label("- Resources -");
_grantAmount = IntField("Amount", _grantAmount);
@@ -67,6 +67,14 @@ namespace ProjectM.Client
Mesh _smearMesh; MeshRenderer _smearMr; Material _smearMat; // 07-20 G2.3: blade-smear ribbon (leading-edge band at blade height)
uint _pendingConnectTick; // 07-20 G2.1 (review C14): the local swing's CONTACT tick; connect cues fire THEN (0 = none)
int _pendingConnectStep;
uint _pendingConeConnectTick; // 07-21 G6 (C14 idiom): the cone socket's CONTACT tick, latched at the fire edge (0 = none)
float _pendingConeRange; // cone reach/half latched at the fire edge (folded socket stats)
float _pendingConeHalf;
float _allyFxScale = 1f; // 07-21 G4: saturation-derived ally-FX degradation (1 = full loudness)
#if UNITY_EDITOR
float _nextStressTime; // 07-21 G4: fake-caster cadence while CombatStressDebug.StressAllyFx is on
int _stressBeat;
#endif
double _lastHoldTime; // C4: last hit-stop hold time (throttle so a horde wipe doesn't stutter)
// Remote teammates' melee cleave arcs (deferred-items pass, co-op): one pooled slash renderer per remote
@@ -106,10 +114,13 @@ namespace ProjectM.Client
const int NumberPoolSize = 32;
const int MaxActiveVfx = 40; // bound one-shot VFX GameObject churn under sustained combat
EntityQuery _remotePlayersQuery; // 07-21 G4: ally census (PlayerTag + disabled GhostOwnerIsLocal)
struct TimedVfx { public GameObject Go; public double Kill; }
protected override void OnCreate()
{
// 07-21 G4 (review wf_9757d214): remote-player census — solo (0 remotes) forces _allyFxScale = 1.
_remotePlayersQuery = SystemAPI.QueryBuilder().WithAll<PlayerTag>().WithDisabled<GhostOwnerIsLocal>().Build();
_hitClip = MakeClip("husk_hit", 640f, 180f, 0.10f, 0.5f, noise: true);
_deathClip = MakeClip("husk_death", 320f, 50f, 0.34f, 0.55f, noise: false);
_fireClip = MakeClip("fire", 880f, 1500f, 0.07f, 0.30f, noise: false);
@@ -232,7 +243,7 @@ namespace ProjectM.Client
SpawnNumber(prev.Hp - cur, (Vector3)p, isLocalPlayer, cam);
Burst(_hitFx, cfg != null ? cfg.Hit : null, (Vector3)p + Vector3.up * 0.8f, FeelConfig.HitBurstCount);
PlayClip(_hitClip, (Vector3)p, FeelConfig.HitSfxVolume);
PrototypeCameraRig.AddShake(isLocalPlayer ? FeelConfig.HitShakeLocal : FeelConfig.HitShakeRemote);
PrototypeCameraRig.AddShake(isLocalPlayer ? FeelConfig.HitShakeLocal : FeelConfig.HitShakeRemote * _allyFxScale); // 07-21 G4: ally-side shake degrades under saturation
if (isLocalPlayer) PrototypeCameraRig.PunchFov(FeelConfig.HitStopFovKick, FeelConfig.HitStopDurationMs);
if (isLocalPlayer && (prev.Hp - cur) >= 20f) TryHold(); // C4: crunch on a heavy incoming hit (e.g. a boss slam)
@@ -282,7 +293,15 @@ namespace ProjectM.Client
{
Burst(_deathFx, PlayerDeathPrefab(cfg), (Vector3)p + Vector3.up * 0.5f, FeelConfig.DeathBurstCount);
PlayClip(_deathClip, (Vector3)p, 0.7f);
PrototypeCameraRig.AddShake(isLocalPlayer ? FeelConfig.PlayerDeathShake : FeelConfig.RemotePlayerDeathShake);
PrototypeCameraRig.AddShake(isLocalPlayer ? FeelConfig.PlayerDeathShake : FeelConfig.RemotePlayerDeathShake * _allyFxScale); // 07-21 G4: ally-side shake degrades under saturation
if (isLocalPlayer)
{
// Post-impl review wf_9757d214: the server dropped any scheduled damage on death
// (PlayerDeathStateSystem zeroes both pendings) — drop the latched connect CUES too,
// or the corpse plays a full connect package for a hit that never landed.
_pendingConnectTick = 0u;
_pendingConeConnectTick = 0u;
}
}
}
else if (isEnemy && _scanPrimed && cur >= health.ValueRO.Max - 0.001f)
@@ -334,6 +353,34 @@ namespace ProjectM.Client
}
}
// 07-21 G4 (SoD's co-op saturation failure is our ceiling): ally-attributed FX degrade as the live
// enemy count rises — remote arcs dim, remote shakes shrink. LOCAL-player FX are untouched and enemy
// telegraphs NEVER degrade (EnemyDangerTelegraphSystem is structurally separate; guidelines G4).
int liveEnemies = 0;
foreach (var kv in _cache) if (kv.Value.IsEnemy && kv.Value.Hp > 0f) liveEnemies++; // LIVING only (review wf_9757d214: Dying corpses linger ~1s in the cache)
_allyFxScale = _remotePlayersQuery.CalculateEntityCount() == 0
? 1f // solo: no ally FX exist to budget — never degrade the local player's own feedback (review wf_9757d214)
: SaturationMath.AllyScale(liveEnemies,
FeelConfig.AllyFxDegradeStart, FeelConfig.AllyFxDegradeFull, FeelConfig.AllyFxFloor);
#if UNITY_EDITOR
// 07-21 G4: fake-caster saturation stress (DebugOverlay toggle) — synthesizes the ally attack package
// at 3 orbiting positions so the 4-caster worst case is testable without 4 connections. Editor-only;
// the flag resets on play-enter (CombatStressDebug, the static-presentation-bridge rule).
if (CombatStressDebug.StressAllyFx && _localPlayer != Entity.Null && UnityEngine.Time.time >= _nextStressTime)
{
_nextStressTime = UnityEngine.Time.time + 0.5f;
_stressBeat++;
for (int fake = 0; fake < 3; fake++)
{
float ang = _stressBeat * 0.7f + fake * 2.094f;
Vector3 fpos = (Vector3)localPos + new Vector3(Mathf.Cos(ang), 0f, Mathf.Sin(ang)) * 3.5f;
EmitTinted(_swingFx, fpos + Vector3.up * 0.9f,
(int)Mathf.Ceil(8f * _allyFxScale), FeelConfig.RemoteSlashColor * _allyFxScale);
PlayClip(_swingClip, fpos, 0.3f * _allyFxScale);
}
}
#endif
// LANTERN 4-socket fire feedback: edge-detect each socket's SocketCooldown (raw uint edge, cosmetic
// only like dash/melee). A non-Cone Spark -> muzzle flash + zap; a Cone Spark -> the aimed slash-arc
// cue (server-only cleave has no projectile). Replaces the single-AbilityCooldown muzzle + cone blocks.
@@ -379,28 +426,39 @@ namespace ProjectM.Client
var es = effs[sk];
float coneRange = Mathf.Max(0.1f, es.Range);
float coneHalf = Mathf.Clamp(es.AutoTargetConeRadians, 0.01f, 3.14159f);
bool coneConnected = false; Vector3 coneHit = (Vector3)localPos; float cnd = float.MaxValue;
float coneCos = Mathf.Cos(coneHalf);
foreach (var kv in _cache)
{
if (!kv.Value.IsEnemy) continue;
if (MeleeConeMath.InCone(localPos, sfdir, coneRange, coneCos, kv.Value.Pos))
{
float cd2 = math.distancesq(localPos, kv.Value.Pos);
if (cd2 < cnd) { cnd = cd2; coneHit = (Vector3)kv.Value.Pos; coneConnected = true; }
}
}
TriggerSlash((Vector3)localPos, sfdir, coneRange, coneHalf, 1, 1, coneConnected);
// 07-21 G6 (review wf_98bf1268): the slam's damage now lands at fire+ConeContactTicks — the arc
// reveal completes AT that contact (C13) and the connect package is LATCHED to it via the C14
// idiom (knob 0 = legacy immediate). Defaults() fallback matches the release server's timing.
var coneTcfg = SystemAPI.TryGetSingleton<TuningConfig>(out var coneTcv) ? coneTcv : TuningConfig.Defaults();
uint coneContactTicks = (uint)math.max(0f, coneTcfg.ConeContactTicks);
float coneLife = Mathf.Max(0.34f, (coneContactTicks / 60f) / 0.6f);
TriggerSlash((Vector3)localPos, sfdir, coneRange, coneHalf, 1, 1, false, coneLife);
PlayClip(_swingClip, (Vector3)localPos, 0.5f);
PrototypeCameraRig.AddShake(0.06f);
if (coneConnected)
_pendingConeRange = coneRange;
_pendingConeHalf = coneHalf;
if (coneContactTicks == 0u)
{
Burst(_hitFx, cfg != null ? cfg.Hit : null, coneHit + Vector3.up * 0.7f, FeelConfig.HitBurstCount);
PlayClip(_meleeConnectClip, coneHit, FeelConfig.MeleeConnectVolume);
PrototypeCameraRig.PunchFov(FeelConfig.MeleeConnectFovKick, FeelConfig.HitStopDurationMs);
_pendingConeConnectTick = 0u;
EvaluateConeConnect(localPos); // knob 0 = legacy same-tick connect
}
else
{
_pendingConeConnectTick = TickUtil.NonZero(
TickWindowMath.FireStartRaw(nf, es.CooldownTicks) + coneContactTicks);
}
}
_socketFireInit = true;
// 07-21 G6: fire the deferred cone CONNECT when the slam lands (contact tick reached; wrap-safe;
// the C14 idiom — latched once at the fire edge, never reconstructed per-frame).
if (_pendingConeConnectTick != 0u
&& SystemAPI.TryGetSingleton<NetworkTime>(out var coneNt) && coneNt.ServerTick.IsValid
&& !new NetworkTick(_pendingConeConnectTick).IsNewerThan(coneNt.ServerTick))
{
EvaluateConeConnect(localPos);
_pendingConeConnectTick = 0u;
}
}
// Local-player dash feedback (MC-1): DashCooldown.NextTick advances exactly once per dash
@@ -444,7 +502,8 @@ namespace ProjectM.Client
EmitAt(_swingFx, (Vector3)localPos + Vector3.up * 0.9f + face * 0.8f, 6 + (step - 1) * 5);
PlayClip(_swingClip, (Vector3)localPos, 0.45f);
PrototypeCameraRig.AddShake(0.04f * step);
int comboLen = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg) ? (int)math.clamp((int)tcfg.MeleeComboLength, 1, 3) : 3;
var tcfg = SystemAPI.TryGetSingleton<TuningConfig>(out var tcv2) ? tcv2 : TuningConfig.Defaults(); // review wf_98bf1268: release fallback = Defaults(), matching the server sim
int comboLen = (int)math.clamp((int)tcfg.MeleeComboLength, 1, 3);
bool finisher = step >= comboLen;
float slashRange = tcfg.MeleeRange > 0f ? tcfg.MeleeRange : 2.2f;
float slashHalf = tcfg.MeleeConeHalfAngleRad > 0f ? tcfg.MeleeConeHalfAngleRad : 0.9f;
@@ -480,7 +539,8 @@ namespace ProjectM.Client
&& SystemAPI.TryGetSingleton<NetworkTime>(out var meleeNt) && meleeNt.ServerTick.IsValid
&& !new NetworkTick(_pendingConnectTick).IsNewerThan(meleeNt.ServerTick))
{
int cLen = SystemAPI.TryGetSingleton<TuningConfig>(out var ct2) ? (int)math.clamp((int)ct2.MeleeComboLength, 1, 3) : 3;
var ct2 = SystemAPI.TryGetSingleton<TuningConfig>(out var ctv2) ? ctv2 : TuningConfig.Defaults(); // review wf_98bf1268: release fallback
int cLen = (int)math.clamp((int)ct2.MeleeComboLength, 1, 3);
EvaluateMeleeConnect(localPos, _pendingConnectStep, cLen);
_pendingConnectTick = 0u;
}
@@ -888,12 +948,11 @@ namespace ProjectM.Client
var cfg = VFXConfig.Instance;
bool finisher = step >= comboLen;
float range = 2.2f, half = 0.9f, finRange = 1.25f;
if (SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg))
{
// Review wf_98bf1268: Defaults() fallback — release clients must match the release server's timing.
var tcfg = SystemAPI.TryGetSingleton<TuningConfig>(out var mcv) ? mcv : TuningConfig.Defaults();
if (tcfg.MeleeRange > 0f) range = tcfg.MeleeRange;
if (tcfg.MeleeConeHalfAngleRad > 0f) half = tcfg.MeleeConeHalfAngleRad;
if (tcfg.MeleeFinisherRangeMult > 0f) finRange = tcfg.MeleeFinisherRangeMult;
}
if (EntityManager.HasBuffer<StatModifier>(_localPlayer))
range = math.max(0f, StatMath.Apply(range, StatTarget.MeleeRange,
EntityManager.GetBuffer<StatModifier>(_localPlayer, true)));
@@ -903,17 +962,7 @@ namespace ProjectM.Client
fdir = FacingMath.ResolveAim(
EntityManager.GetComponentData<PlayerInput>(_localPlayer).Aim,
EntityManager.GetComponentData<PlayerFacing>(_localPlayer).Direction);
bool connected = false; Vector3 nearestHit = (Vector3)localPos; float ndist = float.MaxValue;
float cosHalf = Mathf.Cos(half);
foreach (var kv in _cache)
{
if (!kv.Value.IsEnemy) continue;
if (MeleeConeMath.InCone(localPos, fdir, range, cosHalf, kv.Value.Pos))
{
float d2 = math.distancesq(localPos, kv.Value.Pos);
if (d2 < ndist) { ndist = d2; nearestHit = (Vector3)kv.Value.Pos; connected = true; }
}
}
bool connected = NearestEnemyInCone(localPos, fdir, range, Mathf.Cos(half), out var nearestHit); // review wf_98bf1268: shared scan
if (connected)
{
Burst(_hitFx, cfg != null ? cfg.Hit : null, nearestHit + Vector3.up * 0.7f, FeelConfig.HitBurstCount);
@@ -930,6 +979,42 @@ namespace ProjectM.Client
}
}
// 07-21 G6 (review wf_98bf1268): ONE nearest-living-enemy-in-cone scan over the FX cache — shared by the
// socket-fire cue, the melee connect package and the deferred cone connect (three copies would drift).
bool NearestEnemyInCone(float3 pos, float2 dir, float range, float cosHalf, out Vector3 hit)
{
hit = (Vector3)pos; float best = float.MaxValue; bool found = false;
foreach (var kv in _cache)
{
if (!kv.Value.IsEnemy) continue;
if (!MeleeConeMath.InCone(pos, dir, range, cosHalf, kv.Value.Pos)) continue;
float d2 = math.distancesq(pos, kv.Value.Pos);
if (d2 < best) { best = d2; hit = (Vector3)kv.Value.Pos; found = true; }
}
return found;
}
// 07-21 G6: the cone socket's CONNECT package at the CONTACT tick — the EvaluateMeleeConnect mirror for
// the SpecialSlam (aim recomputed LIVE at contact; range/half latched at the fire edge from the socket's
// folded stats). Fired by the deferred check next to the socket-fire branch (C14 idiom).
void EvaluateConeConnect(float3 localPos)
{
if (_localPlayer == Entity.Null || !EntityManager.Exists(_localPlayer)) return;
var cfg = VFXConfig.Instance;
float2 fdir = new float2(0f, 1f);
if (EntityManager.HasComponent<PlayerFacing>(_localPlayer) && EntityManager.HasComponent<PlayerInput>(_localPlayer))
fdir = FacingMath.ResolveAim(
EntityManager.GetComponentData<PlayerInput>(_localPlayer).Aim,
EntityManager.GetComponentData<PlayerFacing>(_localPlayer).Direction);
if (!NearestEnemyInCone(localPos, fdir, _pendingConeRange, Mathf.Cos(_pendingConeHalf), out var hit)) return;
Burst(_hitFx, cfg != null ? cfg.Hit : null, hit + Vector3.up * 0.7f, FeelConfig.HitBurstCount);
PlayClip(_meleeConnectClip, hit, FeelConfig.MeleeConnectVolume);
PrototypeCameraRig.PunchFov(FeelConfig.MeleeConnectFovKick, FeelConfig.HitStopDurationMs);
if (FeelConfig.RumbleEnabled && AimPresentation.Scheme == 1)
RumbleUtil.Pulse(FeelConfig.RumbleHit * 0.6f, FeelConfig.RumbleHit, FeelConfig.RumbleDurationSec);
if (_slashActive) _slashTint *= 1.4f; // the bite brighten, AT the slam's landing
}
void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, int step, int comboLen, bool connected, float lifeOverride = 0f)
{
@@ -997,7 +1082,10 @@ void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, int
void UpdateRemoteSwings(float dt)
{
if (!FeelConfig.RemoteSwingEnabled || _fxRoot == null) return;
int comboLen = SystemAPI.TryGetSingleton<TuningConfig>(out var tcfg) ? (int)math.clamp((int)tcfg.MeleeComboLength, 1, 3) : 3;
// Review wf_98bf1268: Defaults() fallback — release clients must match the release server's timing
// (the dev TuningConfig singleton is editor-only; default(TuningConfig) reads knob 0 = legacy cues).
var tcfg = SystemAPI.TryGetSingleton<TuningConfig>(out var rtcv) ? rtcv : TuningConfig.Defaults();
int comboLen = (int)math.clamp((int)tcfg.MeleeComboLength, 1, 3);
float baseRange = tcfg.MeleeRange > 0f ? tcfg.MeleeRange : 2.6f;
float baseHalf = tcfg.MeleeConeHalfAngleRad > 0f ? tcfg.MeleeConeHalfAngleRad : 0.9f;
float finisherMult = tcfg.MeleeFinisherRangeMult > 0f ? tcfg.MeleeFinisherRangeMult : 1.25f; // 07-20 G2.2: REACH-only finisher mult
@@ -1023,7 +1111,7 @@ void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, int
rs.Range = finisher ? rRange * finisherMult : rRange;
rs.Half = baseHalf;
rs.SweepSign = (step % 2 == 0) ? -1 : 1;
rs.Tint = FeelConfig.RemoteSlashColor * (finisher ? 1.5f : 1f);
rs.Tint = FeelConfig.RemoteSlashColor * (finisher ? 1.5f : 1f) * _allyFxScale; // 07-21 G4: ally FX dim under saturation (brightness only — Life stays contact-honest, C13)
rs.Life = Mathf.Max(finisher ? 0.50f : 0.34f,
(MeleeTiming.ContactTicks((byte)step, remoteContactKnob) / 60f) / 0.6f); // 07-20: reveal ends AT contact (knob-aware, review C13)
rs.Age = 0f;
@@ -204,5 +204,32 @@ namespace ProjectM.Client
m.RecalculateBounds();
return m;
}
// Unit-radius thin RING (annulus) on the XZ plane — the always-on rim of a zone telegraph (rim = the TRUE
// damage radius, guidelines G2) while a separate fill disc grows inside it. Scale x/z to the radius; inner
// edge fixed at innerFrac of the outer. No vertex colours (white) so an MPB _Color fully tints + fades it.
public static Mesh BuildRing(int segments, float innerFrac = 0.92f)
{
if (segments < 6) segments = 6;
innerFrac = Mathf.Clamp(innerFrac, 0.05f, 0.98f);
var m = new Mesh { name = "Ring" };
var v = new Vector3[segments * 2];
var tris = new int[segments * 6];
for (int i = 0; i < segments; i++)
{
float a = i / (float)segments * Mathf.PI * 2f;
var dir = new Vector3(Mathf.Cos(a), 0f, Mathf.Sin(a));
v[i * 2] = dir * innerFrac;
v[i * 2 + 1] = dir;
int n = (i + 1) % segments;
int b = i * 6;
tris[b] = i * 2; tris[b + 1] = n * 2 + 1; tris[b + 2] = i * 2 + 1;
tris[b + 3] = i * 2; tris[b + 4] = n * 2; tris[b + 5] = n * 2 + 1;
}
m.vertices = v;
m.triangles = tris;
m.RecalculateBounds();
return m;
}
}
}
@@ -222,6 +222,14 @@ namespace ProjectM.Client
/// <summary>Marker glyph font size (px).</summary>
public static float EnemyMarkerSize;
// ---- 07-21 G4: co-op saturation budget (guidelines G4 — SoD's failure is our ceiling) ----
/// <summary>Live enemy count at which ALLY-attributed FX (remote arcs, remote shakes) begin to degrade. Local-player FX and enemy telegraphs NEVER degrade.</summary>
public static int AllyFxDegradeStart;
/// <summary>Live enemy count at which ally FX sit at AllyFxFloor.</summary>
public static int AllyFxDegradeFull;
/// <summary>Ally-FX brightness/shake floor under full saturation (0..1).</summary>
public static float AllyFxFloor;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
public static void ResetDefaults()
{
@@ -328,6 +336,10 @@ namespace ProjectM.Client
EnemyMarkerMinAlpha = 0.28f;
EnemyMarkerColor = new Color(1f, 0.86f, 0.3f, 1f); // warm amber, reads over the cool world
EnemyMarkerSize = 24f;
// 07-21 G4 co-op saturation budget (review wf_98bf1268)
AllyFxDegradeStart = 8;
AllyFxDegradeFull = 16;
AllyFxFloor = 0.35f;
}
}
}
@@ -0,0 +1,24 @@
using Unity.Mathematics;
namespace ProjectM.Client
{
/// <summary>07-21 G4 (review wf_98bf1268) — pure co-op saturation-budget math (no ECS; unit-tested like
/// <c>HudVisualMath</c>, the Client-side presentation-math precedent). Maps a live on-screen enemy count to
/// the ALLY-FX degradation scale: 1 at &lt;= start, linear down to <paramref name="floor"/> at &gt;= full.
/// Enemy telegraphs never ride this (guidelines G4: they never degrade); local-player FX never ride this.
/// Note: <c>EnemyMarkerSystem</c>'s pip fade equals <c>AllyScale(count, start, 2*start, floor)</c> — a later
/// pass can retrofit it onto this helper.</summary>
public static class SaturationMath
{
/// <summary>1 at enemies &lt;= start; linear to <paramref name="floor"/> at enemies &gt;= full; clamped.
/// Degenerate inputs (full &lt;= start) snap straight to floor once past start.</summary>
public static float AllyScale(int enemies, int start, int full, float floor)
{
floor = math.clamp(floor, 0f, 1f);
if (enemies <= start) return 1f;
if (full <= start) return floor;
float t = math.saturate((enemies - start) / (float)(full - start));
return math.lerp(1f, floor, t);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 93f34c59962a12243aec9840a608e2da
@@ -0,0 +1,207 @@
using System.Collections.Generic;
using ProjectM.Simulation;
using Unity.Entities;
using Unity.Mathematics;
using Unity.NetCode;
using Unity.Transforms;
using UnityEngine;
using static ProjectM.Client.FeedbackFx;
namespace ProjectM.Client
{
/// <summary>
/// 07-21 G6 (review wf_98bf1268) — client-only ZONE-socket fill telegraph (Vortex / LightZone), the
/// WildStar-grade honesty decal for player zones: a thin RIM always drawn at the replicated
/// <see cref="ZoneEffect.Radius"/> (rim = the TRUE folded damage radius, guidelines G2) plus an inner FILL
/// disc whose arrival at the rim IS the damage moment — fill derives from the replicated absolute
/// <see cref="ZoneEffect.NextTick"/> over <see cref="ZoneEffect.PulsePeriodTicks"/>; each server re-stamp
/// naturally resets it (the persistent-zone fill encoding, guidelines G6/R6). Observe-only
/// <see cref="SystemBase"/> in <see cref="PresentationSystemGroup"/>, templated on
/// <see cref="GeyserTelegraphSystem"/> (shared <see cref="FeedbackFx.BuildDisc"/>/<see cref="FeedbackFx.BuildRing"/>
/// unit meshes + MPB alpha + pooled GOs + per-frame silent prune; the value-latch + was-counting-down
/// arm-guard pulse contract, review H1 — never edge-detect the re-stamp).
/// <para>
/// DELIBERATE divergence from the Geyser precedent: ticks are evaluated against
/// <c>NetworkTime.InterpolationTick</c>, NOT the predicted ServerTick — a geyser threatens the PREDICTED
/// local player, but a zone's observables (enemy HP drops, vortex pull) live on the INTERPOLATED timeline
/// the zone ghost itself renders on; the predicted tick would complete the fill ~RTT early and pin it at
/// full (invisible on loopback, 20-40% of the bar wrong at internet RTTs — review finding, confirmed).
/// Ownership tint per guidelines G3: local caster = warm (LightZone) / teal (Vortex); ally = dimmer
/// cool-blue of the same shapes; never red. Enemy telegraphs live elsewhere and NEVER degrade (G4).
/// </para>
/// </summary>
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(PresentationSystemGroup))]
public partial class ZoneTelegraphSystem : SystemBase
{
static readonly Color LocalLightColor = new Color(2.2f, 1.6f, 0.7f); // warm lamp-amber — light is territory
static readonly Color LocalVortexColor = new Color(0.5f, 1.9f, 1.8f); // teal swirl
static readonly Color AllyColor = new Color(0.35f, 0.55f, 1.1f); // dim cool-blue (same shapes, G3)
static readonly int ColorId = Shader.PropertyToID("_Color");
const float k_PulseFlashSeconds = 0.14f;
Transform _fxRoot;
Material _mat;
Mesh _discMesh;
Mesh _ringMesh;
MaterialPropertyBlock _mpb;
// Per-zone pooled pair: [0] = fill disc, [1] = rim ring (children of one root GO).
readonly Dictionary<Entity, GameObject> _zones = new();
readonly Dictionary<Entity, uint> _armed = new(); // NextTick seen counting down (arm-guard)
readonly Dictionary<Entity, uint> _lastFired = new(); // NextTick we last pulsed for (value latch)
readonly Dictionary<Entity, float> _flashUntil = new();
readonly HashSet<Entity> _seen = new();
readonly List<Entity> _stale = new();
protected override void OnCreate()
{
_mpb = new MaterialPropertyBlock();
}
protected override void OnStartRunning()
{
if (_fxRoot != null) return;
_fxRoot = new GameObject("~ZoneTelegraphFX").transform;
_mat = MakeParticleMaterial("ZoneTelegraph");
_discMesh = BuildDisc(40);
_ringMesh = BuildRing(48);
}
protected override void OnDestroy()
{
if (_fxRoot != null) Object.Destroy(_fxRoot.gameObject);
if (_mat != null) Object.Destroy(_mat);
if (_discMesh != null) Object.Destroy(_discMesh);
if (_ringMesh != null) Object.Destroy(_ringMesh);
}
protected override void OnUpdate()
{
if (_fxRoot == null || _mat == null) return;
if (!SystemAPI.TryGetSingleton<NetworkTime>(out var nt)) return;
// The interpolated timeline — see the class doc for why NOT the predicted ServerTick.
var tick = nt.InterpolationTick.IsValid ? nt.InterpolationTick : nt.ServerTick;
if (!tick.IsValid) return;
int localNetId = SystemAPI.TryGetSingleton<NetworkId>(out var nid) ? nid.Value : -1;
EntityManager.CompleteDependencyBeforeRO<ZoneEffect>();
EntityManager.CompleteDependencyBeforeRO<LocalTransform>();
_seen.Clear();
foreach (var (zone, xf, e) in
SystemAPI.Query<RefRO<ZoneEffect>, RefRO<LocalTransform>>().WithEntityAccess())
{
var ze = zone.ValueRO;
_seen.Add(e);
if (ze.Radius <= 0.01f) continue; // pre-first-snapshot (baked zero) — nothing honest to draw yet
float3 pos = xf.ValueRO.Position;
bool mine = ze.CasterNetworkId == localNetId;
bool vortex = (ze.Flags & ZoneEffectFlag.Vortex) != 0;
Color baseCol = mine ? (vortex ? LocalVortexColor : LocalLightColor) : AllyColor;
// Fill from the replicated ABSOLUTE next-pulse tick (0 = unscheduled -> rim only).
float fill = 0f;
uint next = ze.NextTick;
if (next != 0u && new NetworkTick(next).IsValid)
{
int lead = new NetworkTick(next).TicksSince(tick); // >0 counting down, <=0 arrived/past
if (lead > 0)
{
_armed[e] = next; // arm this pulse while it counts down
// Operator report 07-21 ("casts seem to auto-recast"): a fill RE-GROWING every pulse reads
// as a fresh cast. ARM phase (before the first pulse) grows 0->1 (fill reaches the rim =
// first damage); the PERSISTENT phase DRAINS 1->0 toward each pulse (a metronome, not a
// cast) - and the direction split is the G6/R6 one-shot-vs-persistent encoding, done right.
float frac = math.saturate(lead / (float)ZoneEffect.PulsePeriodTicks);
fill = _lastFired.ContainsKey(e) ? frac : 1f - frac;
}
else
{
fill = 1f;
bool armedForThis = _armed.TryGetValue(e, out var av) && av == next;
bool alreadyFired = _lastFired.TryGetValue(e, out var lf) && lf == next;
if (armedForThis && !alreadyFired)
{
_flashUntil[e] = UnityEngine.Time.time + k_PulseFlashSeconds; // quiet tier: a rim flash, no burst (G4)
_lastFired[e] = next;
}
}
}
if (!_zones.TryGetValue(e, out var go) || go == null)
{
go = new GameObject("ZoneTelegraph");
go.transform.SetParent(_fxRoot, false);
MakeChild(go.transform, "Fill", _discMesh);
MakeChild(go.transform, "Rim", _ringMesh);
_zones[e] = go;
}
if (!go.activeSelf) go.SetActive(true);
go.transform.position = new Vector3(pos.x, 0.05f, pos.z);
bool flashing = _flashUntil.TryGetValue(e, out var fu) && UnityEngine.Time.time < fu;
var fillTr = go.transform.GetChild(0);
var rimTr = go.transform.GetChild(1);
float fillRadius = ze.Radius * fill;
fillTr.localScale = new Vector3(fillRadius, 1f, fillRadius);
rimTr.localScale = new Vector3(ze.Radius, 1f, ze.Radius);
float fillAlpha = (mine ? 0.16f : 0.10f) * (0.35f + 0.65f * fill);
float rimAlpha = (mine ? 0.55f : 0.35f) + (flashing ? 0.4f : 0f);
SetTint(fillTr, baseCol, fillAlpha);
SetTint(rimTr, baseCol, rimAlpha);
}
// Prune despawned zones (expiry / teardown / relevancy drop) — destroy, drop tracking, emit nothing.
if (_zones.Count > 0)
{
_stale.Clear();
foreach (var kv in _zones) if (!_seen.Contains(kv.Key)) _stale.Add(kv.Key);
for (int i = 0; i < _stale.Count; i++)
{
if (_zones[_stale[i]] != null) Object.Destroy(_zones[_stale[i]]);
_zones.Remove(_stale[i]);
}
}
PruneMap(_armed);
PruneMap(_lastFired);
PruneFloatMap(_flashUntil);
}
void MakeChild(Transform parent, string name, Mesh mesh)
{
var child = new GameObject(name);
child.transform.SetParent(parent, false);
child.AddComponent<MeshFilter>().sharedMesh = mesh;
var mr = child.AddComponent<MeshRenderer>();
mr.sharedMaterial = _mat;
mr.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
mr.receiveShadows = false;
mr.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off;
}
void SetTint(Transform tr, Color c, float alpha)
{
_mpb.SetColor(ColorId, new Color(c.r, c.g, c.b, alpha));
tr.GetComponent<MeshRenderer>().SetPropertyBlock(_mpb);
}
void PruneMap(Dictionary<Entity, uint> dict)
{
if (dict.Count == 0) return;
_stale.Clear();
foreach (var kv in dict) if (!_seen.Contains(kv.Key)) _stale.Add(kv.Key);
for (int i = 0; i < _stale.Count; i++) dict.Remove(_stale[i]);
}
void PruneFloatMap(Dictionary<Entity, float> dict)
{
if (dict.Count == 0) return;
_stale.Clear();
foreach (var kv in dict) if (!_seen.Contains(kv.Key)) _stale.Add(kv.Key);
for (int i = 0; i < _stale.Count; i++) dict.Remove(_stale[i]);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7546a7bb0f6fd634287c3d5b98faa28c
@@ -93,8 +93,14 @@ namespace ProjectM.EditorTools
}
else sb.AppendLine(" Reach: weapon mesh not found (run Attach Melee Weapon first)");
sb.AppendLine(" NOTE: SpecialSlam (cone socket) still damages AT FIRE, ~0.35s before its visual contact — the");
sb.AppendLine(" same dishonesty melee just fixed; it rides the SOCKET pipeline (guidelines G6 follow-up).");
// 07-21 G6 (review wf_98bf1268): the cone socket (SpecialSlam) lands at ConeContactTicks via
// ConeContactPending (0 = legacy at-fire). Visual contact estimate ~0.35s (21t) into the slam anim.
uint coneContact = (uint)Mathf.Max(0f, t.ConeContactTicks);
sb.AppendLine(coneContact == 0
? " Cone (SpecialSlam): knob 32 = 0 -> LEGACY at-fire damage (~0.35s before the visual contact)"
: $" Cone (SpecialSlam): contact {coneContact}t ({coneContact / 60f:F2}s after fire; visual estimate ~21t)");
if (coneContact > PlayerAimSystem.CastFacingTicks)
sb.AppendLine($" !! cone contact {coneContact}t > CastFacingTicks {PlayerAimSystem.CastFacingTicks} (a resting gamepad stick resolves a MOVE-facing slam)");
Debug.Log(sb.ToString());
return sb.ToString();
}
@@ -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))
{
@@ -0,0 +1,22 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>07-21 G6 (socket honesty, design review wf_98bf1268): SERVER-ONLY scheduled Cone-socket cleave —
/// the <see cref="MeleeCleavePending"/> schedule-and-consume idiom applied to the SpecialSlam (Cone archetype)
/// socket, so its damage lands at the animation's visual contact instead of the fire tick. Stamped by
/// AbilityFireSystem when a Cone socket fires (ResolveTick = fire + TuningConfig.ConeContactTicks; knob 0 =
/// legacy immediate, no stamp), fired on a wrap-safe elapsed compare from LIVE state (cast-turn steers the
/// cone until contact; stats re-folded at resolve), CONSUMED by zeroing. A still-armed pending is FLUSHED
/// (fired early) before a recast overwrites it. Cleared on death (PlayerDeathStateSystem — an armed pending
/// must never fire from the respawn position) and by the dev SetClass swap (socket identity changes).
/// At resolve the socket is re-validated (bounds + still a Cone Spark) — consume-drop on mismatch.
/// Not replicated; client contact cues are presentation-side (CombatFeedbackSystem). Baked zeroed.</summary>
public struct ConeContactPending : IComponentData
{
/// <summary>NonZero tick the armed cone's slam lands; 0 = nothing pending.</summary>
public uint ResolveTick;
/// <summary>Socket index (0..SocketId.Count-1) of the ARMED cast — stats/aim re-read live at resolve.</summary>
public byte Socket;
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8e1f7f8852ab4e548babedafccbc6084
@@ -1,32 +1,42 @@
using Unity.Entities;
using Unity.NetCode;
namespace ProjectM.Simulation
{
/// <summary>
/// SERVER-ONLY periodic-AoE state on a player-cast zone ghost (Vortex / LightZone) — the LANTERN Aoe/zone
/// archetype. NOT a <c>[GhostField]</c>: the zone is a server-spawned INTERPOLATED ownerless ghost whose
/// position replicates via the stock LocalTransform variant; only its damage schedule lives here, server-side.
/// <c>ZonePulseSystem</c> borrows the <c>GeyserEruptSystem</c> skeleton (the INVERTED invalid-tick guard so a
/// born-0 tick never storm-fires + the <c>= now + period</c> reschedule) but is ENEMY-ONLY (no friendly fire),
/// stamps <see cref="DamageEvent.SourceNetworkId"/> = <see cref="CasterNetworkId"/> (kills credit the caster,
/// feeding KillRewardSystem — NOT the -1 environment convention), and has NO region gate (a no-world gym).
/// DestroyEntity when <see cref="ExpireTick"/> elapses.
/// Periodic-AoE state on a player-cast zone ghost (Vortex / LightZone) — the LANTERN Aoe/zone archetype.
/// The zone is a server-spawned INTERPOLATED ownerless ghost; position replicates via the stock LocalTransform
/// variant. 07-21 G6 (design review wf_98bf1268): THREE fields are now <c>[GhostField]</c> so the client can
/// draw an HONEST fill telegraph (ZoneTelegraphSystem): <see cref="CasterNetworkId"/> (G3 ownership tint),
/// <see cref="Radius"/> (rim = the TRUE folded damage radius) and <see cref="NextTick"/> (fill arrival = the
/// damage moment — server mutations propagate to all clients on an ownerless ghost). Damage schedule/amount
/// stay server-only. <c>ZonePulseSystem</c> borrows the <c>GeyserEruptSystem</c> skeleton (the INVERTED
/// invalid-tick guard so a born-0 tick never storm-fires + the <c>= now + period</c> reschedule) but is
/// ENEMY-ONLY (no friendly fire), stamps <see cref="DamageEvent.SourceNetworkId"/> = <see cref="CasterNetworkId"/>
/// (kills credit the caster, feeding KillRewardSystem — NOT the -1 environment convention), and has NO region
/// gate (a no-world gym). DestroyEntity when <see cref="ExpireTick"/> elapses.
/// </summary>
public struct ZoneEffect : IComponentData
{
/// <summary>NetworkId of the casting player (damage/kill attribution).</summary>
public int CasterNetworkId;
/// <summary>Pulse cadence in ticks — single source for ZonePulseSystem (damage) and ZoneTelegraphSystem
/// (the client fill window). Hoisted 07-21 G6 (was ZonePulseSystem.k_PulsePeriodTicks).</summary>
public const uint PulsePeriodTicks = 30;
/// <summary>Planar (XZ) damage radius, world units.</summary>
public float Radius;
/// <summary>NetworkId of the casting player (damage/kill attribution + the client's mine-vs-ally tint).</summary>
[GhostField] public int CasterNetworkId;
/// <summary>Damage dealt to each living enemy in radius per pulse.</summary>
/// <summary>Planar (XZ) damage radius, world units. Replicated so the drawn rim is the TRUE folded radius.</summary>
[GhostField(Quantization = 100)] public float Radius;
/// <summary>Raw next-pulse tick (NonZero). <c>0</c> = unscheduled → lazy-stamped born-correct (GeyserErupt H2
/// rule, never storm-fires). Replicated for the client fill: ride the ABSOLUTE tick + a value-latch + a
/// was-counting-down arm-guard (the Geyser ★ rule — never edge-detect the re-stamp).</summary>
[GhostField] public uint NextTick;
/// <summary>Damage dealt to each living enemy in radius per pulse. Server-only.</summary>
public float DamagePerPulse;
/// <summary>Raw next-pulse tick (NonZero). <c>0</c> = unscheduled → lazy-stamped born-correct (GeyserErupt H2 rule, never storm-fires).</summary>
public uint NextTick;
/// <summary>Raw tick the zone despawns (NonZero). Active while .IsNewerThan(serverTick).</summary>
/// <summary>Raw tick the zone despawns (NonZero). Active while .IsNewerThan(serverTick). Server-only.</summary>
public uint ExpireTick;
/// <summary>See <see cref="ZoneEffectFlag"/>. bit0 = Vortex (also pull enemies toward the zone center each pulse).</summary>
@@ -35,12 +35,22 @@ namespace ProjectM.Simulation
public static bool FireActive(uint nextFireRaw, int cooldownTicks, NetworkTick serverTick, uint animTicks)
{
if (nextFireRaw == 0u || cooldownTicks <= 0 || !serverTick.IsValid) return false;
uint startRaw = TickUtil.NonZero(nextFireRaw - (uint)cooldownTicks);
uint startRaw = FireStartRaw(nextFireRaw, cooldownTicks);
var start = new NetworkTick(startRaw);
var end = new NetworkTick(TickUtil.NonZero(startRaw + animTicks));
return start.IsValid && end.IsValid && !start.IsNewerThan(serverTick) && end.IsNewerThan(serverTick);
}
/// <summary>Reconstructed fire-window START (raw NonZero tick) from the replicated per-socket cooldown
/// stamp minus the locally-derived CooldownTicks; 0 = no window (unstamped / degenerate inputs). The ONE
/// home of this reconstruction (07-21 G6 review wf_98bf1268: the cone connect-cue latches
/// contact = FireStartRaw + ConeContactTicks at the fire edge — never re-derive it inline).</summary>
public static uint FireStartRaw(uint nextFireRaw, int cooldownTicks)
{
if (nextFireRaw == 0u || cooldownTicks <= 0) return 0u;
return TickUtil.NonZero(nextFireRaw - (uint)cooldownTicks);
}
/// <summary>LANTERN 4-socket fire/cone resolution (any-socket model): firing if ANY socketed,
/// NON-Movement Spark's per-socket window is mid-fire; cone if any such active socket holds a
/// Cone-archetype Spark. Movement sockets are skipped OUTRIGHT (blink = dodge, not cast). Without a
@@ -53,6 +53,10 @@ namespace ProjectM.Simulation
public float MeleeBufferTicks;
/// <summary>Base contact delay (ticks from swing start to the blade landing; per-step via MeleeTiming). 0 = IMMEDIATE (legacy same-tick cleave).</summary>
public float MeleeContactTicks;
/// <summary>07-21 G6 (socket honesty): ticks from the Cone-socket fire tick to its damage landing (the
/// SpecialSlam visual contact). 0 = IMMEDIATE (legacy at-fire cleave). Keep &lt; CastFacingTicks (26) or a
/// resting gamepad stick resolves a movement-facing cone; default 21 sits 1 tick under WarriorCone cooldown 22.</summary>
public float ConeContactTicks;
// EB-1 fortress aggro: a <1 multiplier on a Husk's SQUARED distance to a structure (so structures are
// preferred targets); a closer player 'in the way' still wins. Read server-side by EnemyAISystem.
@@ -96,6 +100,7 @@ namespace ProjectM.Simulation
MeleeFinisherRangeMult = 1.25f, // 07-20 G2.2: finisher REACH (damage/recover/knockback keep MeleeFinisherMult)
MeleeBufferTicks = 10f, // 07-21 HEAVY LOCK: wider buffer fits the slower cadence (0 = off)
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.
ConeContactTicks = 21f, // 07-21 G6: SpecialSlam contact ~0.35s after fire; keep < CastFacingTicks 26
StructureAggroWeight = 0.7f, // EB-1: <1 prefers structures (fortress aggro); live-tunable
StaggerKnockbackSpeed = 7f, // B2 poise: kb.Speed >= this interrupts windups/lunges; below = nudge only
SeparationMaxSpeed = 3f, // B1: max separation push (units/s) so soft-collision can't fling
@@ -130,6 +135,7 @@ namespace ProjectM.Simulation
case TuningKnob.MeleeFinisherRangeMult:
case TuningKnob.MeleeBufferTicks: // 07-20: 0 = buffer OFF sentinel (must survive ClampKnob — review C10)
case TuningKnob.MeleeContactTicks: // 07-20: 0 = IMMEDIATE sentinel (legacy same-tick cleave)
case TuningKnob.ConeContactTicks: // 07-21 G6: 0 = IMMEDIATE sentinel (legacy at-fire cone)
return math.max(0f, value);
// tick knobs: >= 1 (a 0 tick count is degenerate; a 0 i-frame window divides-by-zero in DashSystem).
// FinalSiegeMultiplier also lands here on purpose — a final siege should never be < 1x a normal one.
@@ -172,6 +178,7 @@ namespace ProjectM.Simulation
case TuningKnob.MeleeBufferTicks: c.MeleeBufferTicks = value; break;
case TuningKnob.MeleeFinisherRangeMult: c.MeleeFinisherRangeMult = value; break;
case TuningKnob.MeleeContactTicks: c.MeleeContactTicks = value; break;
case TuningKnob.ConeContactTicks: c.ConeContactTicks = value; break;
// unknown index -> no-op (matches the no-default switch convention in DebugCommandReceiveSystem)
}
@@ -210,6 +217,7 @@ namespace ProjectM.Simulation
case TuningKnob.MeleeBufferTicks: return c.MeleeBufferTicks;
case TuningKnob.MeleeFinisherRangeMult: return c.MeleeFinisherRangeMult;
case TuningKnob.MeleeContactTicks: return c.MeleeContactTicks;
case TuningKnob.ConeContactTicks: return c.ConeContactTicks;
default: return 0f;
}
@@ -246,6 +254,7 @@ namespace ProjectM.Simulation
MeleeBufferTicks = c.MeleeBufferTicks,
MeleeFinisherRangeMult = c.MeleeFinisherRangeMult,
MeleeContactTicks = c.MeleeContactTicks,
ConeContactTicks = c.ConeContactTicks,
};
@@ -280,6 +289,7 @@ namespace ProjectM.Simulation
MeleeBufferTicks = r.MeleeBufferTicks,
MeleeFinisherRangeMult = r.MeleeFinisherRangeMult,
MeleeContactTicks = r.MeleeContactTicks,
ConeContactTicks = r.ConeContactTicks,
};
}
@@ -318,9 +328,10 @@ namespace ProjectM.Simulation
public const byte MeleeBufferTicks = 29; // 07-20 G7 (0 = off sentinel)
public const byte MeleeFinisherRangeMult = 30; // 07-20 G2.2
public const byte MeleeContactTicks = 31; // 07-20 G2.1 (0 = immediate sentinel)
public const byte ConeContactTicks = 32; // 07-21 G6 (0 = immediate sentinel)
/// <summary>Knob count (overlay iteration bound).</summary>
public const byte Count = 32;
public const byte Count = 33;
}
/// <summary>
@@ -359,6 +370,7 @@ namespace ProjectM.Simulation
public float MeleeBufferTicks; // 07-20 melee feel forks (dev-protocol bump: rebuild both peers)
public float MeleeFinisherRangeMult;
public float MeleeContactTicks;
public float ConeContactTicks; // 07-21 G6 socket honesty (dev-protocol bump: rebuild both peers)
}
// NOTE: appending fields = a DEV-PROTOCOL BUMP (RpcCollection hash) — rebuild both peers together.
@@ -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);
@@ -0,0 +1,45 @@
using NUnit.Framework;
using ProjectM.Client;
namespace ProjectM.Tests
{
/// <summary>07-21 G4 — pins the ally-FX saturation ramp (SaturationMath.AllyScale): full loudness at or
/// under the start count, linear to the floor at the full count, clamped floor, degenerate-range snap.
/// Enemy telegraphs never ride this scale (structural, no knob) — that is pinned by ARCHITECTURE, not here.</summary>
public class SaturationMathTests
{
[Test]
public void At_Or_Below_Start_Is_Full()
{
Assert.AreEqual(1f, SaturationMath.AllyScale(0, 8, 16, 0.35f), 1e-4f);
Assert.AreEqual(1f, SaturationMath.AllyScale(8, 8, 16, 0.35f), 1e-4f);
}
[Test]
public void Midpoint_Is_Half_Lerped()
{
Assert.AreEqual(0.675f, SaturationMath.AllyScale(12, 8, 16, 0.35f), 1e-4f); // lerp(1, .35, .5)
}
[Test]
public void At_Or_Past_Full_Sits_At_Floor()
{
Assert.AreEqual(0.35f, SaturationMath.AllyScale(16, 8, 16, 0.35f), 1e-4f);
Assert.AreEqual(0.35f, SaturationMath.AllyScale(40, 8, 16, 0.35f), 1e-4f);
}
[Test]
public void Degenerate_Range_Snaps_To_Floor_Past_Start()
{
Assert.AreEqual(1f, SaturationMath.AllyScale(8, 8, 8, 0.5f), 1e-4f);
Assert.AreEqual(0.5f, SaturationMath.AllyScale(9, 8, 8, 0.5f), 1e-4f);
}
[Test]
public void Floor_Is_Clamped_01()
{
Assert.AreEqual(1f, SaturationMath.AllyScale(100, 8, 16, 1.7f), 1e-4f);
Assert.AreEqual(0f, SaturationMath.AllyScale(100, 8, 16, -2f), 1e-4f);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 876bdcb19d45464418a4a634ebc134c8
@@ -152,5 +152,27 @@ namespace ProjectM.Tests
Assert.IsTrue(firing);
Assert.IsTrue(cone);
}
// ---- 07-21 G6 (review wf_98bf1268): FireStartRaw — the ONE home of the window-start reconstruction ----
[Test]
public void FireStartRaw_Reconstructs_The_Fire_Tick()
{
Assert.AreEqual(978u, TickWindowMath.FireStartRaw(1000u, 22));
}
[Test]
public void FireStartRaw_Degenerate_Inputs_Return_Zero()
{
Assert.AreEqual(0u, TickWindowMath.FireStartRaw(0u, 22), "unstamped cooldown row");
Assert.AreEqual(0u, TickWindowMath.FireStartRaw(1000u, 0), "no cooldown length");
Assert.AreEqual(0u, TickWindowMath.FireStartRaw(1000u, -5), "negative cooldown length");
}
[Test]
public void FireStartRaw_Wrap_To_Zero_Coerces_Through_NonZero()
{
Assert.AreEqual(TickUtil.NonZero(0u), TickWindowMath.FireStartRaw(10u, 10), "the 0-sentinel is never returned for a REAL window start");
}
}
}