LANTERN P1 Group B: 5-Spark systems — Aoe/Hitscan dispatch + reel/zone/decoy
Aoe/Hitscan archetype dispatch in AbilityFireSystem (both-worlds cooldown; server-only ecb.Instantiate — the client-never-instantiates invariant; ZoneEffect vs DecoyTag chosen by prefab membership). Harpooner REEL as a homing state (ReelState + ReelSystem re-aim the hit Husk's KnockbackState toward the caster's live position each tick; EnemyAISystem stays sole Position writer), stamped by ProjectileDamageSystem on a Reel-flag hit. ZonePulseSystem (enemy-only periodic AoE, caster attribution, no friendly fire, Vortex pull, born-0 lazy-stamp). Decoy aggro in EnemyAISystem + DecoySystem despawn. AbilityDefBlob gains EffectFlags (Reel) + DurationTicks. +3 ZonePulseSystem EditMode tests (497 green). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -50,6 +50,8 @@ namespace ProjectM.Authoring
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Archetype = (byte)def.Archetype,
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AutoTargetConeRadians = math.radians(def.AutoTargetConeDegrees),
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CooldownTicks = def.CooldownTicks,
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EffectFlags = (byte)(def.Reel ? ProjectileEffectFlag.Reel : (byte)0),
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DurationTicks = def.EffectDurationTicks,
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Name = def.DisplayName,
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};
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}
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@@ -28,6 +28,11 @@ namespace ProjectM.Authoring
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[Header("Timing")]
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[Min(1)] public int CooldownTicks = 12;
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[Header("Spark effect (LANTERN)")]
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[Tooltip("HookPull: home the hit target to the caster (the Harpooner reel).")]
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public bool Reel = false;
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[Min(0), Tooltip("Aoe/zone + decoy lifetime in ticks (0 = system default).")]
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public int EffectDurationTicks = 0;
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[Header("Prefab (baked into the prefab buffer, not the blob)")]
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public GameObject ProjectilePrefab;
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@@ -0,0 +1,31 @@
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using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Authoring for a decoy-wisp ghost (the LANTERN Aoe/spawn Spark). Bakes an inert <see cref="DecoyTag"/>
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/// (lifetime stamped at spawn) plus the damageable set (Health + DamageEvent buffer) so Husks path to and
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/// "kill" it — drawing aggro off the players (EnemyAISystem targets DecoyTag entities). NO HitRadius: the
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/// decoy is NOT a projectile target, so the caster's own shots pass through it. <c>DecoySystem</c> despawns
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/// it on Health <= 0 or lifetime elapse. Ghost setup (interpolated, ownerless) is inherited by duplicating
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/// an existing ownerless interpolated ghost, so position replicates via the stock LocalTransform variant.
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/// </summary>
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public class DecoyAuthoring : MonoBehaviour
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{
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[Min(1f), Tooltip("Decoy hit points — how much aggro/melee it soaks before popping.")]
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public float MaxHealth = 60f;
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private class DecoyBaker : Baker<DecoyAuthoring>
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{
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public override void Bake(DecoyAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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AddComponent<DecoyTag>(entity); // ExpireTick stamped at spawn by AbilityFireSystem
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AddComponent(entity, new Health { Current = authoring.MaxHealth, Max = authoring.MaxHealth });
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AddBuffer<DamageEvent>(entity);
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: fbd3e612f2e1e0a4abbd5d665943e9f2
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@@ -51,6 +51,7 @@ namespace ProjectM.Authoring
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});
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AddComponent(entity, new EnemyAttackCooldown { NextAttackTick = 0 });
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AddComponent<KnockbackState>(entity); // server-only recoil state (zero = not knocked)
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AddComponent<ReelState>(entity); // server-only Harpooner-reel homing state (baked inert; stamped on a Reel-flag hit; NOT a GhostField)
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AddComponent(entity, new EnemyNavState { LastPos = float.MaxValue }); // server-only anti-stuck nav state (not replicated); sentinel LastPos forces a first-tick reset
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AddComponent<AttackWindup>(entity); // replicated telegraph signal (zero = not winding up)
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// Slice 1 (Feature C): client-safe baked telegraph metadata. EnemyBaker is the SOLE writer of
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@@ -0,0 +1,34 @@
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using ProjectM.Simulation;
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using Unity.Entities;
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using UnityEngine;
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namespace ProjectM.Authoring
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{
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/// <summary>
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/// Authoring for a player-cast ZONE ghost (Vortex / LightZone — the LANTERN Aoe/zone Sparks). Bakes an inert
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/// <see cref="ZoneEffect"/>; the runtime values (caster / radius / damage / lifetime) are stamped at spawn by
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/// <c>AbilityFireSystem</c> — only the Vortex FLAG is authored here (so <c>AbilityFireSystem</c> can pick
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/// ZoneEffect vs DecoyTag by prefab membership, and the pull behaviour is baked-in). The prefab's ghost setup
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/// (GhostAuthoringComponent: interpolated, ownerless) is inherited by DUPLICATING an existing ownerless
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/// interpolated ghost, so it replicates to all clients via the stock LocalTransform variant (no hand-written
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/// <c>[GhostField]</c>). <c>GetEntity(Dynamic)</c> gives a runtime-mutable LocalTransform for the spawn override.
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/// </summary>
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public class ZoneAuthoring : MonoBehaviour
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{
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[Tooltip("Vortex: pull enemies toward the zone centre each tick (in addition to the periodic damage).")]
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public bool Vortex = false;
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private class ZoneBaker : Baker<ZoneAuthoring>
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{
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public override void Bake(ZoneAuthoring authoring)
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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AddComponent(entity, new ZoneEffect
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{
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Flags = authoring.Vortex ? ZoneEffectFlag.Vortex : (byte)0,
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// caster / radius / damage / NextTick / ExpireTick are seeded at spawn by AbilityFireSystem.
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});
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}
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 491130dca5b97114cac9f21582092329
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