LANTERN P1 Group B: Blink Spark (Movement archetype) + BlinkSystem
Per Phase1_Combat_Gym_Build_Spec §6 (the Blink Spark = a second, socketed dash): - AbilityArchetype += Movement (falls through AbilityFireSystem; a sibling system drives it). - AbilityId += the 5 Phase-1 Sparks (DecoyWisp/HookPull/Vortex/Blink/LightZone). - BlinkState: predicted, non-replicated blink window (DashState sibling). - BlinkSystem: velocity blink (never a LocalTransform write), triggered by the Movement- archetype socket, dash-wins precedence ([UpdateAfter(DashSystem)]), sole writer of its socket's SocketCooldown row; reads socket loadout/cooldown by entity via lookups (query at 6 args, under the 7-cap). Baked BlinkState on the player. L1 clean; L2 494/494. Dead until a Blink Spark def is socketed (ability-database SO = next). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -87,6 +87,7 @@ namespace ProjectM.Authoring
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// MC-1 dash: predicted dash window (derived from PlayerInput.Dash) + cooldown gate, baked idle/ready.
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AddComponent<DashState>(entity);
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AddComponent(entity, new DashCooldown { NextTick = 0 });
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AddComponent<BlinkState>(entity); // LANTERN Blink: predicted blink window (Movement-archetype Spark), baked idle
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// MC-4 melee combo: predicted, owner-replicated combo anchor (Step/SwingStartTick/LockUntilTick), baked idle/zero.
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AddComponent<MeleeCombo>(entity);
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