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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@@ -11,6 +11,7 @@ namespace ProjectM.Simulation
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Hitscan = 1, // MC-6
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Cone = 2, // MC-6 (melee-style cone via the ability system)
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Aoe = 3, // MC-6
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Movement = 4, // LANTERN: NOT dispatched by AbilityFireSystem (falls through); a sibling predicted system (BlinkSystem) drives it
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}
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/// <summary>One authored ability definition, baked immutable into the AbilityDatabase blob.</summary>
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