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>
This commit is contained in:
2026-07-14 11:45:06 -07:00
parent 89a0fc739a
commit 52818d0dd6
7 changed files with 171 additions and 0 deletions
@@ -11,6 +11,7 @@ namespace ProjectM.Simulation
Hitscan = 1, // MC-6
Cone = 2, // MC-6 (melee-style cone via the ability system)
Aoe = 3, // MC-6
Movement = 4, // LANTERN: NOT dispatched by AbilityFireSystem (falls through); a sibling predicted system (BlinkSystem) drives it
}
/// <summary>One authored ability definition, baked immutable into the AbilityDatabase blob.</summary>