Melee feel overhaul: SwordCombat anims at heavy cadence, salvage axe, damage-at-contact + buffer + dash law (guidelines forks 1-6)

07-18/19/20 arc: LightCombo01/HeavyCombo01 clips onto Swing1-3/Slam at
~natural speed (26-tick window, 30-tick recover, DPS-held damage retune),
Menacing01 combat idle (InCombat), SM_Wep_Axe_Large_01 rigid-skinned to
Hand_R at x1.25, LANTERN FX retone + blade-smear ribbon. Forks 1-6 per
Combat_Attack_Feel_Guidelines (design review wf_000bc247): cleave resolves
at the CONTACT tick (MeleeCleavePending schedule-and-consume, knob 31,
0=legacy; connect cues moved to contact), MeleeRange 2.2 + reach-only
finisher mult 1.25 (knob 30), BufferedAttackTick GhostField input buffer
(knob 29, unlock-edge validity), dash refused pre-contact (lookup-based).
Tests: MeleeComboTests pin legacy knobs; +3 fork tests (414 green); live
server proof: HP drop exactly at swing+16 under tick batching.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-20 21:03:18 -07:00
parent 2c187a17a9
commit 7b65912f30
22 changed files with 1327 additions and 112 deletions
@@ -46,6 +46,14 @@ namespace ProjectM.Simulation
public float MeleeFinisherMult;
public float MeleeComboLength;
// 07-20 melee feel forks (guidelines G2/G7, design review wf_000bc247):
/// <summary>Finisher REACH multiplier (reach honesty G2.2) — MeleeFinisherMult keeps damage/recover/knockback only.</summary>
public float MeleeFinisherRangeMult;
/// <summary>Attack input-buffer window (ticks before unlock a press is remembered). 0 = off.</summary>
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;
// 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.
public float StructureAggroWeight;
@@ -76,15 +84,18 @@ namespace ProjectM.Simulation
ChargerLungeDurationTicks = 18f,
ChargerWhiffStaggerTicks = 36f,
GruntWindupTicks = Tuning.AttackWindupTicks, // canonical Grunt-windup source (TelegraphTests couples to it)
MeleeDamage = 18f,
MeleeRange = 2.6f,
MeleeDamage = 30f, // 07-19 heavy-weapon retime: bigger hit, slower cadence (DPS ~held: 18/0.27s -> 30/0.50s)
MeleeRange = 2.2f, // 07-20 G2.2 reach honesty: axe tip ~1.8m + a 0.4m player-favoring margin (was 2.6)
MeleeConeHalfAngleRad = 0.9f, // ~51.5 deg half-angle (~103 deg cleave arc)
MeleeRecoverTicks = 16f, // light-swing lock/recovery (~0.27s)
MeleeChainGraceTicks = 18f, // window after the lock to chain the next hit (~0.3s)
MeleeRecoverTicks = 30f, // heavy-swing lock/recovery (~0.50s; 07-19 weighty-melee retime)
MeleeChainGraceTicks = 24f, // window after the lock to chain the next hit (~0.4s)
MeleeSwingMoveScale = 0.35f, // movement-commit while swinging (0..1)
MeleeKnockbackSpeed = 6f,
MeleeFinisherMult = 1.8f, // finisher (last hit) scales dmg/range/recover/knockback
MeleeFinisherMult = 1.5f, // finisher (last hit) scales dmg/range/recover/knockback (07-19: 1.8 -> 1.5, recover was ballooning at the heavy cadence)
MeleeComboLength = 3f, // light, light, finisher
MeleeFinisherRangeMult = 1.25f, // 07-20 G2.2: finisher REACH (damage/recover/knockback keep MeleeFinisherMult)
MeleeBufferTicks = 8f, // 07-20 G7: attack press remembered in the last ~0.13s of a lock (0 = off)
MeleeContactTicks = 16f, // 07-20 G2.1: blade lands ~0.27s after swing start (per-step via MeleeTiming; 0 = legacy immediate)
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
@@ -116,6 +127,9 @@ namespace ProjectM.Simulation
case TuningKnob.CastTurnRateDeg:
case TuningKnob.MoveSharpness:
case TuningKnob.SeparationMaxSpeed:
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)
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.
@@ -155,6 +169,9 @@ namespace ProjectM.Simulation
case TuningKnob.TurnRateDeg: c.TurnRateDeg = value; break;
case TuningKnob.CastTurnRateDeg: c.CastTurnRateDeg = value; break;
case TuningKnob.MoveSharpness: c.MoveSharpness = value; break;
case TuningKnob.MeleeBufferTicks: c.MeleeBufferTicks = value; break;
case TuningKnob.MeleeFinisherRangeMult: c.MeleeFinisherRangeMult = value; break;
case TuningKnob.MeleeContactTicks: c.MeleeContactTicks = value; break;
// unknown index -> no-op (matches the no-default switch convention in DebugCommandReceiveSystem)
}
@@ -190,6 +207,9 @@ namespace ProjectM.Simulation
case TuningKnob.TurnRateDeg: return c.TurnRateDeg;
case TuningKnob.CastTurnRateDeg: return c.CastTurnRateDeg;
case TuningKnob.MoveSharpness: return c.MoveSharpness;
case TuningKnob.MeleeBufferTicks: return c.MeleeBufferTicks;
case TuningKnob.MeleeFinisherRangeMult: return c.MeleeFinisherRangeMult;
case TuningKnob.MeleeContactTicks: return c.MeleeContactTicks;
default: return 0f;
}
@@ -223,6 +243,9 @@ namespace ProjectM.Simulation
TurnRateDeg = c.TurnRateDeg,
CastTurnRateDeg = c.CastTurnRateDeg,
MoveSharpness = c.MoveSharpness,
MeleeBufferTicks = c.MeleeBufferTicks,
MeleeFinisherRangeMult = c.MeleeFinisherRangeMult,
MeleeContactTicks = c.MeleeContactTicks,
};
@@ -254,6 +277,9 @@ namespace ProjectM.Simulation
TurnRateDeg = r.TurnRateDeg,
CastTurnRateDeg = r.CastTurnRateDeg,
MoveSharpness = r.MoveSharpness,
MeleeBufferTicks = r.MeleeBufferTicks,
MeleeFinisherRangeMult = r.MeleeFinisherRangeMult,
MeleeContactTicks = r.MeleeContactTicks,
};
}
@@ -289,9 +315,12 @@ namespace ProjectM.Simulation
public const byte TurnRateDeg = 26;
public const byte CastTurnRateDeg = 27;
public const byte MoveSharpness = 28;
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)
/// <summary>Knob count (overlay iteration bound).</summary>
public const byte Count = 29;
public const byte Count = 32;
}
/// <summary>
@@ -327,6 +356,9 @@ namespace ProjectM.Simulation
public float TurnRateDeg;
public float CastTurnRateDeg;
public float MoveSharpness;
public float MeleeBufferTicks; // 07-20 melee feel forks (dev-protocol bump: rebuild both peers)
public float MeleeFinisherRangeMult;
public float MeleeContactTicks;
}
// NOTE: appending fields = a DEV-PROTOCOL BUMP (RpcCollection hash) — rebuild both peers together.