LANTERN P1 step 6: manual-aim windups (SoD readable telegraphs)

AbilityDefBlob/AbilityDefinition gain WindupTicks. AbilityFireSystem's socket
loop resolves each socket at the historical command (serverTick - WindupTicks)
via GetDataAtTick — a pure fn of replicated data on both worlds (Build Spec §4/
DB-6: no local fireAtTick that would diverge under reprediction; fireCount from
that command, spawn uses the current tick's aim/pos; history gap = no-fire).
WindupTicks set on the 4 non-Blink Sparks (Blink is movement, resolved by
BlinkSystem). 497 EditMode green (no regression). Client telegraph VFX + the
reprediction L3 test are operator-eyes / netcode-world follow-ups.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-15 08:35:20 -07:00
parent 98c8da3fd7
commit 8f099c32ba
8 changed files with 27 additions and 7 deletions
@@ -52,6 +52,7 @@ namespace ProjectM.Authoring
CooldownTicks = def.CooldownTicks,
EffectFlags = (byte)(def.Reel ? ProjectileEffectFlag.Reel : (byte)0),
DurationTicks = def.EffectDurationTicks,
WindupTicks = def.WindupTicks,
Name = def.DisplayName,
};
}
@@ -33,6 +33,9 @@ namespace ProjectM.Authoring
public bool Reel = false;
[Min(0), Tooltip("Aoe/zone + decoy lifetime in ticks (0 = system default).")]
public int EffectDurationTicks = 0;
[Header("Manual-aim windup")]
[Min(0), Tooltip("Telegraph delay (ticks, ~60/s) before the ability resolves. 0 = instant. The SoD 'readable windup'.")]
public int WindupTicks = 0;
[Header("Prefab (baked into the prefab buffer, not the blob)")]
public GameObject ProjectilePrefab;