LANTERN kit into the shipping scene + frame rename (audit H2/M4)
H2 was the audit's sharpest finding: in Game.unity every player spawned with four ability sockets pointing at SparkIds the baked AbilityDatabase did not contain, so all four resolved to Damage=0 Range=0 Cooldown=0. Melee and dash were the only working combat verbs in the built game. Cause: the 5 LANTERN Sparks were added to GymSub.unity and never to Gameplay.unity. - Gameplay.unity's AbilityDatabaseAuthoring now carries all 9 defs (the 4 legacy ids keep their numbers; Sparks are 5-9) with their effect prefabs. Live-verified in Play: sockets now read Vortex 8dmg/6range/420cd, Blink 20range/1cd, Hook & Pull 15dmg/25range/120cd, Light Zone 6dmg/5range/480cd. - Removed 6 orphaned authoring GameObjects the purge left behind in the subscene (StorageSpawner, StructureCatalog, ItemDatabase, SpitterProjectileConfig, BoonCatalog, MetaCatalog) and the RoomDressing object in Game.unity — the latter is what scattered 47 Synty desert props into the seabed murk. - Deleted 4 now-unreferenced prefabs: EnemySpit, Pylon, Storage, Wall. - Frame rename (M4): FrameKind.Warrior/Ranger -> Bathynaut/Harpooner, 93 identifier sites. Byte values pinned (2/3), so no ghost-hash or save impact. The menu said "Warrior"/"Ranger" to players three weeks after the frames were renamed in design. - Menu now reads LANTERN / "Light is territory — co-op descent" instead of "PROJECT M" / "Frontier colony — co-op" (the Awakening-Engine tagline, two directions stale). - Removed the "Replay Tutorial" button and the Settings ONBOARDING section: both drove coach-marks DR-051 deleted. The settings fields still round-trip so existing settings files load unchanged. All four project scenes + all prefabs verified free of missing scripts. Server measured at 59.6 ticks/s against a 60 Hz target. 295/295 green. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -6,8 +6,8 @@ using UnityEngine.InputSystem;
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namespace ProjectM.Client
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{
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/// <summary>
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/// EDITOR-ONLY dev hotkey to switch the local player's class while playtesting: <b>F1 = Warrior</b>,
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/// <b>F2 = Ranger</b>. The <see cref="DebugOverlay"/>'s Class buttons only live in the DevSandbox scene, so this
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/// EDITOR-ONLY dev hotkey to switch the local player's class while playtesting: <b>F1 = Bathynaut</b>,
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/// <b>F2 = Harpooner</b>. The <see cref="DebugOverlay"/>'s Class buttons only live in the DevSandbox scene, so this
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/// keybind makes the swap reachable in the real menu -> Game flow too (no scene wiring needed). It enqueues the
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/// SAME authoritative <see cref="ProjectM.Simulation.DebugCommandRequest"/> (DebugOp.SetClass) the overlay buttons
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/// do, via <see cref="DebugCommandSendSystem"/> — the server strips/re-seeds the class traits, swaps the Fire
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@@ -24,9 +24,9 @@ namespace ProjectM.Client
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return;
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if (kb.f1Key.wasPressedThisFrame)
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DebugCommandSendSystem.SetWarrior();
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DebugCommandSendSystem.SetBathynaut();
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else if (kb.f2Key.wasPressedThisFrame)
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DebugCommandSendSystem.SetRanger();
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DebugCommandSendSystem.SetHarpooner();
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}
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}
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}
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@@ -39,8 +39,8 @@ namespace ProjectM.Client
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public static void SetTuning(byte knob, float value) => Send(DebugOp.SetTuning, knob, Mathf.RoundToInt(value * 1000f));
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/// <summary>Swap the sender's class to <paramref name="classId"/> (a <see cref="ProjectM.Simulation.FrameKind"/> byte); server-authoritative (class-switch dev tool).</summary>
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public static void SetClass(byte classId) => Send(DebugOp.SetClass, classId);
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public static void SetWarrior() => SetClass(ClassTraits.WarriorClass);
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public static void SetRanger() => SetClass(ClassTraits.RangerClass);
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public static void SetBathynaut() => SetClass(ClassTraits.BathynautFrame);
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public static void SetHarpooner() => SetClass(ClassTraits.HarpoonerFrame);
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/// <summary>GYM: spawn enemy KIND (a <see cref="ProjectM.Simulation.GymEnemyKind"/> byte) near the sender, count times.</summary>
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public static void SpawnEnemy(byte kind, int count = 1) => Send(DebugOp.SpawnEnemy, kind, count);
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@@ -69,8 +69,8 @@ namespace ProjectM.Client
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GUILayout.Space(6);
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GUILayout.Label("- Class (F1/F2) -");
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Warrior")) DebugCommandSendSystem.SetWarrior();
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if (GUILayout.Button("Ranger")) DebugCommandSendSystem.SetRanger();
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if (GUILayout.Button("Bathynaut")) DebugCommandSendSystem.SetBathynaut();
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if (GUILayout.Button("Harpooner")) DebugCommandSendSystem.SetHarpooner();
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GUILayout.EndHorizontal();
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GUILayout.Space(6);
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@@ -68,8 +68,8 @@ namespace ProjectM.Client
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switch (idx)
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{
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case 0: // Controls (chosen class)
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bool ranger = WorldLauncher.SelectedClass == (byte)FrameKind.Ranger;
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Head(c, ranger ? "CLASS: Ranger (ranged anchor)" : "CLASS: Warrior (melee anchor)");
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bool ranger = WorldLauncher.SelectedClass == (byte)FrameKind.Harpooner;
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Head(c, ranger ? "CLASS: Harpooner (ranged anchor)" : "CLASS: Bathynaut (melee anchor)");
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Body(c, "Move — WASD / Left Stick");
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Body(c, "Aim — Mouse cursor / Right Stick");
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Body(c, "Attack — LMB / X (3-hit melee combo — the finisher hits hard)");
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@@ -78,8 +78,8 @@ namespace ProjectM.Client
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void BuildMain(VisualElement root)
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{
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_mainPanel = MenuUi.FullScreenRoot(true);
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var card = MenuUi.Card("PROJECT M");
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card.Add(MenuUi.Caption("Frontier colony — co-op"));
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var card = MenuUi.Card("LANTERN");
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card.Add(MenuUi.Caption("Light is territory — co-op descent"));
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// Why the last session ended (connection watchdog / bad join address) — shown once, then cleared.
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if (!string.IsNullOrEmpty(SessionEnd.Reason))
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{
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@@ -91,7 +91,7 @@ namespace ProjectM.Client
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card.Add(reason);
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}
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// Slice 2: class picker -> sets WorldLauncher.SelectedClass for the next session (Warrior melee / Ranger ranged).
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// Slice 2: class picker -> sets WorldLauncher.SelectedClass for the next session (Bathynaut melee / Harpooner ranged).
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_classLabel = new Label(ClassName(WorldLauncher.SelectedClass));
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_classLabel.style.unityTextAlign = TextAnchor.MiddleCenter;
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_classLabel.style.marginTop = 6; _classLabel.style.marginBottom = 2;
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@@ -99,8 +99,8 @@ namespace ProjectM.Client
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var classRow = new VisualElement();
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classRow.style.flexDirection = FlexDirection.Row;
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classRow.style.justifyContent = Justify.Center;
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classRow.Add(MenuUi.Button("Warrior", () => SelectClass((byte)FrameKind.Warrior)));
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classRow.Add(MenuUi.Button("Ranger", () => SelectClass((byte)FrameKind.Ranger)));
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classRow.Add(MenuUi.Button("Bathynaut", () => SelectClass((byte)FrameKind.Bathynaut)));
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classRow.Add(MenuUi.Button("Harpooner", () => SelectClass((byte)FrameKind.Harpooner)));
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card.Add(classRow);
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card.Add(MenuUi.Button("Single Player", () => Launch(SessionMode.Single, false)));
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@@ -118,18 +118,9 @@ namespace ProjectM.Client
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card.Add(MenuUi.Button("Settings", ShowSettings));
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card.Add(MenuUi.Button("How to Play", ShowHowToPlay));
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// Re-arm the first-run coach-marks (clears the client-local completed-step mask). The next session
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// replays them; the How-to-Play card stays available regardless.
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Button replayBtn = null;
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replayBtn = MenuUi.Button("Replay Tutorial", () =>
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{
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var s = SettingsService.Current;
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s.OnboardingMask = 0;
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s.TutorialHints = 1;
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SettingsService.Save(s);
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if (replayBtn != null) replayBtn.text = "Tutorial armed ✓";
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});
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card.Add(replayBtn);
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// 2026-08-07 audit purge: the "Replay Tutorial" button re-armed first-run coach-marks whose system
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// DR-051 deleted — it wrote OnboardingMask/TutorialHints that nothing reads. Removed rather than left
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// as a button that visibly does nothing. The How-to-Play card above is the real reference.
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card.Add(MenuUi.Button("Quit", Quit));
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@@ -149,7 +140,7 @@ namespace ProjectM.Client
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if (_classLabel != null) _classLabel.text = ClassName(classId);
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}
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static string ClassName(byte classId) => classId == (byte)FrameKind.Ranger ? "CLASS: Ranger (ranged)" : "CLASS: Warrior (melee)";
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static string ClassName(byte classId) => classId == (byte)FrameKind.Harpooner ? "CLASS: Harpooner (ranged)" : "CLASS: Bathynaut (melee)";
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void ShowSettings()
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{
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@@ -59,22 +59,9 @@ namespace ProjectM.Client
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card.Add(VolumeRow("Music", working.Music, v => { working.Music = v; GameVolume.Music = v; }));
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card.Add(VolumeRow("SFX", working.Sfx, v => { working.Sfx = v; GameVolume.Sfx = v; }));
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// ---------------- Onboarding ----------------
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card.Add(MenuUi.Caption("— ONBOARDING —"));
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string[] onoff = { "Off", "On" };
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card.Add(CycleRow("Tutorial Hints",
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() => onoff[Mathf.Clamp(working.TutorialHints, 0, 1)],
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dir => working.TutorialHints = Wrap(working.TutorialHints + dir, 2)));
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// DEV: forces the first-run coach-marks to replay fresh on every launch (wipes the completed-step mask at
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// each boot — see SettingsService.Boot). Off = normal once-only first-run behaviour.
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#if UNITY_EDITOR // D7: dev-only onboarding replay toggle — hidden from the public demo Settings so a player can't lock themselves into permanent tutorial
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card.Add(CycleRow("Force Each Launch (Dev)",
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() => onoff[Mathf.Clamp(working.ForceOnboardingEachLaunch, 0, 1)],
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dir => working.ForceOnboardingEachLaunch = Wrap(working.ForceOnboardingEachLaunch + dir, 2)));
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#endif
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// 2026-08-07 audit purge: the ONBOARDING section (Tutorial Hints + the dev Force-Each-Launch toggle)
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// drove coach-marks DR-051 deleted. The settings still round-trip the fields so an existing settings
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// file loads unchanged — they just no longer pretend to be a control.
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// ---------------- Buttons ----------------
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var apply = MenuUi.Button("Apply", () => SettingsService.SaveAndApply(working));
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@@ -29,7 +29,7 @@ namespace ProjectM.Client
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public static bool Busy { get; private set; }
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/// <summary>Slice 2: the frame chosen in the menu (a FrameKind byte), seeded into the client world at session start.</summary>
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public static byte SelectedClass = (byte)FrameKind.Warrior;
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public static byte SelectedClass = (byte)FrameKind.Bathynaut;
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/// <summary>The mode of the most recently started session — the HUD's outcome banner branches on it
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/// (single: PLAY AGAIN restarts; co-op: the honest exit is a clean teardown for everyone).</summary>
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@@ -72,7 +72,7 @@ namespace ProjectM.Server
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// Slice 2 -> LANTERN: seed the chosen frame on the just-instantiated player. The 4-socket Spark
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// loadout IS the ability model (the legacy single-AbilityRef path is deleted); the DRG-asymmetry
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// traits ride permanent StatModifiers (CharacterStatsRef stays Default -> deltas replicate via the
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// OwnerSendType.All buffer). 0 -> Warrior/Bathynaut.
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// OwnerSendType.All buffer). 0 -> Bathynaut/Bathynaut.
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byte classId = ClassTraits.Normalize(goReq.ValueRO.ClassId);
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ClassTraits.AppendSeeds(classId, player, ecb);
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// Expedition redesign: the server-only class anchor the meta systems key on (born-correct meta
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@@ -10,7 +10,7 @@ namespace ProjectM.Simulation
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/// </summary>
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public struct ClassSelectRequest : IRpcCommand
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{
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/// <summary>Requested class id (0/unknown → Warrior via ClassTraits.Normalize).</summary>
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/// <summary>Requested class id (0/unknown → Bathynaut via ClassTraits.Normalize).</summary>
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public byte ClassId;
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}
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}
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@@ -7,7 +7,7 @@ namespace ProjectM.Simulation
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/// singleton by the menu / WorldLauncher before going in-game. <see cref="GoInGameRequest"/> picks it up
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/// (GoInGameClientSystem) so the server seeds the right class at spawn. NOT replicated — it is client-local
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/// intent; the class travels to the server via the RPC, then back to all clients via the seeded StatModifiers +
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/// the replicated AbilityRef. 0 = unset (the server defaults to Warrior).
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/// the replicated AbilityRef. 0 = unset (the server defaults to Bathynaut).
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/// </summary>
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public struct ClassSelection : IComponentData
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{
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@@ -26,7 +26,7 @@ namespace ProjectM.Simulation
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/// <summary>Heal/down-clamp a LIVING player's Current to the new class's full max (blob base folded with the
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/// just-reseeded <paramref name="mods"/>, like StatRecomputeSystem). Doubles as the down-clamp when the new
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/// class's max is lower (Warrior +30 HP vs Ranger -15%). No-op on a corpse (Current<=0) — respawn refills.</summary>
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/// class's max is lower (Bathynaut +30 HP vs Harpooner -15%). No-op on a corpse (Current<=0) — respawn refills.</summary>
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public static void HealClamp(ref Health health, float baseMaxHealth, DynamicBuffer<StatModifier> mods)
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{
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if (health.Current > 0f)
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@@ -11,11 +11,11 @@ namespace ProjectM.Simulation
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/// <para>
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/// Trait deltas seed onto the <see cref=\"FrameKind.Default\"/> character (no per-class blob row needed — the
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/// deltas ride the replicated StatModifier buffer, OwnerSendType.All, so the owning client folds the correct
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/// EffectiveCharacterStats). The DRG-asymmetry (operator-locked): <b>Warrior</b> = melee bruiser (tankier,
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/// slower, harder + longer-reach melee via MeleeDamage/MeleeRange); <b>Ranger</b> = ranged anchor (faster,
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/// squishier, longer projectile range + a wider auto-target assist — the co-op synergy hook the Warrior's
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/// knockback feeds). The Warrior's Fire = the aim-directed cone (<see cref="AbilityId.WarriorCone"/>); the
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/// Ranger's Fire = the default projectile (<see cref="AbilityId.Primary"/>).
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/// EffectiveCharacterStats). The DRG-asymmetry (operator-locked): <b>Bathynaut</b> = melee bruiser (tankier,
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/// slower, harder + longer-reach melee via MeleeDamage/MeleeRange); <b>Harpooner</b> = ranged anchor (faster,
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/// squishier, longer projectile range + a wider auto-target assist — the co-op synergy hook the Bathynaut's
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/// knockback feeds). The Bathynaut's Fire = the aim-directed cone (<see cref="AbilityId.WarriorCone"/>); the
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/// Harpooner's Fire = the default projectile (<see cref="AbilityId.Primary"/>).
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/// </para>
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/// <para>
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/// <see cref="Reapply"/> swaps an already-spawned player's class IN PLACE (strip the old class seeds, re-seed
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@@ -26,28 +26,28 @@ namespace ProjectM.Simulation
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/// </summary>
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public static class ClassTraits
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{
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public const byte WarriorClass = (byte)FrameKind.Warrior;
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public const byte RangerClass = (byte)FrameKind.Ranger;
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public const byte BathynautFrame = (byte)FrameKind.Bathynaut;
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public const byte HarpoonerFrame = (byte)FrameKind.Harpooner;
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/// <summary>How many trait modifiers a class seeds (each on a distinct SourceId at ClassSourceId + i).</summary>
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public const int ClassSeedCount = 4;
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/// <summary>Normalize a wire ClassId to a known class (0 / unknown -> Warrior).</summary>
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public static byte Normalize(byte classId) => classId == RangerClass ? RangerClass : WarriorClass;
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/// <summary>Normalize a wire ClassId to a known class (0 / unknown -> Bathynaut).</summary>
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public static byte Normalize(byte classId) => classId == HarpoonerFrame ? HarpoonerFrame : BathynautFrame;
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/// <summary>The Fire-slot ability id for a class (Warrior = cone, Ranger = the default projectile).</summary>
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/// <summary>The Fire-slot ability id for a class (Bathynaut = cone, Harpooner = the default projectile).</summary>
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/// <summary>The class a Fire-slot ability id implies — the exact inverse of <see cref="AbilityFor"/> (Ranger
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/// <summary>The class a Fire-slot ability id implies — the exact inverse of <see cref="AbilityFor"/> (Harpooner
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/// iff Primary). Lets the CLIENT derive the local class from the replicated <see cref="AbilityRef"/> (tracks
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/// the dev class-switch, unlike the menu's ClassSelection static; PlayerClass itself is server-only).</summary>
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/// <summary>Default 4-socket Spark loadout per frame (Harpooner = the Ranger slot, line-and-iron; Bathynaut =
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/// the Warrior slot, anchor-and-crash). Tunable; drives the gym's per-frame default sockets (Build Spec step 5).</summary>
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/// <summary>Default 4-socket Spark loadout per frame (Harpooner = the Harpooner slot, line-and-iron; Bathynaut =
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/// the Bathynaut slot, anchor-and-crash). Tunable; drives the gym's per-frame default sockets (Build Spec step 5).</summary>
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public static void FrameLoadout(byte classId, out byte s0, out byte s1, out byte s2, out byte s3)
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{
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if (classId == RangerClass) // Harpooner: reel primary + mobility + skillshots
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if (classId == HarpoonerFrame) // Harpooner: reel primary + mobility + skillshots
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{
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s0 = (byte)AbilityId.HookPull; s1 = (byte)AbilityId.Blink; s2 = (byte)AbilityId.DecoyWisp; s3 = (byte)AbilityId.LightZone;
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}
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@@ -70,7 +70,7 @@ namespace ProjectM.Simulation
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static void Seeds(byte classId, Span<StatModifier> seeds)
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{
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uint src = Tuning.ClassSourceId;
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if (classId == RangerClass)
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if (classId == HarpoonerFrame)
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{
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seeds[0] = new StatModifier { Target = (byte)StatTarget.MoveSpeed, Op = (byte)ModOp.PercentMult, Value = 0.15f, SourceId = src };
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seeds[1] = new StatModifier { Target = (byte)StatTarget.MaxHealth, Op = (byte)ModOp.PercentMult, Value = -0.15f, SourceId = src + 1u };
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@@ -7,7 +7,7 @@ namespace ProjectM.Simulation
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Primary = 1,
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FastLight = 2,
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SlowHeavy = 3,
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WarriorCone = 4, // Slice 2: the Warrior's aim-directed short-range cone secondary (Fire slot)
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WarriorCone = 4, // Slice 2: the Bathynaut's aim-directed short-range cone secondary (Fire slot)
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// LANTERN Phase 1 Sparks (the gym's first socketables):
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DecoyWisp = 5, // Aoe/spawn: a decoy ghost that draws aggro
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HookPull = 6, // Projectile + pull: the Harpooner reel (yanks the hit target in)
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@@ -23,8 +23,8 @@ namespace ProjectM.Simulation
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{
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None = 0,
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Default = 1,
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Warrior = 2, // Bathynaut-lineage melee-anchor bruiser (tankier, slower, longer/harder melee)
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Ranger = 3, // Harpooner-lineage ranged-anchor (squishier, faster, longer projectile range; weaker melee)
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Bathynaut = 2, // Bathynaut-lineage melee-anchor bruiser (tankier, slower, longer/harder melee)
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Harpooner = 3, // Harpooner-lineage ranged-anchor (squishier, faster, longer projectile range; weaker melee)
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}
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/// <summary>
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@@ -42,8 +42,8 @@ namespace ProjectM.Simulation
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MoveSpeed = 6,
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TurnRate = 7,
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MaxHealth = 8,
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MeleeDamage = 9, // Slice 2: melee combo + Warrior cone damage axis (folded onto TuningConfig.MeleeDamage)
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MeleeRange = 10, // Slice 2: melee reach axis (Warrior longer, Ranger shorter)
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MeleeDamage = 9, // Slice 2: melee combo + Bathynaut cone damage axis (folded onto TuningConfig.MeleeDamage)
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MeleeRange = 10, // Slice 2: melee reach axis (Bathynaut longer, Harpooner shorter)
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}
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/// <summary>How a <see cref="StatModifier"/> combines into the effective stat.</summary>
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@@ -7,5 +7,5 @@ namespace ProjectM.Simulation
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/// NetworkStreamInGame to the connection (enabling snapshot/command flow) and spawns the
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/// client's player ghost. Lives in Simulation so both worlds see the type for RPC source-gen.
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/// </summary>
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public struct GoInGameRequest : IRpcCommand { public byte ClassId; } // Slice 2: per-player class (FrameKind byte; 0 -> server defaults to Warrior)
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public struct GoInGameRequest : IRpcCommand { public byte ClassId; } // Slice 2: per-player class (FrameKind byte; 0 -> server defaults to Bathynaut)
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}
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@@ -59,9 +59,9 @@ namespace ProjectM.Simulation
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/// <summary>Set the <see cref="TuningKnob"/> ArgA to ArgB/1000f (live dash/Charger feel-tuning; MC-0).</summary>
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public const byte SetTuning = 12;
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/// <summary>Swap the sender's class to ArgA (a <see cref="FrameKind"/> byte: Warrior=2 / Ranger=3).
|
||||
/// <summary>Swap the sender's class to ArgA (a <see cref="FrameKind"/> byte: Bathynaut=2 / Harpooner=3).
|
||||
/// Strips the old class trait seeds, re-seeds the new ones, swaps the Fire ability, and heals a living
|
||||
/// player to the new class's max. Editor-only dev tool (class-switch); 0 / unknown -> Warrior.</summary>
|
||||
/// player to the new class's max. Editor-only dev tool (class-switch); 0 / unknown -> Bathynaut.</summary>
|
||||
public const byte SetClass = 13;
|
||||
|
||||
/// <summary>GYM (editor): spawn <see cref="GymEnemyKind"/> ArgA near the sender, ArgB times (default 1). Reads the baked GymEnemyRoster.</summary>
|
||||
|
||||
@@ -11,7 +11,7 @@ namespace ProjectM.Simulation
|
||||
}
|
||||
|
||||
/// <summary>One persisted per-class PERMANENT meta-upgrade tier (v6). ClassId = the normalized FrameKind
|
||||
/// (Warrior=2/Ranger=3); UpgradeId = the append-only meta-catalog key (unknown ids round-trip preserved and are
|
||||
/// (Bathynaut=2/Harpooner=3); UpgradeId = the append-only meta-catalog key (unknown ids round-trip preserved and are
|
||||
/// skipped live); Tier clamps to the catalog's MaxTier at seed/shop/spend, never at rest.</summary>
|
||||
[Serializable]
|
||||
public struct MetaUpgradeSave
|
||||
|
||||
@@ -237,7 +237,7 @@ namespace ProjectM.Simulation
|
||||
/// <summary>Base for per-slot equipment SourceIds; slot i tags its mods with <c>EquipSourceIdBase + i</c>.</summary>
|
||||
public const uint EquipSourceIdBase = 0x00E91000u;
|
||||
|
||||
/// <summary>Slice 2: base SourceId for a class's permanent trait StatModifiers (Warrior/Ranger seeds).
|
||||
/// <summary>Slice 2: base SourceId for a class's permanent trait StatModifiers (Bathynaut/Harpooner seeds).
|
||||
/// DISJOINT from equipment/upgrade/debug ranges; class traits are NEVER stripped (permanent per session).</summary>
|
||||
public const uint ClassSourceId = 0x00C1A550u;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user