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:
2026-08-07 13:11:58 -07:00
parent 62e48a3b0b
commit 9f61f7c6fe
28 changed files with 88 additions and 1465 deletions
@@ -6,8 +6,8 @@ using UnityEngine.InputSystem;
namespace ProjectM.Client
{
/// <summary>
/// EDITOR-ONLY dev hotkey to switch the local player's class while playtesting: <b>F1 = Warrior</b>,
/// <b>F2 = Ranger</b>. The <see cref="DebugOverlay"/>'s Class buttons only live in the DevSandbox scene, so this
/// EDITOR-ONLY dev hotkey to switch the local player's class while playtesting: <b>F1 = Bathynaut</b>,
/// <b>F2 = Harpooner</b>. The <see cref="DebugOverlay"/>'s Class buttons only live in the DevSandbox scene, so this
/// keybind makes the swap reachable in the real menu -> Game flow too (no scene wiring needed). It enqueues the
/// SAME authoritative <see cref="ProjectM.Simulation.DebugCommandRequest"/> (DebugOp.SetClass) the overlay buttons
/// do, via <see cref="DebugCommandSendSystem"/> — the server strips/re-seeds the class traits, swaps the Fire
@@ -24,9 +24,9 @@ namespace ProjectM.Client
return;
if (kb.f1Key.wasPressedThisFrame)
DebugCommandSendSystem.SetWarrior();
DebugCommandSendSystem.SetBathynaut();
else if (kb.f2Key.wasPressedThisFrame)
DebugCommandSendSystem.SetRanger();
DebugCommandSendSystem.SetHarpooner();
}
}
}
@@ -39,8 +39,8 @@ namespace ProjectM.Client
public static void SetTuning(byte knob, float value) => Send(DebugOp.SetTuning, knob, Mathf.RoundToInt(value * 1000f));
/// <summary>Swap the sender's class to <paramref name="classId"/> (a <see cref="ProjectM.Simulation.FrameKind"/> byte); server-authoritative (class-switch dev tool).</summary>
public static void SetClass(byte classId) => Send(DebugOp.SetClass, classId);
public static void SetWarrior() => SetClass(ClassTraits.WarriorClass);
public static void SetRanger() => SetClass(ClassTraits.RangerClass);
public static void SetBathynaut() => SetClass(ClassTraits.BathynautFrame);
public static void SetHarpooner() => SetClass(ClassTraits.HarpoonerFrame);
/// <summary>GYM: spawn enemy KIND (a <see cref="ProjectM.Simulation.GymEnemyKind"/> byte) near the sender, count times.</summary>
public static void SpawnEnemy(byte kind, int count = 1) => Send(DebugOp.SpawnEnemy, kind, count);
@@ -69,8 +69,8 @@ namespace ProjectM.Client
GUILayout.Space(6);
GUILayout.Label("- Class (F1/F2) -");
GUILayout.BeginHorizontal();
if (GUILayout.Button("Warrior")) DebugCommandSendSystem.SetWarrior();
if (GUILayout.Button("Ranger")) DebugCommandSendSystem.SetRanger();
if (GUILayout.Button("Bathynaut")) DebugCommandSendSystem.SetBathynaut();
if (GUILayout.Button("Harpooner")) DebugCommandSendSystem.SetHarpooner();
GUILayout.EndHorizontal();
GUILayout.Space(6);
@@ -68,8 +68,8 @@ namespace ProjectM.Client
switch (idx)
{
case 0: // Controls (chosen class)
bool ranger = WorldLauncher.SelectedClass == (byte)FrameKind.Ranger;
Head(c, ranger ? "CLASS: Ranger (ranged anchor)" : "CLASS: Warrior (melee anchor)");
bool ranger = WorldLauncher.SelectedClass == (byte)FrameKind.Harpooner;
Head(c, ranger ? "CLASS: Harpooner (ranged anchor)" : "CLASS: Bathynaut (melee anchor)");
Body(c, "Move — WASD / Left Stick");
Body(c, "Aim — Mouse cursor / Right Stick");
Body(c, "Attack — LMB / X (3-hit melee combo — the finisher hits hard)");
@@ -78,8 +78,8 @@ namespace ProjectM.Client
void BuildMain(VisualElement root)
{
_mainPanel = MenuUi.FullScreenRoot(true);
var card = MenuUi.Card("PROJECT M");
card.Add(MenuUi.Caption("Frontier colony — co-op"));
var card = MenuUi.Card("LANTERN");
card.Add(MenuUi.Caption("Light is territory — co-op descent"));
// Why the last session ended (connection watchdog / bad join address) — shown once, then cleared.
if (!string.IsNullOrEmpty(SessionEnd.Reason))
{
@@ -91,7 +91,7 @@ namespace ProjectM.Client
card.Add(reason);
}
// Slice 2: class picker -> sets WorldLauncher.SelectedClass for the next session (Warrior melee / Ranger ranged).
// Slice 2: class picker -> sets WorldLauncher.SelectedClass for the next session (Bathynaut melee / Harpooner ranged).
_classLabel = new Label(ClassName(WorldLauncher.SelectedClass));
_classLabel.style.unityTextAlign = TextAnchor.MiddleCenter;
_classLabel.style.marginTop = 6; _classLabel.style.marginBottom = 2;
@@ -99,8 +99,8 @@ namespace ProjectM.Client
var classRow = new VisualElement();
classRow.style.flexDirection = FlexDirection.Row;
classRow.style.justifyContent = Justify.Center;
classRow.Add(MenuUi.Button("Warrior", () => SelectClass((byte)FrameKind.Warrior)));
classRow.Add(MenuUi.Button("Ranger", () => SelectClass((byte)FrameKind.Ranger)));
classRow.Add(MenuUi.Button("Bathynaut", () => SelectClass((byte)FrameKind.Bathynaut)));
classRow.Add(MenuUi.Button("Harpooner", () => SelectClass((byte)FrameKind.Harpooner)));
card.Add(classRow);
card.Add(MenuUi.Button("Single Player", () => Launch(SessionMode.Single, false)));
@@ -118,18 +118,9 @@ namespace ProjectM.Client
card.Add(MenuUi.Button("Settings", ShowSettings));
card.Add(MenuUi.Button("How to Play", ShowHowToPlay));
// Re-arm the first-run coach-marks (clears the client-local completed-step mask). The next session
// replays them; the How-to-Play card stays available regardless.
Button replayBtn = null;
replayBtn = MenuUi.Button("Replay Tutorial", () =>
{
var s = SettingsService.Current;
s.OnboardingMask = 0;
s.TutorialHints = 1;
SettingsService.Save(s);
if (replayBtn != null) replayBtn.text = "Tutorial armed ✓";
});
card.Add(replayBtn);
// 2026-08-07 audit purge: the "Replay Tutorial" button re-armed first-run coach-marks whose system
// DR-051 deleted — it wrote OnboardingMask/TutorialHints that nothing reads. Removed rather than left
// as a button that visibly does nothing. The How-to-Play card above is the real reference.
card.Add(MenuUi.Button("Quit", Quit));
@@ -149,7 +140,7 @@ namespace ProjectM.Client
if (_classLabel != null) _classLabel.text = ClassName(classId);
}
static string ClassName(byte classId) => classId == (byte)FrameKind.Ranger ? "CLASS: Ranger (ranged)" : "CLASS: Warrior (melee)";
static string ClassName(byte classId) => classId == (byte)FrameKind.Harpooner ? "CLASS: Harpooner (ranged)" : "CLASS: Bathynaut (melee)";
void ShowSettings()
{
@@ -59,22 +59,9 @@ namespace ProjectM.Client
card.Add(VolumeRow("Music", working.Music, v => { working.Music = v; GameVolume.Music = v; }));
card.Add(VolumeRow("SFX", working.Sfx, v => { working.Sfx = v; GameVolume.Sfx = v; }));
// ---------------- Onboarding ----------------
card.Add(MenuUi.Caption("— ONBOARDING —"));
string[] onoff = { "Off", "On" };
card.Add(CycleRow("Tutorial Hints",
() => onoff[Mathf.Clamp(working.TutorialHints, 0, 1)],
dir => working.TutorialHints = Wrap(working.TutorialHints + dir, 2)));
// DEV: forces the first-run coach-marks to replay fresh on every launch (wipes the completed-step mask at
// each boot — see SettingsService.Boot). Off = normal once-only first-run behaviour.
#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
card.Add(CycleRow("Force Each Launch (Dev)",
() => onoff[Mathf.Clamp(working.ForceOnboardingEachLaunch, 0, 1)],
dir => working.ForceOnboardingEachLaunch = Wrap(working.ForceOnboardingEachLaunch + dir, 2)));
#endif
// 2026-08-07 audit purge: the ONBOARDING section (Tutorial Hints + the dev Force-Each-Launch toggle)
// drove coach-marks DR-051 deleted. The settings still round-trip the fields so an existing settings
// file loads unchanged — they just no longer pretend to be a control.
// ---------------- Buttons ----------------
var apply = MenuUi.Button("Apply", () => SettingsService.SaveAndApply(working));
@@ -29,7 +29,7 @@ namespace ProjectM.Client
public static bool Busy { get; private set; }
/// <summary>Slice 2: the frame chosen in the menu (a FrameKind byte), seeded into the client world at session start.</summary>
public static byte SelectedClass = (byte)FrameKind.Warrior;
public static byte SelectedClass = (byte)FrameKind.Bathynaut;
/// <summary>The mode of the most recently started session — the HUD's outcome banner branches on it
/// (single: PLAY AGAIN restarts; co-op: the honest exit is a clean teardown for everyone).</summary>