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>
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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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