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
@@ -10,7 +10,7 @@ namespace ProjectM.Simulation
/// </summary>
public struct ClassSelectRequest : IRpcCommand
{
/// <summary>Requested class id (0/unknown → Warrior via ClassTraits.Normalize).</summary>
/// <summary>Requested class id (0/unknown → Bathynaut via ClassTraits.Normalize).</summary>
public byte ClassId;
}
}
@@ -7,7 +7,7 @@ namespace ProjectM.Simulation
/// singleton by the menu / WorldLauncher before going in-game. <see cref="GoInGameRequest"/> picks it up
/// (GoInGameClientSystem) so the server seeds the right class at spawn. NOT replicated — it is client-local
/// intent; the class travels to the server via the RPC, then back to all clients via the seeded StatModifiers +
/// the replicated AbilityRef. 0 = unset (the server defaults to Warrior).
/// the replicated AbilityRef. 0 = unset (the server defaults to Bathynaut).
/// </summary>
public struct ClassSelection : IComponentData
{
@@ -26,7 +26,7 @@ namespace ProjectM.Simulation
/// <summary>Heal/down-clamp a LIVING player's Current to the new class's full max (blob base folded with the
/// just-reseeded <paramref name="mods"/>, like StatRecomputeSystem). Doubles as the down-clamp when the new
/// class's max is lower (Warrior +30 HP vs Ranger -15%). No-op on a corpse (Current&lt;=0) — respawn refills.</summary>
/// class's max is lower (Bathynaut +30 HP vs Harpooner -15%). No-op on a corpse (Current&lt;=0) — respawn refills.</summary>
public static void HealClamp(ref Health health, float baseMaxHealth, DynamicBuffer<StatModifier> mods)
{
if (health.Current > 0f)
@@ -11,11 +11,11 @@ namespace ProjectM.Simulation
/// <para>
/// Trait deltas seed onto the <see cref=\"FrameKind.Default\"/> character (no per-class blob row needed — the
/// deltas ride the replicated StatModifier buffer, OwnerSendType.All, so the owning client folds the correct
/// EffectiveCharacterStats). The DRG-asymmetry (operator-locked): <b>Warrior</b> = melee bruiser (tankier,
/// slower, harder + longer-reach melee via MeleeDamage/MeleeRange); <b>Ranger</b> = ranged anchor (faster,
/// squishier, longer projectile range + a wider auto-target assist — the co-op synergy hook the Warrior's
/// knockback feeds). The Warrior's Fire = the aim-directed cone (<see cref="AbilityId.WarriorCone"/>); the
/// Ranger's Fire = the default projectile (<see cref="AbilityId.Primary"/>).
/// EffectiveCharacterStats). The DRG-asymmetry (operator-locked): <b>Bathynaut</b> = melee bruiser (tankier,
/// slower, harder + longer-reach melee via MeleeDamage/MeleeRange); <b>Harpooner</b> = ranged anchor (faster,
/// squishier, longer projectile range + a wider auto-target assist — the co-op synergy hook the Bathynaut's
/// knockback feeds). The Bathynaut's Fire = the aim-directed cone (<see cref="AbilityId.WarriorCone"/>); the
/// Harpooner's Fire = the default projectile (<see cref="AbilityId.Primary"/>).
/// </para>
/// <para>
/// <see cref="Reapply"/> swaps an already-spawned player's class IN PLACE (strip the old class seeds, re-seed
@@ -26,28 +26,28 @@ namespace ProjectM.Simulation
/// </summary>
public static class ClassTraits
{
public const byte WarriorClass = (byte)FrameKind.Warrior;
public const byte RangerClass = (byte)FrameKind.Ranger;
public const byte BathynautFrame = (byte)FrameKind.Bathynaut;
public const byte HarpoonerFrame = (byte)FrameKind.Harpooner;
/// <summary>How many trait modifiers a class seeds (each on a distinct SourceId at ClassSourceId + i).</summary>
public const int ClassSeedCount = 4;
/// <summary>Normalize a wire ClassId to a known class (0 / unknown -> Warrior).</summary>
public static byte Normalize(byte classId) => classId == RangerClass ? RangerClass : WarriorClass;
/// <summary>Normalize a wire ClassId to a known class (0 / unknown -> Bathynaut).</summary>
public static byte Normalize(byte classId) => classId == HarpoonerFrame ? HarpoonerFrame : BathynautFrame;
/// <summary>The Fire-slot ability id for a class (Warrior = cone, Ranger = the default projectile).</summary>
/// <summary>The Fire-slot ability id for a class (Bathynaut = cone, Harpooner = the default projectile).</summary>
/// <summary>The class a Fire-slot ability id implies — the exact inverse of <see cref="AbilityFor"/> (Ranger
/// <summary>The class a Fire-slot ability id implies — the exact inverse of <see cref="AbilityFor"/> (Harpooner
/// iff Primary). Lets the CLIENT derive the local class from the replicated <see cref="AbilityRef"/> (tracks
/// the dev class-switch, unlike the menu's ClassSelection static; PlayerClass itself is server-only).</summary>
/// <summary>Default 4-socket Spark loadout per frame (Harpooner = the Ranger slot, line-and-iron; Bathynaut =
/// the Warrior slot, anchor-and-crash). Tunable; drives the gym's per-frame default sockets (Build Spec step 5).</summary>
/// <summary>Default 4-socket Spark loadout per frame (Harpooner = the Harpooner slot, line-and-iron; Bathynaut =
/// the Bathynaut slot, anchor-and-crash). Tunable; drives the gym's per-frame default sockets (Build Spec step 5).</summary>
public static void FrameLoadout(byte classId, out byte s0, out byte s1, out byte s2, out byte s3)
{
if (classId == RangerClass) // Harpooner: reel primary + mobility + skillshots
if (classId == HarpoonerFrame) // Harpooner: reel primary + mobility + skillshots
{
s0 = (byte)AbilityId.HookPull; s1 = (byte)AbilityId.Blink; s2 = (byte)AbilityId.DecoyWisp; s3 = (byte)AbilityId.LightZone;
}
@@ -70,7 +70,7 @@ namespace ProjectM.Simulation
static void Seeds(byte classId, Span<StatModifier> seeds)
{
uint src = Tuning.ClassSourceId;
if (classId == RangerClass)
if (classId == HarpoonerFrame)
{
seeds[0] = new StatModifier { Target = (byte)StatTarget.MoveSpeed, Op = (byte)ModOp.PercentMult, Value = 0.15f, SourceId = src };
seeds[1] = new StatModifier { Target = (byte)StatTarget.MaxHealth, Op = (byte)ModOp.PercentMult, Value = -0.15f, SourceId = src + 1u };
@@ -7,7 +7,7 @@ namespace ProjectM.Simulation
Primary = 1,
FastLight = 2,
SlowHeavy = 3,
WarriorCone = 4, // Slice 2: the Warrior's aim-directed short-range cone secondary (Fire slot)
WarriorCone = 4, // Slice 2: the Bathynaut's aim-directed short-range cone secondary (Fire slot)
// LANTERN Phase 1 Sparks (the gym's first socketables):
DecoyWisp = 5, // Aoe/spawn: a decoy ghost that draws aggro
HookPull = 6, // Projectile + pull: the Harpooner reel (yanks the hit target in)
@@ -23,8 +23,8 @@ namespace ProjectM.Simulation
{
None = 0,
Default = 1,
Warrior = 2, // Bathynaut-lineage melee-anchor bruiser (tankier, slower, longer/harder melee)
Ranger = 3, // Harpooner-lineage ranged-anchor (squishier, faster, longer projectile range; weaker melee)
Bathynaut = 2, // Bathynaut-lineage melee-anchor bruiser (tankier, slower, longer/harder melee)
Harpooner = 3, // Harpooner-lineage ranged-anchor (squishier, faster, longer projectile range; weaker melee)
}
/// <summary>
@@ -42,8 +42,8 @@ namespace ProjectM.Simulation
MoveSpeed = 6,
TurnRate = 7,
MaxHealth = 8,
MeleeDamage = 9, // Slice 2: melee combo + Warrior cone damage axis (folded onto TuningConfig.MeleeDamage)
MeleeRange = 10, // Slice 2: melee reach axis (Warrior longer, Ranger shorter)
MeleeDamage = 9, // Slice 2: melee combo + Bathynaut cone damage axis (folded onto TuningConfig.MeleeDamage)
MeleeRange = 10, // Slice 2: melee reach axis (Bathynaut longer, Harpooner shorter)
}
/// <summary>How a <see cref="StatModifier"/> combines into the effective stat.</summary>