diff --git a/Assets/_Project/Scripts/Simulation/Combat/StatIds.cs b/Assets/_Project/Scripts/Simulation/Combat/StatIds.cs
index b7377478e..9c798cbf6 100644
--- a/Assets/_Project/Scripts/Simulation/Combat/StatIds.cs
+++ b/Assets/_Project/Scripts/Simulation/Combat/StatIds.cs
@@ -7,6 +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)
}
/// Stable key for an authored character-stats definition in the AbilityDatabase blob.
@@ -14,6 +15,8 @@ namespace ProjectM.Simulation
{
None = 0,
Default = 1,
+ Warrior = 2, // Slice 2: melee-anchor bruiser (tankier, slower, longer/harder melee)
+ Ranger = 3, // Slice 2: ranged-anchor (squishier, faster, longer projectile range; weaker melee)
}
///
@@ -31,6 +34,8 @@ 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)
}
/// How a combines into the effective stat.
diff --git a/Assets/_Project/Scripts/Simulation/Player/CharacterStatsRef.cs b/Assets/_Project/Scripts/Simulation/Player/CharacterStatsRef.cs
index 40d6be2bd..2a1c86e4d 100644
--- a/Assets/_Project/Scripts/Simulation/Player/CharacterStatsRef.cs
+++ b/Assets/_Project/Scripts/Simulation/Player/CharacterStatsRef.cs
@@ -1,15 +1,16 @@
using Unity.Entities;
+using Unity.NetCode;
namespace ProjectM.Simulation
{
///
/// Which authored character-stats definition this entity uses - a light key into the CharacterStats
- /// blob, replacing M2's inlined PlayerMoveStats values. Not replicated (baked identically on both
- /// worlds); promote to a GhostField if runtime character changes are ever needed. Id stores a
+ /// blob, replacing M2's inlined PlayerMoveStats values. NOW a [GhostField] (Slice 2 classes) so the
+ /// server-written per-player class id replicates -> the owning client folds correct stats. Id stores a
/// .
///
public struct CharacterStatsRef : IComponentData
{
- public byte Id;
+ [GhostField] public byte Id;
}
}
diff --git a/Assets/_Project/Scripts/Simulation/Player/MeleeComboSystem.cs b/Assets/_Project/Scripts/Simulation/Player/MeleeComboSystem.cs
index db76214af..d74e59c2f 100644
--- a/Assets/_Project/Scripts/Simulation/Player/MeleeComboSystem.cs
+++ b/Assets/_Project/Scripts/Simulation/Player/MeleeComboSystem.cs
@@ -51,6 +51,7 @@ namespace ProjectM.Simulation
ComponentLookup m_KnockbackLookup;
ComponentLookup m_RegionLookup;
BufferLookup m_InvLookup;
+ BufferLookup m_StatModLookup;
[BurstCompile]
public void OnCreate(ref SystemState state)
@@ -58,6 +59,7 @@ namespace ProjectM.Simulation
m_KnockbackLookup = state.GetComponentLookup(isReadOnly: false);
m_RegionLookup = state.GetComponentLookup(isReadOnly: true);
m_InvLookup = state.GetBufferLookup(isReadOnly: false);
+ m_StatModLookup = state.GetBufferLookup(isReadOnly: true);
state.RequireForUpdate();
}
@@ -87,11 +89,12 @@ namespace ProjectM.Simulation
// Server-only queue of cleaves to resolve after the player loop (so enemies are gathered ONCE, and only
// when at least one swing actually started — no per-tick enemy gather on idle/client ticks).
var cleaves = isServer ? new NativeList(Allocator.Temp) : default;
+ m_StatModLookup.Update(ref state); // Slice 2: per-player melee stat fold (read inside the player loop)
- foreach (var (mc, control, input, facing, xform, owner, ds) in
+ foreach (var (mc, control, input, facing, xform, owner, ds, entity) in
SystemAPI.Query, RefRW, RefRO,
RefRO, RefRO, RefRO, RefRO>()
- .WithAll().WithDisabled())
+ .WithAll().WithDisabled().WithEntityAccess())
{
// A dash window (i-frame OR recovery) active = dash owns movement + blocks a swing start (dash-cancel).
bool dashActive = ds.ValueRO.StartTick != 0u
@@ -138,14 +141,19 @@ namespace ProjectM.Simulation
if (swingStarted && isServer)
{
bool isFin = swingStep >= comboLen;
+ // Slice 2: fold the player's class/run StatModifiers onto the live-tunable melee base so the
+ // PRIMARY verb scales with class identity (Warrior +MeleeDamage/+reach) + run augments.
+ bool hasMods = m_StatModLookup.HasBuffer(entity);
+ float pDamage = math.max(0f, hasMods ? StatMath.Apply(baseDamage, StatTarget.MeleeDamage, m_StatModLookup[entity]) : baseDamage);
+ float pRange = math.max(0f, hasMods ? StatMath.Apply(baseRange, StatTarget.MeleeRange, m_StatModLookup[entity]) : baseRange);
float2 face = facing.ValueRO.Direction;
face = math.lengthsq(face) < 1e-6f ? new float2(0f, 1f) : math.normalize(face);
cleaves.Add(new PendingCleave
{
From = xform.ValueRO.Position,
Face = face,
- Damage = isFin ? baseDamage * finisherMult : baseDamage,
- Range = isFin ? baseRange * finisherMult : baseRange,
+ Damage = isFin ? pDamage * finisherMult : pDamage,
+ Range = isFin ? pRange * finisherMult : pRange,
KnockSpeed = isFin ? knockSpeed * finisherMult : knockSpeed,
OwnerId = owner.ValueRO.NetworkId,
Stamp = stamp,
diff --git a/Docs/Vault/07_Sessions/2026/2026-06-17_Design_Redirect_Coop_Roguelite.md b/Docs/Vault/07_Sessions/2026/2026-06-17_Design_Redirect_Coop_Roguelite.md
index 87469c570..1c9662867 100644
--- a/Docs/Vault/07_Sessions/2026/2026-06-17_Design_Redirect_Coop_Roguelite.md
+++ b/Docs/Vault/07_Sessions/2026/2026-06-17_Design_Redirect_Coop_Roguelite.md
@@ -33,6 +33,16 @@ Evaluate the operator's playtest [[Scratch Notes 6152026]] (2026-06-15, playing
Built all four do-now wins ([[DR-038_Slice1_Combat_Readability_HUD_Declutter]]) via a grounding+design workflow (4 read-only agents → exact edit sites + the two resolved design points) then serial Unity-MCP edits across 12 files + a test file. **Validation:** clean compile (0 err/warn incl. the Burst-affecting `EnemyAISystem` query + the `[GhostEnabledBit]` source-gen); **345/345 EditMode** (342 baseline + 3 new `IsLunging` derive tests); **Play-validated** — the ghost-hash change did NOT break the handshake (server+client `conns=1`), `EnemyTelegraph` baked on all 4 enemy prefabs, `IsLunging` baked-DISABLED on the Charger + replicated to the client, zero runtime errors. Resolved design points: `EnemyTelegraph` = a **baked client-safe** component (TuningConfig is server-only) so the client sizes the danger ramp; `IsLunging` = a single-bit `[GhostEnabledBit]` **derived once/tick** from `LungeState.UntilTick` (the Dead idiom), direction derived from the replicated rotation. **Open:** the operator visual fun-gate (bar look, cone-persists-through-lunge, toggle feel) + the commit.
-## Next
+## Slice 2 — Two Classes (Warrior/Ranger): design review done + forks locked + Phase 1 built (IN PROGRESS)
-Operator **visual fun-gate** on Slice 1 (eyes-on: health bars, Charger lunge cone, telegraph ramp, build-mode toggle), then **commit**. Then open **Slice 2 — Two Classes (Warrior/Ranger)** with its adversarial netcode/determinism design review FIRST ([[validate-netcode-design-before-coding]]) before any `create_script`.
+Ran the adversarial pre-code review (1 ground + 3 lenses: netcode/determinism · class-feel · reuse/scope — all **GO-WITH-CHANGES**). It caught two real issues the strawman got wrong: the class carrier (`ConnectionConfig` is per-world, cleared pre-spawn → **use `GoInGameRequest` + `byte ClassId`**, written in `GoInGameServerSystem`) and a client-prediction gap (**promote `CharacterStatsRef.Id` to `[GhostField]`** so the owning client folds the right MaxHealth/MoveSpeed). The feel lens flagged the strawman as a **palette swap** → fixed via asymmetric melee + a distinct aim-directed cone + a co-op synergy seed.
+
+**Operator forks LOCKED (all recommended):** asymmetric melee (DRG model — Warrior longer-reach/harder-hitting/slower + tankier; Ranger shorter/weaker melee/faster + longer range); **aim-directed** Warrior cone (short range, wide arc, short cooldown); **menu picker** (per-player class on the spawn RPC); **two seeds + co-op synergy** (Ranger gets +AutoTargetRange so the Warrior's knockback feeds it).
+
+**Locked design (refined at code time):** melee asymmetry folds new `StatTarget.MeleeDamage`/`MeleeRange` directly in `MeleeComboSystem` off the player's replicated mods (server-side, deterministic; live-tunable base preserved) — NOT through `EffectiveAbilityStats` (avoids conflating with the Fire ability's Damage); the Warrior cone = a separate server-only `ConeFireDamageSystem` signalled by a `PendingConeFire` component (mirrors Projectile→ProjectileDamageSystem); class carried via a client-world `ClassSelection` singleton read by the Bursted `GoInGameClientSystem`; class write = `AbilityRef.Id` + `CharacterStatsRef.Id` + 2 seed `StatModifier`s (reserved `Tuning.ClassSourceId`, never stripped) in `GoInGameServerSystem`.
+
+**Phase 1 BUILT + green (this session):** `StatIds` (CharacterId.Warrior=2/Ranger=3, AbilityId.WarriorCone=4, StatTarget.MeleeDamage=9/MeleeRange=10); `CharacterStatsRef.Id` → `[GhostField]` (the one re-bake); `MeleeComboSystem` folds the per-player melee mods (defensive `HasBuffer` guard → identity without seeds, so behavior-preserving). Compiles clean; **345/345 EditMode**. UNCOMMITTED (partial slice).
+
+## Next (Slice 2 continuation)
+
+Build the rest of Slice 2: (1) `Tuning.ClassSourceId`; (2) the Warrior cone — `PendingConeFire` + `AbilityFireSystem` Cone-archetype branch (aim-directed, cooldown both worlds, signal server-only) + `ConeFireDamageSystem`; (3) the class carrier — `GoInGameRequest.ClassId` + `ClassSelection` singleton + `GoInGameClientSystem` send + `GoInGameServerSystem` class writes; (4) AbilityDatabase authoring rows (Warrior/Ranger `CharacterStatsBlob`; WarriorCone `AbilityDefBlob`, archetype Cone, wide angle in `AutoTargetConeRadians`); (5) the menu picker UI (`MainMenuController` → `WorldLauncher` → `ClassSelection`); (6) a client cone VFX + the slash-arc reading the folded melee range. Then re-bake + Play-validate (server==client, the class asymmetry, the cone, clean handshake) + class-fold/cone EditMode tests, then commit Slice 2 as one unit (DR-039). Slice 1's operator visual fun-gate also still open.