Phase 1 B1/B2/B4-B7: separation, poise, boss lunge, party HP scale, run-failed banner, fire anim
B1 SEPARATION: pairwise soft-collision pass INSIDE EnemyAISystem (sole enemy-Position writer preserved; O(n^2) fine at MaxAlive<=14). Knocked/ lunging enemies keep committed motion but still push neighbours; the boss is never pushed; enemies yield a small personal radius around players (below melee range per review B1-1); displacement goes through the swept move so nothing shoves through walls. SeparationMaxSpeed = live knob. B2 POISE: the windup-cancel lived in the knockback CONTINUE branches (grunt/ charger/spitter). Threshold on the EXISTING KnockbackState.Speed channel: light melee (6) nudges without interrupting; the finisher (10.8) and cone (8) stagger as before. StaggerKnockbackSpeed = live knob (default 7). B4 BOSS LUNGE: a telegraphed gap-closer on its own cooldown when the target sits outside slam reach (repositioning - the slam stays the damage beat). BossState.PendingAttack (server-only byte) disambiguates the shared windup elapse (review-confirmed: naive reuse would SLAM on a lunge elapse); LungeState.UntilTick spans windup+travel so the existing IsLunging ghost bit replicates the tell, and the client draws a travel wedge instead of the slam ring while it is set. B5 PARTY HP SCALE: boss Health x(1 + 0.75/extra LIVING expedition player) at spawn (not RunParticipant - dead-respawned members park at base). Max is a GhostField so the bar stays truthful. B6 RUN-FAILED BANNER: silent wipes used to land players home with zero explanation. Client detects the (in-run)->Staging edge with a launch-cached Charge (NEVER Returning - a 1-tick transient that precedes the bank by a tick) and shows EXPEDITION FAILED for 6 s. B7 FIRE ANIM: the class ability finally moves the body - a stateless window from replicated AbilityCooldown.NextFireTick minus derived CooldownTicks (works for predicted local + interpolated remotes, no cached edges). 456/456 EditMode; live Play smoke: launch -> 5 kills credit the room clear through the corpse window -> boon window opens -> corpses expire clean, no exceptions. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -1158,12 +1158,18 @@ void TriggerSlash(Vector3 pos, float2 facing, float range, float halfAngle, int
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}
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float coneRange = math.max(1f, stats.ValueRO.AttackRange + 0.6f);
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if (lunging) coneRange += 1.5f; // forward-stretch the wedge to read the committed travel
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if (isBoss)
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if (isBoss && !lunging)
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{
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// A7: the boss SLAM is RADIAL (Tuning.BossSlamRadius) -> paint a FULL ground ring so the tell
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// matches the hit area (a forward wedge sized to melee reach would lie about a radial AoE).
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BuildDangerMesh(go.GetComponent<MeshFilter>().sharedMesh, Tuning.BossSlamRadius, 3.14159f, intensity);
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}
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else if (isBoss)
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{
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// B4: the boss LUNGE is a committed forward gap-closer (IsLunging bit on through windup +
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// travel) - a radial ring would lie about the threat shape; paint a long narrow travel wedge.
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BuildDangerMesh(go.GetComponent<MeshFilter>().sharedMesh, math.max(coneRange, 8f), 0.45f, intensity);
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}
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else if (tele.ValueRO.Kind == ZoneEnemyMath.KindSpitter)
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{
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// MC-3: a Spitter is a RANGED threat — a melee wedge at its feet is useless. Paint a thin aim
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@@ -181,6 +181,28 @@ namespace ProjectM.Client
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// ---- Macro: phase + cycle + countdown (center-top banner) ----
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bool haveRun = SystemAPI.TryGetSingleton<RunInfo>(out var runInfo); // hoisted: the phase banner is lifecycle-aware (Phase 0 fix — it read "AT BASE" inside expedition rooms)
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// B6: run-failed read (review-confirmed design: NEVER key on Returning — it is a 1-tick transient and
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// the Charge bank lands a tick after it; detect the (in-run)->Staging edge with a launch-cached Charge.
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// Lifecycle + Charge ride the SAME director ghost snapshot, so at the Staging edge the bank has arrived).
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if (haveRun)
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{
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bool haveGoalNow = SystemAPI.TryGetSingleton<GoalProgress>(out var goalSnap);
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byte lcNow = runInfo.Lifecycle;
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if (lcNow == RunLifecycle.Launching && _prevRunLifecycle == RunLifecycle.Staging)
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{
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_chargeAtLaunch = haveGoalNow ? goalSnap.Charge : 0;
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_wentInRun = false;
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}
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if (lcNow == RunLifecycle.InRoom) _wentInRun = true;
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if (lcNow == RunLifecycle.Staging && _prevRunLifecycle != RunLifecycle.Staging && _wentInRun)
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{
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if (haveGoalNow && goalSnap.Charge <= _chargeAtLaunch)
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_runFailedUntil = (float)SystemAPI.Time.ElapsedTime + 6f; // wipe/abort: nothing banked
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_wentInRun = false;
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}
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_prevRunLifecycle = lcNow;
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}
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bool haveCycle = SystemAPI.TryGetSingleton<CycleState>(out var cyc);
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bool siege = haveCycle && cyc.Phase == CyclePhase.Siege;
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bool goalFull = SystemAPI.TryGetSingleton<GoalProgress>(out var goalNow) && goalNow.Target > 0 && goalNow.Charge >= goalNow.Target;
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@@ -224,8 +246,17 @@ namespace ProjectM.Client
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{
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case RunLifecycle.Staging:
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// The READY panel (bottom-center) owns the action + N/M count; the top line frames intent.
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_locationText.text = "AT THE BASE - build defenses, buy upgrades, READY UP to launch";
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_locationText.style.color = new Color(0.55f, 0.85f, 1f);
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if ((float)SystemAPI.Time.ElapsedTime < _runFailedUntil)
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{
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// B6: a silent wipe used to land players home with ZERO explanation.
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_locationText.text = "EXPEDITION FAILED - the party fell; nothing was banked";
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_locationText.style.color = new Color(1f, 0.35f, 0.3f);
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}
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else
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{
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_locationText.text = "AT THE BASE - build defenses, buy upgrades, READY UP to launch";
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_locationText.style.color = new Color(0.55f, 0.85f, 1f);
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}
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break;
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case RunLifecycle.Launching:
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{
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@@ -1848,6 +1879,12 @@ namespace ProjectM.Client
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Label _classTitle, _prepTitle, _portalPrompt;
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Button _classWarBtn, _classRangerBtn;
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bool _classPanelBuilt, _prepPanelBuilt, _portalBuilt;
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// B6 run-failed read (client-local edge state; see the tracker near the top of OnUpdate).
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byte _prevRunLifecycle;
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int _chargeAtLaunch;
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bool _wentInRun;
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float _runFailedUntil;
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int _classShownFor, _prepShownFor;
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void UpdateClassPanel(bool show, byte classId)
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@@ -113,6 +113,20 @@ namespace ProjectM.Client
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return start.IsValid && end.IsValid && !start.IsNewerThan(serverTick) && end.IsNewerThan(serverTick);
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}
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// B7: the class FIRE ability finally plays a body animation - a stateless window derived from the
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// replicated AbilityCooldown ([GhostField] NextFireTick) minus the locally-derived CooldownTicks
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// (EffectiveAbilityStats recomputes identically on every world), so it works for the predicted local
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// player AND interpolated remotes with no cached edges (review B7: edge-caches false-fire on
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// relevancy/join/rollback). Reuses the swing clip until a dedicated fire clip exists.
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static bool FireActive(uint nextFireRaw, int cooldownTicks, NetworkTick serverTick, uint animTicks)
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{
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if (nextFireRaw == 0u || cooldownTicks <= 0 || !serverTick.IsValid) return false;
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uint startRaw = TickUtil.NonZero(nextFireRaw - (uint)cooldownTicks);
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var start = new NetworkTick(startRaw);
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var end = new NetworkTick(TickUtil.NonZero(startRaw + animTicks));
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return start.IsValid && end.IsValid && !start.IsNewerThan(serverTick) && end.IsNewerThan(serverTick);
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}
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// LOCAL: GhostOwnerIsLocal ENABLED -> exactly the owned player. WithPresent<Dead> so alive
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// (Dead-disabled) players are visited. NOTE: GhostOwnerIsLocal as a WithAll filter respects the
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// enable bit; do NOT take it as an `in` parameter (that matches on presence -> drives remotes too).
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@@ -132,12 +146,16 @@ namespace ProjectM.Client
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in EffectiveCharacterStats stats,
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in KinematicCharacterBody body,
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in MeleeCombo melee,
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in AbilityCooldown fireCooldown,
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in EffectiveAbilityStats abilityStats,
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EnabledRefRO<Dead> dead)
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{
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var a = new AnimatorParametersAspect(parametersArr, indexTable);
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float3 p = AnimParamMath.LocomotionParams(body.RelativeVelocity, facing.Direction, stats.MoveSpeed);
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Write(ref a, p, dead.ValueRO, moveX, moveZ, speed, isDead);
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if (a.HasParameter(isAttacking)) a.SetParameterValue(isAttacking, SwingActive(melee, serverTick, attackTicks));
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if (a.HasParameter(isAttacking)) a.SetParameterValue(isAttacking,
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SwingActive(melee, serverTick, attackTicks)
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|| FireActive(fireCooldown.NextFireTick, abilityStats.CooldownTicks, serverTick, attackTicks));
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}
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}
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@@ -163,6 +181,8 @@ namespace ProjectM.Client
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in PlayerFacing facing,
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in EffectiveCharacterStats stats,
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in MeleeCombo melee,
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in AbilityCooldown fireCooldown,
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in EffectiveAbilityStats abilityStats,
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EnabledRefRO<Dead> dead)
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{
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seen.Add(e);
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@@ -175,7 +195,9 @@ namespace ProjectM.Client
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var a = new AnimatorParametersAspect(parametersArr, indexTable);
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float3 p = AnimParamMath.LocomotionParams(vel, facing.Direction, stats.MoveSpeed);
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Write(ref a, p, dead.ValueRO, moveX, moveZ, speed, isDead);
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if (a.HasParameter(isAttacking)) a.SetParameterValue(isAttacking, SwingActive(melee, serverTick, attackTicks));
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if (a.HasParameter(isAttacking)) a.SetParameterValue(isAttacking,
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SwingActive(melee, serverTick, attackTicks)
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|| FireActive(fireCooldown.NextFireTick, abilityStats.CooldownTicks, serverTick, attackTicks));
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}
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}
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