Commit Graph

14 Commits

Author SHA1 Message Date
kronic 9f61f7c6fe 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>
2026-08-07 13:11:58 -07:00
kronic 2aebc37115 G6+G4: Cone damage-at-contact + zone fill telegraph (ZoneEffect GhostFields) + co-op saturation budget
Cone/SpecialSlam damage lands at its visual contact via ConeContactPending (knob 32, 0=legacy;
early-flush + resolve re-validate; death + BOTH class-swap paths drop armed pendings — fixes the
shipped melee death-strand in the same stroke). Zones: [GhostField] Caster/Radius/NextTick +
ZoneTelegraphSystem (Geyser latch contract on InterpolationTick; rim = true radius; arm grows,
persistent phase drains). Cone cues latch to contact (FireStartRaw, C14); TuningConfig.Defaults()
fallback at client cue sites (release-build timing fix). G4: SaturationMath ally-FX degrade
(living-enemy census, solo-exempt; enemy telegraphs structurally exempt) + CombatStressDebug +
overlay saturation rows. Reviews wf_98bf1268 (13 confirmed folded) / wf_9757d214 (5 confirmed fixed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-21 13:27:50 -07:00
kronic 730bad3d74 Data-driven tuning bench: feel profiles (JSON gestalts + overlay A/B), asset-derived timing audit, server-measured combat probe
FeelProfileService: partial-apply profiles ride the authoritative SetTuning
path + FeelConfig reflection; Save-current captures hand-dialed state; 3
starter profiles (baseline-0720 / heavy-committed / snappier, DPS-held).
TuningAuditTools: contact truth derived from clip WindUp takes / state
speeds vs MeleeTiming (drift detector), coupling invariants, cadence/DPS,
reach-honesty ratio off the baked weapon mesh (now x0.93/x1.16, was >2x).
CombatProbe: dummy + injected mash chain, per-swing server-measured
start/contact/damage + cadence/DPS report. Verified live: snappier profile
apply -> measured 24/24/36 gaps, +12/+8/+15 contacts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 21:28:33 -07:00
kronic 2b742f0179 DebugOverlay: tuning rows for the 07-20 melee feel knobs (contact/buffer/finisher-reach)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 21:04:37 -07:00
kronic 7571091394 LANTERN feel pass (DR-052 + gap list): SoD facing, underwater feel, Bathynaut kit, walk/run gait, suit lamp + new Synty anim packs
- SoD facing: PlayerFacing = body-yaw only (move-facing / cast-turn / idle-hold); every fire
  direction re-sourced to FacingMath.ResolveAim (pre-code review blocking catch); TickWindowMath
  shared windows with Movement-skip; reticle/FX coupled to the damage direction; cursor-dash kept.
- Underwater feel: sharpness 15->6, turn 720->360, MoveSpeed 6->4.2; TuningKnob 26-28
  (0 = no-override sentinels, dev-protocol bump on DebugTuningReport); stride footsteps + silt +
  cadence floor; bubbles; underwater ambience bed + distant groans; camera drag + dev scroll zoom.
- Bathynaut kit in-engine: dome/tank/shoulder-lamp + bare head grafted (GraftSmr rigid rebase,
  RecalculateTangents); EmissiveGloamSkinned shader (Rukhanka deformation); shoulder lamp CASTS
  (warm steady spot on body yaw).
- Gait: two-ring walk/run FreeformDirectional tree (walk @0.35, run @1.0) + blended-natural
  StrideScale; additive Posture(Bank) + Lead(chest-lead) layers; idle = AnimationIdles Base;
  banking driven from facing turn rate; flat terrain (Env_SeabedKit seabed squashed - CC is planar).
- New packs: Synty AnimationIdles + AnimationSwordCombat (combat pass queued) + SyntyPropBoneTool;
  four authored clips (sway/trudge/banks/lean) + Anim_Player_Underwater.blend + suit-kit FBX.
- Validation: 411/411 EditMode green; Play smokes (server==client facing, Aim-true projectile,
  bank/stride live-sampled, lamp beam verified); pre-code + post-impl adversarial reviews applied.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-16 13:56:02 -07:00
kronic b34945c2d2 LANTERN purge B3+B5: delete the cycle/core/win-lose spine + onboarding; save epoch v7
Deletes CyclePhaseSystem, GoalReachedSystem, CoreDamage/CoreRestore, ThreatDirector,
CoreIntegrity/GoalProgress/RunPhase/RunOutcome/ThreatState components,
CoreVisualFeedbackSystem, and the whole Client/Onboarding slice (+6 test files).

Keepers reworked: RunDirectorSystem (UpdateBefore attr + launch guard + goal/threat
bank removed; sole SaveRequest raiser now), CycleDirectorSpawnSystem (ledger/meta
host only), WaveSystem UNGATED (waves run wherever a WaveDirector is baked),
EnemyAISystem core-fallback stripped, AmbientAudioSystem reworked (bed + run cues;
no CycleState gate), MusicSystem RunInfo-only, HudSystem big trim (goal meter, core
bar, siege banner, terminal banner, outcome flash, onboarding hook all gone),
MetaShop/ClassPrep/AimReticle siege gates dropped, DebugOverlay/ops re-meant
(SpawnWave=force next wave, EndSiege=quiet arena; SetCalm/AdvanceGoal/SetHeat
retired, bytes reserved), TuningConfig Core knobs retired (ids 20-23 reserved),
StorageMath.DrainFraction deleted, HowToPlay copy rewritten.

Save epoch v7 (fresh epoch, operator-approved): SaveData drops goal/core/outcome +
conveyor/machine-IO fields; MinLoadableVersion=7; PendingSave/PendingStructure
trimmed; RollTerminalCampaignForward deleted; SaveStructureScan signature slimmed.

390 tests green; Play world-creation clean (player + waves live, no exceptions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:27:12 -07:00
kronic a74b761363 Dev tool: switch player class (Warrior/Ranger) at runtime for testing
Editor-only class swap via the existing scalar dev-RPC family (new DebugOp.SetClass): F1/F2 keybind (ClassSwitchHotkeySystem), DebugOverlay '- Class -' buttons, and DebugCommandSendSystem.SetWarrior/SetRanger/SetClass statics. Server (DebugCommandReceiveSystem) swaps class in place on the spawned player: strips+re-seeds the ClassTraits StatModifier seeds, swaps the AbilityRef Fire slot, resets the ability cooldown, and heals a LIVING player to the new max (dead players skip the heal so respawn isn't raced). Server-authoritative + prediction-correct (same buffer-mutation path as GrantUpgrade); wire type unchanged so the RpcCollection hash is unaffected.

ClassTraits gains a shared Seeds core (spawn + swap can't drift), ClassSeedCount, IsClassSeed, a DynamicBuffer AppendSeeds overload, and Reapply. +3 EditMode tests (exact-count round-trip, value-equality fold, boundary/foreign-mod preservation); 351/351 green; Warrior<->Ranger round-trip Play-validated (server+client agree).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 21:23:33 -07:00
kronic 60e1e21dd3 END-1: the base can be lost - a losable Engine Core with integrity
Adds CoreIntegrity{[GhostField] Current,Max,OverrunTick} on the GLOBAL
CycleDirector ghost (no new ghost/relevancy). CoreDamageSystem (server,
after EnemyAISystem): a Husk within ~3u of PlotCenter drains + is consumed;
CoreRestoreSystem regenerates only in Calm. The SOFT-loss edge lives inside
CyclePhaseSystem (sole Phase writer): Current<=0 in Siege flips to Calm with
NO goal reward, StorageMath.DrainFraction drains the shared ledger, all Husks
despawn, and OverrunTick is stamped (a transient HUD-flash pulse, not a
latching outcome - the Victory latch is END-2's). EnemyAISystem treats the
Core as a FALLBACK target so an undefended base is overrun instead of idling.
SaveData -> v4 persists CoreCurrent (0 -> born full, the EB-1 HP sentinel);
3 live TuningConfig knobs + a red HUD Core bar. Soft-loss + targeting +
breach-resolution forks operator-locked.

See DR-034.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 21:51:43 -07:00
kronic 73cfe2943d EB-1: machines can die - structures get HP, Husks raze them, wounded base persists
Structures (Turret/Wall/Pylon) reuse the combat spine: authoring bakes Health(GhostField)+DamageEvent buffer+a Destructible tag (no HitRadius -> no friendly projectile fire; no EffectiveCharacterStats -> clamp-to-0). HealthApplyDamageSystem destroys a Destructible at 0 (occupancy auto-frees). EnemyAISystem fortress-targets the weighted-nearest of players+structures via the shared EnemyAIMath.PickWeightedNearest (StructureAggroWeight TuningConfig knob, <1 prefers structures, squared factor; snapshot above the early-return so an undefended base is razed). Persistence v3: per-structure HP threaded through 5 sites (SaveData/PendingStructure/scan-guarded/BaseRestore same-ECB born-correct/WorldLauncher via SaveApply.ToPending); SaveService floor-gate [2,3] loads old saves. Loss feedback: proximity-gated StructureFeedbackSystem; CombatFeedbackSystem suppressed for structures. Pre-code review caught the DamageEvent-buffer crash blocker + 8 majors; post-code review clean. See DR-032.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 23:53:34 -07:00
kronic 3409c53148 Combat: MC-4 combo-chain melee as the primary verb (DR-030)
Melee combo (left-click / pad-West) becomes the player's primary verb; the ranged projectile is demoted to right-click / pad-left-trigger. Predicted, owner-replicated combo Step (path-dependent -> [GhostField] anchor + absolute-write idempotency, NOT derived like the dash), server-only cleave mirroring ProjectileDamageSystem (SourceTick-stamped DamageEvent + KnockbackState), dash-cancellable movement-commit, 9 live TuningConfig knobs, and swing juice scaling with the combo step. The MC-6 archetype byte is deferred (the melee is its own verb). See DR-030.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 17:22:57 -07:00
kronic 08f16b689f Tuning Knobs 2026-06-10 15:22:30 -07:00
kronic da522efe7a Vault Re-Alignment 2026-06-09 23:26:20 -07:00
kronic adf78570f8 Cleanup: remove legacy IMGUI ConnectionUI + crash-recovery scenes
Delete the NetConnectionUI GameObject from Game/DevSandbox/SampleScene + ConnectionUI.cs (the UITK frontend menu owns Host/Join+IP now); repoint 4 stale doc-comments (GameBootstrap done in commit C; DebugOverlay/ConnectionConfig/EditorAutoHostSystem here) to MainMenuController/WorldLauncher; remove the Assets/_Recovery crash-recovery scenes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:06:01 -07:00
kronic 16b01bec38 Game Scene Split up 2026-06-04 13:45:46 -07:00