Commit Graph

35 Commits

Author SHA1 Message Date
kronic ed65770cc9 DR-042 Phase A: expedition-driven win — move win-driver off base-siege survival, kill the AFK path
Design-review-gated (wf_ebef4e81-dba, GREEN-WITH-CHANGES). The win-driver moves
from "survive N base sieges" to "clear N expeditions". The review overturned the
literal plan: credit on RETURN, not at the clear edge (clear-edge crediting arms
the undefended final base siege -> uncontestable terminal Loss).

- ExpeditionGateSystem: now the sole production writer of GoalProgress.Charge —
  a clamped +1 per cleared expedition folded into the existing once-per-epoch
  reward block, reusing the LastRewardedEpoch latch (Ore + Charge share fate) +
  a SaveRequest checkpoint. No new latch, no new GhostField, no ordering change.
- CyclePhaseSystem: deleted the survived-siege +1 (the AFK win path). Victory
  latch unchanged; GoalReached still arms the final base siege at cap.
- CycleDirectorAuthoring + CycleDirector.prefab: ScheduleEnabled baked OFF
  (retaliation-only). A serialized prefab bool ignores the C# field initializer,
  so the value is flipped in the prefab, not just the code default.
- Tests: re-pointed CyclePhaseSystemTests + EndgameWinLoseTests survived-siege
  assertions; extended ExpeditionGateRewardTests (+1, no-double-credit, clamp).
  389/389 EditMode green; clean netcode Play smoke (no sort-cycle, Schedule=0).

SaveData stays v5. Docs: DR-042 build record + forks resolved, CLAUDE.md
base-loop line, Backlog (A done).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 20:49:27 -07:00
kronic e32dadbc66 Slice Combat Depth (MC-3 + wiring + review fixes): Spitter aim-line + player-hit punch, rigged enemies, in-band gate (DR-041)
Completes the Combat Depth slice on top of the MC-2 server spine (56cf60cce):

MC-3 impact juice (client, observe-only):
- 7 FeelConfig fields + ResetDefaults; magnitude-scaled player-dealt-hit camera
  PunchFov on the enemy-Health-decrease edge (camera-only hit-stop, never timeScale).
- Spitter Kind==2 aim-LANE telegraph (BuildLaneMesh) — reads baked SpitterState
  client-side, falls back to a fixed length. True freeze + material flash deferred.

Content / wiring:
- SpitterProjectilePrefabAuthoring (the SpitterProjectilePrefab singleton).
- Both directors rebuilt to a 4-entry KIND-INDEXED roster [Grunt,Charger,Spitter,
  Swarmer] + mix/MaxAlive config + the SpitterProjectileConfig singleton in the subscene.
- Real rigged models: EnemySpitter (re-skinned Kaiju, ranged poker) + EnemySwarmerUndead
  (Undead-Werewolf, fast/low-HP); grunt/charger keep Werewolf/ChargerMuscle. EnemySpit =
  ownerless interpolated ghost (no Health, no collider).

Post-impl adversarial review fixes (wf_febdcfdb-665):
- [MED] in-band fire gate: the Spitter committed its telegraph from ANY range (fired while
  advancing from far). Now commits only when sInBand || sCornered (gives CorneredRange a
  real read site) — a Spitter out-of-band holds fire and repositions.
- [LOW] EnemyProjectileDamageSystem early-returns on !ServerTick.IsValid (sibling parity).
- [LOW] EnemyAuthoring bake-time guard: errors if a prefab composes both Charger+Spitter
  (would match zero AI passes -> never move).
- [LOW] tests: Spitter brain fires from Expedition (kills the Base==0 region false-green);
  a direct partition-exclusion test replaces the order-masked claim; added out-of-band +
  cornered negative tests.

388/388 EditMode green + two Play smokes (clean boot, fire, swept-hit, region, server==
client; rigged Kaiju spitter bakes + fires with zero console errors). Accepted as-is
(documented in DR-041): global spit soft-cap, co-op punch attribution.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 21:08:59 -07:00
kronic 56cf60cce3 Slice Combat Depth (MC-2): enemy-variety server spine — Spitter, Swarmer, 4-type mix (DR-041)
Adds the server-authoritative mechanics for three new enemy archetypes on top of
the Grunt/Charger base, plus the weighted wave-composition that introduces them:

- Spitter: a ranged Husk variant (SpitterState) that holds a preferred range-band
  (advance/retreat/hold via EnemyAIMath.BandVelocity) and fires a telegraphed,
  dodgeable EnemyProjectile. New server EnemyProjectileMoveSystem (integrate +
  store LastStep) + EnemyProjectileDamageSystem (region-filtered swept hit-test
  rebuilt from LastStep — DR-018 anti-tunnelling; players use HitRadius, structures
  a const radius; at-most-once destroy). Concurrent-spit soft cap, soft-fail retry.
- Swarmer: marker tag + deterministic cluster spawn (1 slot = 1 pack;
  EnemyAIMath.ClusterOffset), MaxAlive counts ENTITIES so a pack defers if it
  won't fit.
- 4-type weighted mix: MixBands -> ZoneEnemyMath.WaveSlots/KindForSlot/
  PackSizeForSlot drives both the expedition director and (fork-4a) the base siege,
  with a mandatory MaxAlive cap. Legacy WaveSize/IsChargerSlot kept + parity-tested.
- Discriminator stays component-presence (no enum in Bursted systems): query-
  partition guards keep each enemy moved by exactly one EnemyAISystem pass
  (sole-Position-writer). EnemyTelegraph.IsCharger -> Kind byte for the client cue.

New authoring (Spitter/Swarmer/EnemyProjectile) + expanded director authorings with
tunable mix/cluster defaults. 13 new EditMode tests (mix composition + legacy parity,
band/cluster math, projectile move + cross-region + swept anti-tunnelling regressions);
full suite green before commit.

Dormant until the prefab/subscene wiring lands (next): the new systems guard on
TryGetSingleton/RequireForUpdate, so with no prefabs wired the new types stay inert.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 20:06:56 -07:00
kronic 3109b86d71 Slice 3: Expedition Combat Spine — epoch-seeded zone waves (DR-040)
Reactivate the dormant Expedition region as a procedural combat venue.
v1 loop: walk the gate -> fight an epoch-seeded enemy wave in the
expedition -> clear -> return -> flat Ore reward (once per epoch) ->
escalated retaliation base siege.

- New sim types: ZoneEnemyTag, ZoneEnemyDirector (+ ZoneEnemyPrefab
  buffer), ZoneEnemyState, ZoneEnemyMath (grunt->charger composition
  by epoch). ZoneEnemyDirectorSystem (server, Burst): drip-spawns the
  wave at a deterministic ring under a MaxAlive cap while a player is
  out and the base is Calm; marks ClearedThisEpoch on a real clear.
  [UpdateAfter(ExpeditionFieldSystem)] only (avoids a sort cycle).
- BLOCKER 1: EnemyAISystem region-filters target selection (player +
  structure snapshots gain parallel region lists; no base structures /
  no Core fallback for expedition husks).
- BLOCKER 3: WaveSystem, ThreatDirectorSystem timeout cull, and
  CyclePhaseSystem DefendCleared + Core-breach cull all count/cull
  RegionTag{Base} husks only (the breach cull was caught region-blind
  by the post-impl review: a base breach wiped the live expedition
  wave and spuriously paid the reward).
- BLOCKER 4: reward de-duped via CycleRuntime.LastRewardedEpoch +
  ClearedThisEpoch; ExpeditionGateSystem deposits RewardOre once/epoch.
- ExpeditionFieldSystem teardown also culls zone enemies + region-
  guards the clutter loop. Subscene wired with the director + roster.

368/368 EditMode green + clean netcode Play smoke. Docs: DR-040 ->
built, session log, CLAUDE.md cross-region tag-reaudit rule.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-21 22:58:26 -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 0a3a39e3d2 Slice 2 (WIP): WarriorCone ability + class tests; Warrior path validated
Authored the WarriorCone AbilityDefinition (archetype Cone, dmg 22, range 2.2, ~130deg
arc, 22-tick cd) and added it to the gameplay subscene's AbilityDatabase (re-baked).
ClassTraitsTests cover the class->ability mapping + the asymmetric seed folds. 348/348.
Play-validated the Warrior end-to-end, server==client: AbilityRef=WarriorCone, 4 seeds,
eff MaxHP 130 / MoveSpd 5.1 / cone dmg 22 / coneRad 1.13; conns=1 (re-bake handshake
intact); zero runtime errors.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 00:36:21 -07:00
kronic f3eccec524 Slice 1: combat readability + HUD declutter (DR-038)
Four playtest do-now wins:
- Enemy health bars: pooled world-space Canvas, on-damage-sticky + fade,
  always-on <25% HP (CombatFeedbackSystem; no new replication).
- Telegraph fix: new baked client-safe EnemyTelegraph sizes the danger-cone ramp
  per enemy (0->1 ending at impact, fixes the Charger plateau); windup 18->22;
  a windup scale-pulse.
- Build-mode toggle: BuildPaletteState.PaletteOpen hides the palette by default,
  Tab / gamepad-Y toggles, with a discovery chip (HudSystem/BuildSendSystem).
- Charger committed-lunge tell: [GhostEnabledBit] IsLunging derived once/tick from
  LungeState (the Dead idiom); the danger cone persists through the lunge.

345/345 EditMode (+3 IsLunging derive tests); Play-validated: ghost-hash change
did not break the handshake, bake correct (telegraph on all enemies, IsLunging
baked-disabled on the Charger, replicated to client), no runtime errors.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 12:48:08 -07:00
kronic aac1813a93 Tests: END-2 win/lose + final-siege arming + SaveData v5 (342/342 EditMode)
EndgameWinLoseTests: arms-once+enter, Charge clamp, Victory/Loss edges, the END-1 soft-loss regression (normal overrun stays soft), restored-Victory-no-rearm, SiegeTimeout-not-culling-final, the full ThreatDirector->CyclePhase->GoalReached pipeline (arm-not-stomped-by-scheduler), and FinalSiegeMultiplier override + sub-1 floor. SavePersistenceTests: RunOutcome v5 round-trip + pre-v5 default-to-InProgress. TuningConfigTests: FinalSiegeMultiplier default pin. See DR-036.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 12:38:36 -07:00
kronic 037ff66490 Tests: END-1 Core drain/regen/lose-edge + persistence v4 (330/330 EditMode)
CoreSystemsTests (new): a breaching Husk drains + is consumed; idles at 0;
regen fires once per interval in Calm only; no regen mid-Siege; caps at Max.
CyclePhaseSystemTests: the soft-loss overrun edge ends the siege, drains the
ledger, despawns husks, withholds the goal charge, and resolves once.
StorageMathTests: DrainFraction floors per row, drops zeroed rows, clamps.
SavePersistenceTests: CoreCurrent round-trips at v4; a pre-END-1 save with no
CoreCurrent defaults to 0 (-> born full); the v3->v4 version pin updated.
TuningConfig golden pin extended with the 3 Core defaults.

See DR-034.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 21:51:52 -07:00
kronic 44da26cdf6 Tests: EB-2 Charge spend + ledger-fed Fabricator (318/318 EditMode)
- TurretFireSystem: seed a Charge pool for existing tests; add soft-fail-when-dry,
  consume-one-Charge-per-shot, two-turrets-share-a-finite-pool.
- FabricatorProductionSystem: ledger-fed withdraw/deposit, two machines split via the
  live in-loop read, and a catch-up affordability-clamp regression pin.

See DR-033.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 19:14:58 -07:00
kronic 66edbdec69 Tests: EB-1 structure damage/death, fortress targeting, persistence v3
10 new EditMode tests (312 total, all green): HealthApplyDamage destroys a Destructible at 0 + a wounded structure survives clamped; PickWeightedNearest x5 (player-only, structure-preferred-by-weight, player-in-the-way wins, raze undefended base, no targets); persistence (StructureSave.HP round-trip + writes v3, v2 in the load floor, SaveApply.ToPending maps the wounded HP - the staging-copy bug the pre-code review caught); + the StructureAggroWeight default pin. See DR-032.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 23:53:50 -07:00
kronic 096c62862f Tests: base mining field, expedition teardown, schedule siege, melee harvest
8 new EditMode tests (302 total, all green): BaseFieldSpawnSystem (target count + Base/Ore + cadence + top-up), ExpeditionFieldSystem teardown preserves the base field, ThreatDirector schedule arming, and melee harvest routing (base->ledger, expedition->personal inventory) which guards the cross-region leak the post-impl review caught. See DR-031.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 15:00:03 -07:00
kronic d77649fe16 Tests: MC-4 combo + cone-math EditMode coverage
23 plain-Entities tests: cone predicate (range/bearing/coincident/planar), combo advance/chain-window/lockout/reset/idempotency, movement-commit + SwingStartTick rollback lower-bound, dash precedence (active window + same-tick tie + recovery tail), server cleave (cone select, finisher scaling, knockback, dead-exclusion, client-no-damage), comboLen=2 finisher, two-player co-op cleave, death-clears. 294/294 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 17:23:10 -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 516aacee18 Tests: equipment EditMode coverage (DR-027)
ItemDatabaseBlobTests (inline-mod round-trip on the 2nd item — the nested-BlobArray regression guard); EquipSystemTests (equip sets ability+mod+moves item; unequip reverses + restores DefaultAbility; equip-over swaps; full-bag swap rejected with no loss; non-equippable/absent/unresolvable no-op; strip leaves foreign SourceIds untouched). 236/236 EditMode pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 11:09:39 -07:00
kronic e23bebc84b Tests: inventory EditMode coverage (DR-026)
InventoryMathTests (stack/slot-cap/withdraw/CountOf); InventoryHarvestTests (owned harvest -> inventory with ledger untouched, full-bag spill, no-matching-player -> ledger fallback); InventoryDepositSystemTests (specific/all/unresolvable). The 8 existing ResourceHarvestSystemTests stay green via the genuine no-owner fallback. 228/228 EditMode pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 09:43:47 -07:00
kronic 1ed2aa46c5 HUD and Height Changes 2026-06-07 22:29:25 -07:00
kronic 25b53cb062 UI 2026-06-07 13:28:25 -07:00
kronic f4c861ee91 Test AnimParamMath.PlanarForward (enemy facing-from-rotation)
+4 EditMode cases (identity/yaw-180/pitched-degenerate/normalized) for the
helper the enemy animation drive uses to derive facing from the replicated
LocalTransform.Rotation. EditMode suite 204 -> 208, all green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 23:30:18 -07:00
kronic 951b7ec273 Animate the player: Rukhanka skeletal locomotion (client-derived)
Replace the capsule with a rigged Synty SciFiSpace soldier driven by Rukhanka 2.9 (netcode replication off; animation derived client-side from replicated state). Adds a slim top-down AnimatorController (idle / 2D-strafe locomotion / death) from Synty clips; client-only PlayerAnimationDriveSystem (local CC-velocity + remote position-delta paths); AnimParamMath (+10 EditMode tests); ServerStripAnimationSystem (disables Rukhanka on the server, zero server-side animation). Client.asmdef gains Rukhanka.Runtime/CharacterController/Physics. EditMode 204/204; Play-validated. See DR-022.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 18:18:11 -07:00
kronic a4edf7a03b UITK HUD rework + build palette (click-to-place ghost)
Rebuild the in-game HUD on UI Toolkit (HudUi/HudSystem, Aether palette) consistent with the menu; build-palette bar (BuildPaletteState) drives cursor->cell ground-ghost preview (green/red via BuildPreviewMath), left-click place / right-click cancel / rotate; fire suppressed in build mode; combat juice restyle. +4 BuildPreviewMath EditMode tests.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:05:49 -07:00
kronic f31ffe910b Frontend menu + settings + saves foundation
Netcode frontend pattern: UITK main menu / pause / settings (MenuUi + controllers), on-demand world lifecycle (WorldLauncher/SessionRunner), GameBootstrap menu branch; Graphics/Audio settings (SettingsService/GameVolume); single-slot save foundation (SaveData/SaveService, born-correct load at director spawn, autosave on Siege->Calm + quit); RuntimePanelSettings + theme; BuildTool menu; 10 EditMode tests.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:05:36 -07:00
kronic f3f65bccbf M7 Automation: deterministic Harvester to Conveyor to Fabricator chains
Server-only production chains (never predicted): components + server systems + pure byte-only math (ProductionMath/ConveyorMath/MachineSlotMath), authoring + 3 machine prefabs wired into the Gameplay subscene, StructureCatalog rows, BuildPlace Direction/RuntimePlacedTag, Tuning, and 35 EditMode tests (catch-up gating, conveyor shuffle-invariance, SaveData v2 round-trip).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:05:15 -07:00
kronic 15bc1022ee Map Updates 2026-06-04 21:49:03 -07:00
kronic 16b01bec38 Game Scene Split up 2026-06-04 13:45:46 -07:00
kronic 51401d2c2b Further Tests & Progress 2026-06-04 11:35:57 -07:00
kronic 9091388bc2 Asset Dump 2026-06-03 13:46:13 -07:00
kronic e362aaeb43 Import art/VFX asset packs + game-feel systems; normalize texture extensions to lowercase for LFS
Add BefourStudios SciFi environment packs, Gabriel Aguiar VFX, and the
ShaderCrew Toon Shader embedded packages, plus combat/enemy/wave/death
gameplay systems and supporting vault docs/screenshots.

Rename 11 vendor textures from uppercase .PNG/.HDR to lowercase so the
case-sensitive Git LFS filters (*.png/*.hdr) match on case-sensitive
filesystems (Linux CI, case-sensitive macOS), not just locally where
core.ignorecase=true masks the gap. Each .meta moved with its asset so
GUID references are preserved. All ~1000 binaries tracked via LFS.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-02 22:50:43 -07:00
kronic dd0064c377 Init Homebase 2026-06-02 18:28:23 -07:00
kronic 2ee30c01fd CC Package and Physics 2026-06-02 08:56:26 -07:00
Luis Gonzalez e851d5f8e9 Co-Op Layer 2026-06-01 10:48:18 -07:00
Luis Gonzalez 1f647dd5e1 Initial Combat Implementation 2026-05-31 21:35:12 -07:00
Luis Gonzalez 7fa77ce821 Netcode Bootstrap 2026-05-31 14:27:52 -07:00
Luis Gonzalez 99d8d2d2a9 Set up DOTS + Netcode for Entities foundation
One-time stack setup per Docs/dots-setup-task.md (Unity 6.4.7 / 6000.4.7f1).
Packages: entities 6.4.0, entities.graphics 6.4.0, netcode 1.13.2, physics 1.4.6.

- Assets/_Project asmdef split: ProjectM.Simulation/Client/Server/Authoring (root ns ProjectM)
- GameBootstrap : ClientServerBootstrap; verified separate client + server worlds in Play Mode
- Gameplay subscene wired into SampleScene as a baking target
- Heartbeat component + Burst ISystem; EditMode smoke test green (1/1)
- In-repo Obsidian vault (Docs/Vault) incl. DR-001 (plain-Entities test over internal NetCodeTestWorld)
- Portable .mcp.json (basic-memory + serena via ${CLAUDE_PROJECT_DIR}); CLAUDE.md conventions
- .gitignore for DOTS baking cache + machine-local config

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-29 22:06:44 -07:00