Commit Graph

75 Commits

Author SHA1 Message Date
kronic 4f0b4e8087 END-2: final siege + latching win/lose (SL-3)
At GoalProgress.Charge>=Target a new server-only GoalReachedSystem arms a larger final siege (x live FinalSiegeMultiplier) and flips RunPhase=FinalDefense; CyclePhaseSystem latches a REPLICATED RunOutcome (Victory on clear / Loss on Core breach) and halts the director. RunOutcome is a [GhostField] byte on the global CycleDirector ghost (the client banner observes it); RunPhase stays server-only. ThreatDirector/CoreRestore/CoreDamage halt once decided; SiegeTimeout is off during the final siege. SaveData v5 persists the outcome so a won/lost run loads finished. GoalProgress.Target 10->4. Completes Path A's spine. See DR-036.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 12:38:21 -07:00
kronic 33c85c4f9a Docs: adopt End-of-Month slice as Decision-Gate answer + SL-1..7 plan (DR-035)
Reconcile the roadmap to the just-committed End_Of_Month_Game_Jam_Slice
("Awakening Engine Last Stand"). 9-agent grounded code audit: 13/14 slice
systems already shipped; END-2 (final siege + latching win) is the one
blocker. Decision Gate answered early as ship-the-minimum.

- DR-035 (new): adopt the slice; END-2 charge cadence LOCKED siege-survived-only
- Backlog: NEXT reframed to the slice + SL-1..SL-7 milestones (END-2 = SL-3, critical path)
- Milestones: close ledger gap (MC-1 PASS / MC-4 / base-mining / EB-1 / EB-2 / END-1) + slice row
- Path_to_Fun: top pointer (stays long-term north-star; Path B untouched)
- Slice doc: Status & Navigation cross-links

CLAUDE.md intentionally unchanged (no budget headroom; conventions doc, uncontradicted).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 13:23:21 -07:00
Luis Gonzalez 42691e5431 Docs 2026-06-13 00:00:50 -07:00
kronic 49cdec3a1e more 2026-06-12 22:21:12 -07:00
kronic f7c63b6f41 Docs: END-1 session log + DR-034; CLAUDE.md losable-core bullet
DR-034 records the losable-Core decisions: CoreIntegrity on the global ghost,
the soft-loss edge inside CyclePhaseSystem, the Core-as-fallback-target and
despawn-on-breach forks, the transient OverrunTick (vs END-2's latching
outcome), and SaveData v4. Session log captures the build + validation
(330/330 EditMode; Play-verified server==client drain->regen->replicate).
CLAUDE.md adds the END-1 bullet; EB-1/EB-2/inventory bullets condensed
net-neutral to stay under the size budget.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 21:52:03 -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 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 3fdac3517b Docs: EB-2 session log + DR-033; CLAUDE.md felt-spend bullet
DR-033 records the felt-spend design (shared Charge ammo, atomic soft-fail,
ledger-fed Fabricator, no-ordering-edge trade-off, global HUD cue, no SaveData
bump). CLAUDE.md adds the EB-2 ★ bullet net-zero (trimmed bullets archived to
the gotchas archive under a 2026-06-12 heading).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 19:15:10 -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 2da29783fd EB-2: felt spend - turrets burn a shared Charge pool, ledger-fed Fabricator mints it from Ore
Mined Ore now has an ongoing sink: a ledger-fed Fabricator converts Ore->Charge
(1 Ore -> 3 Charge / 30t) and turrets spend Charge per shot, soft-failing (no
shot, no cooldown burn) when the shared pool runs dry.

- ResourceId.Charge=4 rides the existing [GhostField] StorageEntry ledger (no new wire).
- TurretFireSystem: single ledger resolve + atomic spend / soft-fail / partial-refund.
- Fabricator.InputFromLedger (byte, server-only) feeds input from the shared ledger,
  read live in-loop so two machines split a finite pool; both modes deposit to ledger.
- HudSystem: violet Charge chip + global quiet-turret cue when siege && Charge==0.
- StorageMath.TotalOf backs the affordability read; catalog re-enables the Fabricator (4 entries).

See DR-033.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 19:14:52 -07:00
kronic e04cdea44f Docs: EB-1 session log + DR-032; CLAUDE.md machines-can-die
Session log + DR-032 (structures reuse Health/DamageEvent, Destructible-not-PlacedStructure, fortress targeting, persistence v3, loss feedback; both adversarial reviews). CLAUDE.md: EB-1 build-gotcha bullet + persistence v3 floor-gate; net condensation of M7/inventory/UITK/juice reference bullets.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 23:53:50 -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 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 35d33f12c1 Docs: base-mining cohesive-loop session log + DR-031; CLAUDE.md base-local loop
Session log + DR-031 (base-local mining, any-attack harvest, scheduled base sieges, Synty asset swap) capturing the diagnosis, locked operator forks, both adversarial reviews, and the tuning knobs. CLAUDE.md: base-local loop is now the model (BaseFieldSpawnSystem + harvest region-routing + ThreatDirector Schedule source); net-neutral condensation of M7/biome/HUD reference bullets.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 15:00:30 -07:00
kronic 11ff043d6a Assets: real Synty models for ore/turret/structures; base-field + schedule wiring
Replace every placeholder-cube ghost prefab with nested Synty (PolygonFantasyKingdom) models: ResourceNode->crystal, Turret->ballista, Wall->spike palisade, Pylon->crystal beacon, Storage->chest, UpgradePickup->gem, BlightClutter->rock chunk (nest as a Model child, strip colliders, reset the [GhostField] root Scale, atlas for bare FBXs). Gameplay subscene: place the BaseFieldSpawner, trim Harvester/Fabricator/Conveyor from the build palette. CycleDirector prefab bakes the schedule siege config. See DR-031.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 15:00:18 -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 e1ed08a803 Economy: base-local mining loop (mine at base, any attack harvests, scheduled sieges)
Consolidate the divorced combat + economy halves into one base-local loop. BaseFieldSpawnSystem tops up RegionTag{Base} Ore nodes around the plot; harvest routes Base->shared ledger and Expedition/untagged->personal inventory for BOTH the projectile (ResourceHarvestSystem) and melee (MeleeComboSystem server-only block, writes Remaining back for VFX). Activate the reserved Schedule source in ThreatDirectorSystem so base sieges arm WITHOUT an expedition trip (the loop-closer: previously zero waves ever attacked a base-only player). Region-filter the ExpeditionFieldSystem teardown so it no longer wipes the permanent base field. HudSystem shows phase-aware loop copy. See DR-031.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 14:59:51 -07:00
kronic 0d259fb68b Docs: camera feel session log (look-ahead de-jar + zoom)
Session log for the PrototypeCameraRig walk-shift fix: root cause, the separate-view-position fix, genre research (Diablo/PoE/Hades/Cinemachine), and the live-tunable knobs.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 12:13:40 -07:00
kronic 500eebeff8 Camera: smooth the walk look-ahead + pull default zoom in (feel)
The movement look-ahead added its 2.5u lead raw onto the framed point and smoothed only the final camera position, so the lead target snapped with the instantaneous input -- start/stop panned the view and reversing direction swung it ~5u (the jarring walk-shift).

Fix with the genre-standard separate view-position technique: ease a dedicated _leadOffset toward the desired lead via a new gentle LeadSharpness knob, independent of FollowSharpness. Cut the lead magnitude 2.5->1.0 (AimLeadDistance, 0 = fully centred like Diablo/PoE) and pull the default zoom 16->13 (~19% closer). Code defaults + the live Game.unity Main Camera values both updated. See 2026-06-11_Camera_Feel_LookAhead_Zoom.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 12:13:33 -07:00
kronic b55bf2bd98 Docs: correct the MC-4 anim-sink root cause (Rukhanka partial-clip collapse, not writeDefaultValues)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 00:37:35 -07:00
kronic 1224fd97f8 Fix: attack animation sank the model into the floor (Rukhanka partial-clip collapse)
An attack clip that keys ONLY the Root bone makes Rukhanka collapse every un-keyed bone (Hips/Spine/legs) to identity for the duration of the state -> the body folds halfway into the floor (player MeleeSwing + enemy Attack; writeDefaultValues does NOT prevent it -- confirmed since even a pure yaw, which is height-preserving, still sank). Fix: build the attack clips FROM the full idle pose (every bone keyed) + a Root YAW twist on top, so nothing is un-keyed. Applied to both runtime clips (PlayerMeleeSwing/EnemyAttackWindup) and both editor recipes (PlayerRigTools/EnemyRigTools) so rebuilds stay correct. Operator-verified in Play.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 00:35:39 -07:00
kronic 12a18cc41c Chore: remove + gitignore Assets/_Recovery (Unity auto-recovery scenes)
These are editor crash-recovery scene dumps (not project content) that had been accidentally committed. Removed from the repo + disk and added to .gitignore so future recovery dumps stay out of git.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 23:59:13 -07:00
kronic 7dcf53bb3f Docs: MC-4 follow-up fixes (anim-sink root cause + enemy telegraph)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 23:42:46 -07:00
kronic 913fc45538 Combat: enemy attack telegraph - ground danger cones (MC-4 clarity)
CombatFeedbackSystem.UpdateEnemyDanger paints a red ground danger cone at each enemy while its AttackWindup counts down -- oriented along the enemy facing, sized to EnemyStats.AttackRange, brightening + scaling as the strike nears (intensity = 1 - ticksRemaining/22) so the player reads WHERE + WHEN to dodge. Client-only observe-only; one pooled mesh per winding-up enemy, pruned each frame. Play-verified (14-enemy wave, 8 telegraphs at once, zero errors).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 23:42:45 -07:00
kronic 1b07a6b07f Fix: attack animation collapsed the model into the floor (partial Root clip + WDV)
The procedural attack clips key only the Root bone, but the Attack/MeleeSwing states had writeDefaultValues=true -> a partial (Root-only) clip resets every un-keyed bone (Hips/Spine/legs) to Rukhanka defaults (~identity), collapsing the body into the floor (player + enemy). Root carries the mesh-positioning offset (localPos -0.90, identity rot) while Hips/Spine carry the authored orientation. Fix: writeDefaultValues=false on the attack states (leave un-keyed bones in pose, only lean the Root). Patched both controllers + both recipes (PlayerRigTools/EnemyRigTools) so a rebuild can't regress. Rule: partial bone-subset overlay clips => writeDefaultValues=false.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 23:42:44 -07:00
kronic 7b3c9cc2a5 Docs: MC-4 melee anim/VFX/archetype session log; Path_to_Fun MC-4 polish
Polish-pass session log (swing animation, live range slash-arc VFX, archetype-byte spike) + roadmap MC-4 status.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 17:45:34 -07:00
kronic 0948d49886 Combat: ability archetype byte (MC-6 dispatch spike)
byte Archetype on AbilityDefBlob (AbilityArchetype enum: Projectile/Hitscan/Cone/Aoe), authored on AbilityDefinition + baked in AbilityDatabaseAuthoring, read at dispatch in AbilityFireSystem -- NOT folded through EffectiveAbilityStats/StatRecomputeSystem (static identity, not a tunable stat; MC-4 review BURST-1). All current abilities are Projectile (0) -> zero behaviour change; the dispatch read-point is the de-risk spike for MC-6 hitscan/cone/aoe.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 17:45:33 -07:00
kronic 352bf3322d Combat: melee swing animation + live range slash-arc VFX (MC-4 polish)
Rukhanka swing animation: PlayerRigTools builds a procedural Root-bone PlayerMeleeSwing.anim and adds an IsAttacking param + MeleeSwing state to AC_PlayerTopDown (mirroring the enemy attack recipe -- no authored Synty Generic melee clip exists). PlayerAnimationDriveSystem pulses IsAttacking from the replicated MeleeCombo swing window (local + remote, NetworkTick wrap-safe, re-triggers per chained hit). CombatFeedbackSystem flashes a procedural cone slash-arc mesh matching the LIVE cleave range + half-angle on each swing (finisher wider/warmer) -- the arc IS the range telegraph. Addresses 'range isn't clear + no animation'.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 17:45:33 -07:00
kronic 5b0af63a3b Docs: DR-030 MC-4 combo melee (primary verb) + session log; Path_to_Fun MC-1 passed / MC-4
MC-1 fun-gate PASSED (kill-switch cleared); MC-4 built as the combo-chain melee primary-verb variant, both adversarial reviews folded in. Roadmap MC-1/MC-4 status updated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-10 17:23:10 -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 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 a7405c3f38 Docs: reconcile vault roadmap + indexes to current state
Bring the living docs up to 2026-06-08 reality (Milestones/Backlog/Home/Systems_Index were stalled at 2026-06-06): add the 6 missing Milestones rows (animation, enemy animation, HUD Synty skin, world redo, world collision, Inventory+Equipment Phase 0/1); declutter Backlog to open-work-only (remove shipped [x] items whose context lives in their DRs/session logs, resolve items completed by later slices, surface Inventory/Equipment Phase 2-4 as next); refresh Home links (DR range -> DR-027, latest sessions); add a Systems_Index Items/Inventory/Equipment section + fix the stale 'StructureType 2-4 reserved for M7' note + a pointer to systems documented only in their DRs.

Reconcile DR-026's roadmap (mark Phase 0/1 done; the Phase-1 line now carries the DR-027 event-driven supersession note). Trim Data_Driven_Abilities resolved open-questions + fix cross-links. DRs + session logs (the historical record) untouched apart from that one DR-026 note.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 11:33:46 -07:00
kronic 8ddfdbc6a5 Docs: DR-027 equipment slots (Phase 1) + session log
DR-027 records the architecture (reuse AbilityRef/StatModifier; event-driven server-only equip supersedes DR-026's per-tick sketch), the 7 validated decisions, the inline-mod + reserved-SourceId fixes, and the MaxHealth-gear / session-only notes. Folds the equipment pointer into CLAUDE.md's inventory bullet net-zero (39925 bytes, >1KB headroom) by trimming the persistence/M7/ability-tier bullets.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 11:09:40 -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 43f355c06b Equipment: weapon-granted abilities + gear mods (DR-027 Phase 1)
Equipment slots reusing the AbilityRef/StatModifier machinery: EquipmentSlot [GhostField] buffer (index=slot), server-only event-driven EquipSystem (RPC). Weapon -> AbilityRef.Id swaps the attack (prefab + base stats, prediction-correct); gear -> StatModifiers tagged a reserved per-slot EquipSourceId, stripped target-agnostically via RemoveBySourceId. Item mods are INLINE on ItemDefBlob (a nested BlobArray reads empty under the by-value TryGetItem copy). Atomic equip-over swap (no item loss); DefaultAbility restores the unarmed ability on weapon-unequip. Client keys + build-safe hooks; HUD equipment panel + click-to-equip. 4 catalog weapon/gear items wired + re-baked.

Play-validated host+client: weapon equip swaps AbilityRef on both worlds, gear folds into EffectiveCharacterStats, unequip reverses + restores DefaultAbility, all replicated to the owner. See DR-027.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 11:09:25 -07:00
kronic 510c12a980 Docs: DR-026 inventory/equipment/progression foundation + session log
DR-026 records the architecture (data-driven catalog + replicated buffers + reuse of the StatModifier/RPC machinery), the Phase 0-4 roadmap, the 7 validated decisions, and the deliberate gameplay choices (personal-harvest pivot, automation asymmetry, session-only inventory). Adds the Build-section inventory pointer to CLAUDE.md net-zero (39923 bytes, >1KB headroom) by condensing the persistence/world/HUD bullets; trimmed wording archived to the gotchas archive.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 09:44:03 -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 599b9b4255 Inventory: per-player items backbone (DR-026 Phase 0)
Data-driven ItemDatabase catalog + per-player replicated InventorySlot ([GhostField] OwnerSendType.All, a StatModifier twin). Harvest reroutes to the firing player's personal inventory (optional ComponentLookup<GhostOwner> in ResourceHarvestSystem; remainder/un-owned -> ledger); the G-key InventoryDepositRequest RPC moves the bag into the shared ledger the build economy spends. Catalog asset (Aether/Ore/Biomass + Stone Pickaxe) wired into the Gameplay subscene; read-only HUD inventory panel. ushort ItemId subsumes ResourceId; byte Category/Tier baked for gear-tier progression. Session-only (no SaveData bump).

Play-validated host+client: catalog baked into both worlds, the re-baked player ghost carries InventorySlot with a clean handshake, a server write replicates to the client owner, the deposit RPC round-trips, and the HUD renders catalog names. See DR-026.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 09:43:31 -07:00
kronic 1ed2aa46c5 HUD and Height Changes 2026-06-07 22:29:25 -07:00
kronic 4ebaba9933 Docs: DR-025 world redo (natural-frontier biomes) + session log; CLAUDE.md art pointer
Session log + DR-025 for the off-world natural-frontier world redo; mark PolygonNatureBiomes in-use in the Synty inventory; archive the long-form gotchas (PNB ring-mesh white-torus, edit-mode region-fog preview, EG-entity vs cosmetic, execute_code DeleteAsset block, shadow-cast hygiene). CLAUDE.md: net-zero art pointer to DR-025 (39882 B, under the 40KB budget).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 20:21:09 -07:00
kronic 906efe9a6f World: redo environment as off-world natural-frontier Synty biomes (DR-025)
Replace the sci-fi-colony dressing with two cosmetic classic-URP biomes in Game.unity: a lush Meadow_Forest base sanctuary (origin) and a hostile Arid_Desert survey expedition (+1000) - ~380 collider-stripped instances, warpgate/outpost landmarks, cyan/orange Aether accent lights. Warm daylight sun + Trilight ambient + a procedural daytime skybox + a cloned daylight post-FX grade (ACES kept). New client-only WorldAtmosphereSystem(+Config) cross-fades per-region fog/ambient by camera X>500 (mirrors HudSystem). Cosmetic-only - colliders stripped, never the subscene - so zero sim/netcode/PhysicsWorld impact (adversarially verified). Shadow-casting disabled on small foliage. EditMode 214/214. See DR-025.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 20:20:58 -07:00
kronic 23236f0fa0 Docs: trim CLAUDE.md under 40KB + self-maintenance protocol; full snapshot to vault archive
CLAUDE.md was 42126 bytes (over its own 40960-byte context-load limit). Trimmed to 39437 (1523B headroom): kept the stack/assembly tables, all high-recurrence hazards, bootstrap/DOTS/testing/guardrails; condensed the verbose mega-bullets to their essence + existing [[DR-###]] pointers; collapsed the redundant Memory table into a link to [[Documentation_Protocol]].

Added a 'Maintaining this file (size budget)' section so future edits self-enforce the limit (size-check commands, archive-don't-delete rule, net-zero rule).

Appended a dated, byte-faithful verbatim snapshot of the pre-trim CLAUDE.md to Docs/Vault/_Meta/CLAUDE_Build_Gotchas_Archive.md (headings demoted to nest) so nothing is lost from the vault. Verified via a 4-auditor workflow: archive complete + integrity pass; 1 condensation distortion + 2 nuance losses caught and fixed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 18:34:25 -07:00
kronic 25b53cb062 UI 2026-06-07 13:28:25 -07:00
kronic 0df0b45163 Docs: DR-023 enemy animation + Synty asset inventory; trim CLAUDE.md
DR-023 decision record (client-derived enemy animation, monster-mash roster,
EnemyRigTools, WaveSystem scale-fix, GUID-preserving rebuild) + session log +
Synty_Asset_Inventory (enemy-grade table + future-dev catalog for the 14 new
packs). CLAUDE.md: add the enemy-animation gotchas bullet and condense several
build-gotcha bullets back below pre-session size.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 23:30:26 -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 2fcff9a7a1 Animate enemies: client-derived Rukhanka rigs (Werewolf/Kaiju Husks)
Extends the DR-022 player pipeline to Husk enemies. A Husk is an ownerless
interpolated ghost = structurally a remote player, so the new client-only
EnemyAnimationDriveSystem mirrors PlayerAnimationDriveSystem's remote path:
velocity from LocalTransform-delta (prevPos cache, pruned every frame), facing
from LocalTransform.Rotation (AnimParamMath.PlanarForward), maxSpeed from baked
EnemyStats, IsAttacking from the already-replicated AttackWindup telegraph. No
new [GhostField], no server/asmdef/ghost-hash change.

Monster-mash roster: Werewolf (Grunt), Werewolf-Undead (Swarmer), Kaiju (Brute),
built by the reusable, GUID-preserving EnemyRigTools editor tool (materials +
AC_EnemyTopDown + EnemyAttackWindup clip + 3 rigged prefabs). WaveSystem now
preserves the baked variant Scale (was reset to 1 by LocalTransform.FromPosition).

See DR-023. EditMode 208/208; validated in Play (rigs skin, scales replicate,
locomotion + attack telegraph drive correctly).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 23:30:03 -07:00
kronic 5a59d8e14f Add Synty asset packs (enemies + environment/FX/UI) via Git LFS
14 newly-imported Synty Polygon packs (~2.46 GB; FBX/PNG/textures stored in
Git LFS per .gitattributes). Enemy-grade characters: Werewolf, Kaiju,
FantasyHeroCharacters, Vikings, Western, HorrorCarnival, Dog. Environment:
Nature, NatureBiomes, PNB_Core, FantasyKingdom. UI/icons: Icons,
InterfaceCore, InterfaceSciFiSoldierHUD.

Werewolf + Kaiju back the DR-023 animated enemies; the rest are cataloged
for future work in Docs/Vault/06_Roadmap/Synty_Asset_Inventory.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 23:28:47 -07:00
kronic 1e23246568 Docs: DR-022 animation pipeline + /dots-dev commit phase
DR-022 + session log for the Rukhanka/Synty player-animation slice; CLAUDE.md stack row + Animation (Rukhanka) build gotchas + client asmdef refs; add Phase 10 (operator-approved commit) to the dots-dev skill.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 18:18:14 -07:00