Commit Graph

7 Commits

Author SHA1 Message Date
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 09183cc139 Turrets: 40 Ore + per-base cap of 6 + fit-one-cell textured model (fix cheap/spam/massive/untextured)
Operator: turrets were "super duper cheap", spammable "unlimited", "spaced weirdly", "massive and not textured".
All four were real and independently rooted (placement grid was actually fine).

- Cost: TurretCostOre 10 -> 40 (authoring default + the serialized Gameplay subscene value, which overrides the
  code default). A node yields 30 Ore, so a turret is now ~1.3 nodes instead of 1/3 of one.
- Cap: new Tuning.TurretCap=6, enforced server-authoritatively in BuildPlaceSystem (count live Base turrets while
  building the occupancy set; reject placement at the cap, same-tick-safe). Was unlimited.
- Model: the 1.6x Synty ballista (~5m on a 1m cell, clipping neighbours) scaled to 0.8 to fit one cell; the C5
  BoxCollider shrunk to match (0.8x1.2x0.8, center y 0.6); all 6 sub-renderers swapped off the flat untextured
  teal Mat_StructureOwned_Cyan to the Synty atlas PolygonFantasyKingdom_Mat_01_A (textured). Play-verified
  TurretCost=40 Ore / cap=6 baked; no exceptions.

Also fixes 3 EditMode tests that pinned the old dash knobs (the prior tuning commit changed iframe 12->14 /
cooldown 45->36 but I committed it without re-running tests): DashSystemTests now derives the expected dash speed
from TuningConfig.Defaults() (robust to future tuning) + asserts now+14/+36; TuningConfigTests pins the new
defaults. 390/390 EditMode green.

Investigation: wf_c6c87dc5-9c3 (turret lane). Operator fork: 40 Ore + cap 6 (stricter).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 23:07:57 -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 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 08f16b689f Tuning Knobs 2026-06-10 15:22:30 -07:00