Commit Graph

12 Commits

Author SHA1 Message Date
kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)
The 2026-08-06 audit found the shipping scene was still the abandoned
co-op-Hades game with LANTERN combat bolted on, and that a third of the
codebase was live code for a direction abandoned on 2026-07-13. Operator
chose deletion over freezing: "everything is saved in source control if
needed. I want the project to be clean."

DELETED (~140 source files, Scripts 335->231, Tests 77->43):
- Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring /
  SwarmerAuthoring were attached to ZERO prefabs, so LungeState /
  SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI
  passes, BossAISystem (261 lines) and the whole MixBands escalation
  curve could not match a single chunk at runtime, while 734 lines of
  green tests certified them. Both shipping enemy prefabs were already
  byte-identical in stats.
- Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag,
  route select, portal interact, ready-check, room field/teardown.
- Meta shop, prep loadout, boons (incl. KillRewardSystem and
  DashTrailDamageSystem, which existed only to serve boon flags).
- Build palette + structures, shared storage, inventory/equipment
  (already recorded PAUSED in CLAUDE.md).
- The HUD panels driving all of the above (HudSystem 1168 -> 610).

KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter
for spawn rings, respawn and dynamic light), the resource ledger +
StorageMath, the save system, region/relevancy. Three of these were in
the delete set until I checked their consumers — worth remembering that
the file-level manifest was wrong about them.

Also folds in audit finding M5: PlayerClass was a second, server-only
copy of the byte FrameId already replicates. It existed for the meta
shop; with that gone, FrameId is the single frame identity.

Harvest is now single-sink (ledger). HarvestMath keeps its shape so
LANTERN's carried-vs-banked cargo split lands in one place, not two.

295/295 EditMode green, zero compile errors. Subscene re-bake and Play
validation follow in the next commit.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 12:59:39 -07:00
kronic 7b65912f30 Melee feel overhaul: SwordCombat anims at heavy cadence, salvage axe, damage-at-contact + buffer + dash law (guidelines forks 1-6)
07-18/19/20 arc: LightCombo01/HeavyCombo01 clips onto Swing1-3/Slam at
~natural speed (26-tick window, 30-tick recover, DPS-held damage retune),
Menacing01 combat idle (InCombat), SM_Wep_Axe_Large_01 rigid-skinned to
Hand_R at x1.25, LANTERN FX retone + blade-smear ribbon. Forks 1-6 per
Combat_Attack_Feel_Guidelines (design review wf_000bc247): cleave resolves
at the CONTACT tick (MeleeCleavePending schedule-and-consume, knob 31,
0=legacy; connect cues moved to contact), MeleeRange 2.2 + reach-only
finisher mult 1.25 (knob 30), BufferedAttackTick GhostField input buffer
(knob 29, unlock-edge validity), dash refused pre-contact (lookup-based).
Tests: MeleeComboTests pin legacy knobs; +3 fork tests (414 green); live
server proof: HP drop exactly at swing+16 under tick batching.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-20 21:03:18 -07:00
kronic 58c2eaca58 LANTERN P1: dev injector — socket-fire injection (enables the L3 netcode validation)
DebugInputInjectionSystem (#if UNITY_EDITOR) gains FireSocket(i, frames) + per-socket hold
frames + the OnUpdate socket-event sets, mirroring the legacy Fire injection. Drives the real
gather->command->prediction->AbilityFireSystem path per socket for headless validation.

Used to validate group-A live (instant-play ServerWorld+ClientWorld): socket 0&1 = a projectile
Spark, injected same-frame -> maxSrvProj=2, maxCliProj=2 (server==client parity),
distinctSpawnIds=2 with distinctSocketBits=2 (the SpawnId desync fix confirmed LIVE), both
per-socket cooldowns advanced. Netcode half of the group-A gate: PASS.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 11:29:08 -07:00
kronic 12f86c86de LANTERN P1 step 2: AbilityFireSystem socket restructure + SpawnId repack
The netcode core of the 4-socket kit (Phase1_Combat_Gym_Build_Spec §1,§2,§5; review NP-1/
RS-1/DB-1/DB-3):
- PlayerInput: +4 Socket0..3 InputEvents + Burst-safe GetSocket(i); legacy Fire kept vestigial.
- PlayerInputGatherSystem: gather sockets from keyboard 1..4 (+gamepad RT/LB/RB); socket 0 also
  fires on the legacy primary (right-click / pad LT) as a bridge.
- AbilityFireSystem: query dropped to 4 type args (PlayerInput/PlayerFacing/LocalTransform/
  GhostOwner) + BufferLookup<AbilitySocket>/ComponentLookup<SocketCooldown>/BufferLookup<
  EffectiveSocketStats> (the 7-arg-cap fix); loops 4 sockets; per-socket cooldown + per-socket
  effective stats; Cone + Projectile dispatch per socket (predict-spawn Projectile-only).
- ProjectileSpawnId.Pack: pure Burst-safe key owner14|socket2|fireCount12|fork4 so same-tick
  multi-socket projectiles never collide; AbilityFireSystem uses it.
L1 clean; L2 494/494 (+5 ProjectileSpawnId tests: distinct-per-socket, fork, owner, bit-ranges,
count-wrap). L3 two-player + rollback is the group-A gate (after step 2.5). Note: the client
feel layer (muzzle/anim) still reads the legacy cooldown until step 2.5; sockets bake empty
until content (step 4), so nothing fires in-game yet.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 10:59:45 -07:00
kronic 55e98a9275 Hygiene B4b: extract CameraResolver (dedup triplicated ResolveCamera)
The byte-identical ResolveCamera() (Camera.main -> PrototypeCameraRig fallback) in PlayerInputGatherSystem, BuildSendSystem, and AimReticleSystem now call one CameraResolver.Resolve(); camera-resolution policy lives in one place. Behaviour-identical; compiles clean.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-08 13:07:40 -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 da522efe7a Vault Re-Alignment 2026-06-09 23:26:20 -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 16b01bec38 Game Scene Split up 2026-06-04 13:45:46 -07:00
kronic 9091388bc2 Asset Dump 2026-06-03 13:46:13 -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