Commit Graph

3 Commits

Author SHA1 Message Date
kronic 52818d0dd6 LANTERN P1 Group B: Blink Spark (Movement archetype) + BlinkSystem
Per Phase1_Combat_Gym_Build_Spec §6 (the Blink Spark = a second, socketed dash):
- AbilityArchetype += Movement (falls through AbilityFireSystem; a sibling system drives it).
- AbilityId += the 5 Phase-1 Sparks (DecoyWisp/HookPull/Vortex/Blink/LightZone).
- BlinkState: predicted, non-replicated blink window (DashState sibling).
- BlinkSystem: velocity blink (never a LocalTransform write), triggered by the Movement-
  archetype socket, dash-wins precedence ([UpdateAfter(DashSystem)]), sole writer of its
  socket's SocketCooldown row; reads socket loadout/cooldown by entity via lookups (query at 6
  args, under the 7-cap). Baked BlinkState on the player.
L1 clean; L2 494/494. Dead until a Blink Spark def is socketed (ability-database SO = next).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 11:45:06 -07:00
kronic d9d67c4e78 Slice 2 (WIP): class data layer + melee-augment routing
Foundation for Two Classes (DR-037). New ids (CharacterId.Warrior/Ranger,
AbilityId.WarriorCone, StatTarget.MeleeDamage/MeleeRange); CharacterStatsRef.Id ->
[GhostField] so the owning client folds the right class stats; MeleeComboSystem
folds per-player MeleeDamage/MeleeRange off the replicated StatModifier buffer
(HasBuffer-guarded -> identity without class seeds, so behavior-preserving).
345/345 EditMode. Slice 2 design review + locked forks logged in the session note.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 00:23:56 -07:00
Luis Gonzalez 1f647dd5e1 Initial Combat Implementation 2026-05-31 21:35:12 -07:00