Commit Graph

4 Commits

Author SHA1 Message Date
kronic 9f61f7c6fe LANTERN kit into the shipping scene + frame rename (audit H2/M4)
H2 was the audit's sharpest finding: in Game.unity every player spawned
with four ability sockets pointing at SparkIds the baked AbilityDatabase
did not contain, so all four resolved to Damage=0 Range=0 Cooldown=0.
Melee and dash were the only working combat verbs in the built game.
Cause: the 5 LANTERN Sparks were added to GymSub.unity and never to
Gameplay.unity.

- Gameplay.unity's AbilityDatabaseAuthoring now carries all 9 defs (the
  4 legacy ids keep their numbers; Sparks are 5-9) with their effect
  prefabs. Live-verified in Play: sockets now read
  Vortex 8dmg/6range/420cd, Blink 20range/1cd, Hook & Pull
  15dmg/25range/120cd, Light Zone 6dmg/5range/480cd.
- Removed 6 orphaned authoring GameObjects the purge left behind in the
  subscene (StorageSpawner, StructureCatalog, ItemDatabase,
  SpitterProjectileConfig, BoonCatalog, MetaCatalog) and the RoomDressing
  object in Game.unity — the latter is what scattered 47 Synty desert
  props into the seabed murk.
- Deleted 4 now-unreferenced prefabs: EnemySpit, Pylon, Storage, Wall.
- Frame rename (M4): FrameKind.Warrior/Ranger -> Bathynaut/Harpooner,
  93 identifier sites. Byte values pinned (2/3), so no ghost-hash or save
  impact. The menu said "Warrior"/"Ranger" to players three weeks after
  the frames were renamed in design.
- Menu now reads LANTERN / "Light is territory — co-op descent" instead
  of "PROJECT M" / "Frontier colony — co-op" (the Awakening-Engine
  tagline, two directions stale).
- Removed the "Replay Tutorial" button and the Settings ONBOARDING
  section: both drove coach-marks DR-051 deleted. The settings fields
  still round-trip so existing settings files load unchanged.

All four project scenes + all prefabs verified free of missing scripts.
Server measured at 59.6 ticks/s against a 60 Hz target. 295/295 green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 13:11:58 -07:00
kronic 77de740b63 LANTERN purge B7: rename CharacterId -> FrameKind (frame terminology)
Enum renamed in StatIds.cs (byte values unchanged - serialized definitions/saves
never re-mean); all call sites + doc mentions swept (ClassTraits, PlayerAuthoring,
CharacterStatsDefinition field type, menu/UI, tests). CharacterStatsDefinition SO
CLASS name kept (asset-binding risk; deferred per plan). 390 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:51:48 -07:00
kronic a7fdd6f71d Slice 2 (WIP): class carrier (GoInGameRequest.ClassId) + Warrior cone archetype
The per-player class travels on GoInGameRequest.ClassId (client reads a ClassSelection
singleton); GoInGameServerSystem seeds the class at spawn via ClassTraits (AbilityRef +
permanent trait StatModifiers on a reserved ClassSourceId; CharacterStatsRef stays Default
so the DRG-asymmetry deltas ride the replicated OwnerSendType.All buffer). AbilityFireSystem
gains the aim-directed Cone archetype: cooldown predicted both worlds, server-only cone
damage to living enemies (same-tick, SourceTick-stamped, like the melee cleave). 345/345.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 00:30:20 -07:00
Luis Gonzalez 7fa77ce821 Netcode Bootstrap 2026-05-31 14:27:52 -07:00