Commit Graph

87 Commits

Author SHA1 Message Date
kronic 342a39a540 LANTERN P1 step 5 + §8: two-frame identity via FrameId + per-frame gym loadouts
FrameId (replicated frame/class signal) now WRITTEN server-side at spawn for all
players; the two class-HUD readers (ClassPrepPortal, MetaShop) read FrameId (with
an AbilityRef fallback for pre-FrameId players) instead of ClassForAbility. The
gym seeds a PER-FRAME default Spark loadout via ClassTraits.FrameLoadout —
Harpooner (Ranger slot): reel/mobility/skillshots; Bathynaut (Warrior slot):
pull-in/dash/zone-control. FrameId uses ecb.AddComponent (baked on the real
player; absent on the minimal MetaSeeding test prefab). 497 EditMode green.

Deferred to a focused pass (risky wholesale refactor, "still works" via the
transition): full removal of legacy AbilityRef/AbilityCooldown/EffectiveAbility
Stats (woven through equip/class/meta/StatRecompute + tests) and the CharacterId
Bathynaut/Harpooner rename.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 08:45:45 -07:00
kronic b92cc7196b LANTERN P1: enemy-test gym tooling — on-demand spawn + GymTag clean-spawn
GymTag + GymEnemyRoster (+ GymRosterAuthoring) bake the gym singletons. New
DebugOp.SpawnEnemy (client SpawnEnemy wrapper + server receive case) spawns a
chosen enemy KIND (Drowner/Grindylow) from the baked roster near the sender —
replacing the wave-roster hack per the roadmap's Enemy-test GYM direction.
GoInGameServerSystem takes a GymTag branch: bypass the meta-catalog spawn guard
(a fresh gym has no CycleDirector) + seed a default Spark loadout on keys 1-4.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-15 00:01:13 -07:00
kronic 9ca27e626a Client: StagingAmbiance — steady beacon, gloam flicker (readability cadence)
Beacon left unmodulated (steady=true light); cold flora gutter on Perlin flicker
(flicker=false light) so the warm/cold read survives with hue removed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:42:32 -07:00
kronic 3103214e76 Client: StagingAmbiance dev component (ArtStaging Play-mode juice)
Light-only ambiance animator (caustics spin, beacon flicker, bioluminescent
pulse); self-wires by name; no material writes so nothing persists on Play exit.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 21:31:59 -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 21f609c6c4 LANTERN P1 step 2.5: client feel layer migrated to the socket kit
Per Phase1_Combat_Gym_Build_Spec §8 (the "KEEP as-is" feel layer was really a migration):
- PlayerAnimationDriveSystem: both jobs (Local/Remote) now read SocketCooldown +
  DynamicBuffer<AbilitySocket>/<EffectiveSocketStats> instead of the single AbilityCooldown/
  AbilityRef/EffectiveAbilityStats; shared SocketFireAndCone helper (any-socket-firing model:
  IsFiring if any socketed Spark's per-socket cooldown window is mid-fire; IsCone if any such
  is Cone).
- CombatFeedbackSystem: the muzzle-flash + cone-cue blocks unified into one per-socket
  fire-edge loop over SocketCooldown (per-socket uint cache); non-Cone -> muzzle flash,
  Cone -> the aimed slash-arc cue. Dropped the now-dead single-cooldown latches.
L1 clean; L2 494/494 (no regression).

Deferred to the AbilityRef-removal cleanup (surfaced, NOT silent): the FrameId server-writer +
the 2 class-HUD re-points (ClassPrepPortalHudSystem/MetaShopHudSystem) + HudSystem's ability
bar. Rationale: AbilityRef is still baked + set (EquipSystem/ClassSwapUtil), so ClassForAbility
remains a valid class signal through the transition; FrameId is baked ready. No feel regression.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 11:13:05 -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 6dcd8a243d World: critters + weather beats — AmbientLifeSystem (Phase 1.5b bundle 4)
Client-only, procedural, zero netcode — a sibling of AmbientMotionSystem,
biome-keyed + camera-following. Three cosmetic beats: fleeing critters (ground
bugs + a few birds that dart out of the flee radius = the scatter beat,
biome-tinted, recycled at the ring edge), drifting cloud-shadow discs, and
Blight-room-only double-blink directional lightning flash + delayed thunder
(dedicated flash light -> no RenderSettings fight with WorldAtmosphereSystem).
Reuses the FeedbackFx disc/scorch primitives + procedural SFX. Live knobs in
AmbientLifeConfig. 474/474 EditMode; live-verified at base (flee confirmed).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 14:41:35 -07:00
kronic 4febf3dfe2 Hazard: Blight geyser — permanent periodic both-sides AoE (Phase 1.5b bundle 3)
Review-first netcode slice (design review wf_900e9965-8f0 -> 11 folded;
post-impl wf_5c8299f8-299 clean). A PERMANENT periodic telegraphed AoE in
Blight-biome rooms only; one new [GhostField] uint NextEruptTick.

- Geyser component + GeyserEruptSystem (server): inverted invalid-tick guard
  (a baked-0 tick must NEVER erupt -> lazy-stamps born-correct instead of the
  party-wiping per-tick barrage), inline both-sides gather (SourceNetworkId=-1),
  reschedule = now + period (never +=), never destroyed.
- GeyserTelegraphSystem (client): absolute-tick growing warning disc +
  erupt burst on the >0->=<0 crossing, latched per NextEruptTick + arm-guard
  (never edge-detects the replicated field -> no phantom on 0->stamp /
  relevancy re-entry). Reuses ScorchDecalSystem + DynamicLightSystem.
- Seeded in RoomFieldSystem (Blight-gated on plan.Biome, born-correct staggered
  stamp from live ServerTick), GeyserFieldSpawner + authoring wired into the
  Gameplay subscene. Geyser.prefab duplicated from ResourceNode (no collider).
- BuildDisc promoted to FeedbackFx (shared with the barrel fuse ring).
- 474/474 EditMode incl. the unstamped-storm regression; live no-storm end-to-end.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 13:53:48 -07:00
kronic 649f656833 Decals: explosion scorch pool + cover damage-cracks + room-arena scars (Phase 1.5b bundle 2)
All procedural, client-only, observe-only in PresentationSystemGroup, zero
netcode surface (read existing replicated state). Shared FeedbackFx decal
primitives (scorch blob + crack star meshes + transparent decal material).
ScorchDecalSystem: static RequestScorch queue -> pooled fading discs
(mirrors DynamicLightSystem), wired from the barrel boom, reusable by the
geyser. CoverDamageSystem: crack accretion keyed on BlightClutter.Remaining
(Variant 4) + proximity-gated shatter-scorch. RoomDressingSystem: persistent
arena scars on a distinct hash sub-stream, torn down with dressing. Knobs in
DecalConfig. Cover cracks use decals (not URPMaterialPropertyBaseColor) because
the Synty prop shader is not Hybrid-Per-Instance.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-12 12:58:33 -07:00
kronic 9670465e25 World: flora feel fix — kill double-animation (root sway off, shader wind is the idle motion) + thin flowers
Operator: base flora too dense + "the waving/shader doesn't look great".
Diagnosis: EVERY Synty flora prop (both biomes) uses the Synty/Foliage
VERTEX-wind shader — the transform root-tilt sway has been double-animating
all flora since 1.5, and ground-flush carpet props (Flowers_Flat,
Grass_*_Plane) visibly lift their edges when tilted.

- AmbientMotionConfig.SwayEnabled -> false (code default + the serialized
  scene value): idle motion = the authored per-vertex shader wind (tips bend,
  bases planted). Knob kept for A/B; walk-through RUSTLE stays as the
  reactive layer the shader can't provide.
- AmbientMotionSystem: flat carpet props excluded from the flora cache
  entirely — no tilt even from rustle.
- Flower density thinned deterministically: Flowers_Flat keep 40%,
  Wildflowers/Sunflowers keep 50%, center (r<13) thinned harder (x0.6) —
  17/38 drifts off; play/build area reads clear, flowers become ring accents.

Console clean; sway/rustle knobs remain live-tunable in the scene.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 23:12:34 -07:00
kronic 2fc5ae9a10 World: ground bundle — macro-blend ground materials, per-room dressing scatter, biome ground tint, base flora + worn paths
Phase 1.5b ground bundle (operator: "the ground is very plain"):
- Ground materials rebuilt: Grass/Sand base maps at real tiling (22x/26x, was a
  2x smear across 90-130u) + Synty normal maps + a generated 0.5-centered macro
  noise detail texture (LINEAR import — sRGB detail mul2x darkens 2.3x) with
  baked rim vignette. Meadow ground moved OFF the shared Synty asset onto
  project-owned Mat_Ground_Meadow.
- WorldAtmosphereSystem: per-room-biome ground tint on the expedition quads via
  MaterialPropertyBlock (Meadow green / Cavern blue / Blight purple; Arid sand
  default), lerped alongside the existing fog/ambient palettes.
- RoomDressingSystem + RoomDressingConfig (new, client-only observe-only):
  26 biome-flavoured cosmetic props per room, scattered inside the room's ACTUAL
  shape (same RoomLayoutMath authority as the server, distinct 0xD2E55 hash
  stream), deterministic from the replicated run seed, torn down with the room,
  colliders stripped. 47 curated prefab refs wired in Game.unity (build-safe).
- Base: 357 curated flora props re-enabled (bushes/wildflowers/grass clumps;
  buildings/pond/FX stay parked) + generated worn-dirt paths storage->warpgate
  and storage->base gate.

Live-verified: dressing 26/26 inside x[981,1023] z[-11,12] y=0, 11 varieties,
0 colliders; teardown on run end; Meadow tint converged to exact target; 470
EditMode green; console clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 22:47:44 -07:00
kronic eb7f572168 Fix: barrel fuse shows its blast radius + burns ~1.5s (was 0.6s)
Operator feel report: the explosion radius was unreadable and the fuse
too short to react to. Two changes:

- Tuning.BarrelFuseTicks 36 -> 90 (~1.5s): long enough to READ the
  danger and walk out, and better for baiting enemies onto a lit
  barrel.
- WorldFeedbackSystem draws a pulsing ground DISC at exactly
  Tuning.BarrelExplodeRadius under every lit fuse (keyed on the same
  replicated Remaining=0-on-a-live-barrel cue as the boom split; one
  shared pulsing material; removed via the existing prune path).

Verified live: disc appeared 0.07s after the pop (first fuse
snapshot), persisted to the boom at 1.54s, scale read exactly 3.25 =
the true detonation radius; 470/470 EditMode; console clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 17:13:13 -07:00
kronic cd607ae156 Hazard: exploding barrels — fused explosive clutter, friendly-fire bait
Phase 1.5 environmental hazard v1 (design-review wf_2cb10454-fdf: 13
findings confirmed + folded; Build Spec in the vault). ~25% of room
clutter seeds as EXPLOSIVE (Variant 3 on the existing replicated byte
- zero new GhostFields/prefabs/RPCs).

The FUSE is the review's fold - one mechanism closes both HIGHs:
- Pop sites (projectile sweep + isServer-gated melee harvest) do NOT
  destroy an explosive: they zero the replicated Remaining + add a
  server-only BarrelFuse (~36 ticks). The client sees Remaining=0 on a
  still-alive barrel across snapshots -> unambiguous fuse cue, and
  booms at despawn ONLY when cached Remaining<=0 - a teardown despawn
  carries Remaining>0, so portal-advance teardowns can never fire
  false booms (HIGH #1).
- HazardExplosionSystem (server, plain group, presence-gated on
  BarrelFuse, never lifecycle-gated) detonates at ExplodeTick: radius
  damage to LIVING enemies AND players (boss-slam player filter
  verbatim; friendly fire = the bait mechanic), SourceTick stamped at
  detonation = the authoring moment (HIGH #2: the authored-tick
  contract dash i-frames negate against), SourceNetworkId=-1 (the
  environment convention - a player id would consume Charger
  whiff-punish windows). Fuse rides the RoomTag'd barrel -> teardown
  cleans lit barrels free.
- Lit barrels are unhittable at both snapshot sites (no double-pop).
- Client: WorldFeedback caches Variant -> boom-vs-puff split (big
  burst + light flash + boom SFX vs the old puff); DynamicLightSystem
  gives Variant-3 barrels a red danger glow that STROBES once fused.

Verified: 470/470 EditMode (4 new: fused pop instead of destroy +
unhittable, both-sides damage w/ -1 source + authored tick, dead-player
+ radius filters, unelapsed-fuse inert); live smoke - seeded 3/8
explosive, real-sweep pop, CLIENT observed the fuse cue on the live
ghost, pinned bait enemy took exactly 26 (30->4), walk-out escape
confirmed; console clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 19:41:47 -07:00
kronic a335ca3f21 Feel: attack distinctness — per-kind telegraph colours, windup voices, spit light
Every enemy kind now has a unique read on the existing replicated
state (client-only, zero netcode):

- Telegraph COLOURS per EnemyTelegraph.Kind: grunt orange, charger
  crimson (boss shares it - shapes already differ: cone/wedge/ring),
  spitter toxic-green lane, swarmer yellow. Shapes were already
  per-kind; they all rendered the same HDR red.
- Windup VOICES at the onset edge (the existing _prevWindup edge +
  strike-beep distance gate): grunt low thud, charger rising roar,
  spitter wet hiss, swarmer chitter - kinds read by EAR before the
  telegraph ramps.
- Projectile light colour by ownership in DynamicLightSystem: owned
  shots stay player-cyan, un-owned (Spitter spit) glows toxic green
  (EnemyProjectileColor knob).

Verified live: 12 s combat histogram shows zones rendering with
EnemyDanger_K0 (grunt) + EnemyDanger_K1 (charger) materials keyed to
real windups (screenshot); 466/466 EditMode; console clean. Remaining
distinctness depth (per-kind anim clips, creature locomotion) rides
the parallel Blender workstream.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 23:17:43 -07:00
kronic 90d4bed381 Feel: ambient motion layer + art look locked (clean dark-Synty, pixel OFF)
Art look LOCKED by the operator from the artlook_* side-by-sides:
clean dark-Synty; PixelOutline._MasterEnabled=0 shipped (feature stays
dev-toggleable via F3; other fullscreen effects remain backlog).

New AmbientMotionSystem (client-only PresentationSystemGroup, the
"world alive" anti-static beat, zero netcode):
- per-biome DRIFT particles from one world-space emitter following the
  camera (meadow motes / arid wind-blown dust / cavern motes / blight
  spores; palette keys on camera-X region + replicated room biome,
  mirroring WorldAtmosphereSystem's switch)
- idle SWAY on the ACTIVE cosmetic flora prop roots near the camera
  (LOD children follow the root; probed: none static-batched)
- walk-through RUSTLE: flora brushed by the local player
  (GhostOwnerIsLocal idiom) gets a decaying energy shake
Rotations write around a cached base (lossless when toggled off);
knobs in AmbientMotionConfig (scene object, code defaults when absent).

Verified live: drift palettes exact in both regions (meadow
0.62/0.85/0.60 -> arid 0.85/0.68/0.45 on region cross), flora beside
the player rocked (0,0)->(-4.0,+5.0) deg within the rustle+sway
envelope, 466/466 EditMode, console clean. Discovery for follow-up:
the BASE biome's flora props are authored INACTIVE (84 bushes etc.) -
the base has no sway targets until some are re-enabled.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 21:01:14 -07:00
kronic 414f9ff62a Feel: Phase 1.5 lighting/atmosphere pass — dark ambient + dynamic lights
Dark-ambient, dynamic-light-first look (RoR2/Death Scourges reference),
built filter-agnostic so the pixel style composes on top:

- New DynamicLightSystem (client-only, PresentationSystemGroup): pooled
  point lights follow projectile ghosts; pulsing portal light during
  RoomExplore (same ExpeditionPortalPos authority as the beacon); soft
  resource-node glow that fades with harvest-shrink; short impact
  FLASHES fed by CombatFeedbackSystem's burst funnel (EmitColored +
  SpawnVfx -> RequestFlash). Knobs in DynamicLightConfig (scene object,
  code defaults when absent).
- Atmosphere darkened: WorldAtmosphereConfig/System palettes moved to
  the dark set (base cool dusk, arid burnt dusk, per-room biome consts
  darkened); scene fog switched Linear -> ExponentialSquared (the
  system's per-region DENSITY writes were dead in Linear mode);
  trilight ambient lowered; directional 1.9 -> 1.05 slightly warm.
- 6 landmark mood lights (warpgate cyan, artefact violet x2, survey
  camp warm x2, cabin warm); URP additional-lights-per-object 4 -> 8
  (was starving the existing Aether lights).
- Art-look gate material: Assets/Screenshots/artlook_{base,room}_
  pixel{ON,OFF}.png over the lit scene.

Verified: lights live in Play (20 static at base incl. new landmarks;
pooled dynamics active in-room: node glows + impact flashes), fog/
ambient values confirmed live, 466/466 EditMode, console clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 20:37:50 -07:00
kronic 813c829420 Hygiene B4d: PlayerResolve dedup + explicit Temp-ECB Dispose tail
- New Server/PlayerResolve.TryResolve single-sources the RPC
  SourceConnection -> NetworkId -> conn->player map resolve (3 sites:
  ClassSelectReceive, PrepPurchase, DebugCommandReceive); EntityManager
  reads keep it source-gen-safe from Bursted receivers.
- ecb.Dispose() after Playback in 9 Temp-ECB systems (explicit-lifetime
  hygiene).
- The TuningConfig.GetOrDefault(ref state) variant of this tail was
  REVERTED: state.GetEntityQuery in OnUpdate trips the Entities
  "creates a query during OnUpdate" diagnostic per system per world
  (caught in Play smoke) - the SystemAPI.TryGetSingleton idiom is
  already source-gen-optimal, confirming the original B4 deferral.

Verified: 466/466 EditMode green on the final tree, console clean,
Play smoke 0 errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 12:39:55 -07:00
kronic e27a495530 Hygiene B6b: convert leaky-world tests + HudSystem cosmetics
- 10 EditMode files: every bare trailing world.Dispose() now inside using(world){} (single-world) or a [TearDown]+List<World> (the multi-world reject-matrix tests in BoonApplyTests/RouteSelectSystemTests) — an assertion failure can no longer leak the World and mask the true first failure. No test logic changed.
- HudSystem: collapse the blank-line run before the class close; trim the extracted route-map clause from the READY-panel comment.

466/466 EditMode tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-08 21:06:33 -07:00
kronic 6379f5d897 Hygiene B5: split HudSystem + CombatFeedbackSystem god-objects
Extract 7 sibling PresentationSystemGroup systems (client-only, observe-only), faithfully relocating methods+fields so behavior is preserved by construction:
- HudSystem (2129->1588L): BoonModalHudSystem, RouteMapHudSystem, MetaShopHudSystem, ClassPrepPortalHudSystem — each owns its own runtime UIDocument (MenuUi.LoadPanelSettings + own sortingOrder + EnsureEventSystem), the proven EnemyMarkerSystem/OnboardingSystem pattern; no shared root, no new static bridge.
- CombatFeedbackSystem (1300->914L): RoomPortalBeaconSystem, EnemyHealthBarSystem, EnemyDangerTelegraphSystem — each owns its FX-root + mats (via FeedbackFx), self-queries enemies + self-detects its edge (health-bar LastHp; danger _prevWindup), prunes its caches each frame.

Verified: compiles clean (0 errors), 466/466 EditMode tests pass, Play world-creation clean (no ComponentSystemSorter cycle, no OnCreate exception, 0 console errors). NOTE: the final VISUAL smoke (panels appear at the right lifecycle; enemy health bars / danger telegraphs / portal beacon render; buttons live) needs a FOCUSED Play pass — the play-mode transition throttles while Unity is unfocused, so I could not drive live frames headlessly.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-08 14:00:55 -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 52eda31360 Hygiene B4a: extract shared FeedbackFx (dedup 4 procedural-FX copies)
New FeedbackFx static (MakeClip/MakeParticleMaterial/MakeBurst/PlayClip/EmitTinted/EmitAt); the 3 *FeedbackSystem copies + AmbientAudio.MakeSting now route through it via 'using static'. MakeBurst takes the FX-root + the per-use gravity/radius/sizeTail that were the only diffs between copies; MakeClip folds in noise + decay. Behaviour-identical by construction (every particle/clip param preserved exactly).

459/459 EditMode tests pass; compiles clean. VFX are presentation-only (no EditMode coverage) -> wants a Play-mode smoke to eyeball hit/death/harvest/structure bursts.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-08 12:59:05 -07:00
kronic d0dcdf36c4 Docs: fix 2 dead-symbol leftovers found by verification round
- CycleDirectorSpawnSystem: drop the dangling <see cref="CyclePhase.ExpeditionTicks"/> (deleted const in B2) -> plain 'initial phase delay'.
- BuildSendSystem: remove the stale '(Conveyor uses s_ConveyorDir for facing)' comment (field + hotkey deleted in B2).

Comment-only; 459/459 EditMode tests pass. Adversarial verification round (2 agents over the full diff) found no behavior regressions and no false-confidence tests.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-08 00:04:01 -07:00
kronic 7460ab9d1c Docs: hygiene sweep — stale/misattributed doc-comments + CLAUDE.md example
- Repoint CLAUDE.md testing example from the deleted HeartbeatSystemTests to HealthApplyDamageSystemTests.
- Stale deleted-system refs: ResourceFieldSpawner/ClutterFieldSpawner(+Authoring) now cite RoomFieldSystem (was ExpeditionFieldSystem); BuildPlaceRequest drops the deleted RegionTransitRequest from its 'mirrors' list.
- Stale package version: 'Netcode 1.13.2' -> 'Netcode 1.x' in ProjectileClassificationSystem + BuildPlaceRequest.
- WorldCollisionComponents: remove the duplicated EnvironmentMask summary line; FeelConfig: fix the mangled 'is hitmap)' sentence.

Comment/doc only; compiles clean.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:54:44 -07:00
kronic ba303e5fd0 Hygiene B3: single-sourcing & magic-number consolidation
- StructureCatalogAuthoring: WallCostOre -> WallCostBiomass (it bakes a Biomass cost; [FormerlySerializedAs] preserves the scene value).
- Harvester/Fabricator authoring: resource-id byte defaults reference ResourceId.Ore/.Charge instead of magic 2/4.
- RegionMath.RegionBoundaryX (= ExpeditionOffsetX*0.5) single-sources the region-flip X used by HudSystem + OnboardingSystem (was 500f in 3 places).
- CharacterComponent.DefaultGroundedSharpness single-sources the CC sharpness 15f (GetDefault, DashSystem, PlayerDeathStateSystem, PlayerCharacterAuthoring).
- InventorySlot [InternalBufferCapacity] references Tuning.InventoryMaxSlots.
- ConnectionMode enum -> byte-const class (project convention; removes the latent enum-in-Burst trap); field + one Seed() param become byte.
- Tuning.ChargerWindupTicks single-sources the Charger telegraph windup (EnemyBaker + TuningConfig.Defaults; was a bare 30 that could drift).
- (TicksPerSecond deliberately NOT added: no seconds->ticks conversion site exists; the tick-count fields are per-authoring designer tunables, so a const would be unreferenced.)

451/451 EditMode tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:29:43 -07:00
kronic 589e712db3 Hygiene B2: dead-code removal
Delete (unreferenced in any scene, per operator decision):
- TrainingDummy* chain (authoring/spawner/system/components/prefab) + UpgradePickup* chain (authoring/spawner/systems/components/prefab); remove TrainingDummyTag from the 3 live combat queries (AbilityFire/Melee/HealthApplyDamage now key on EnemyTag) and repoint HealthApplyDamageSystemTests to EnemyTag.
- Dead RPC RegionTransitSystem + RegionTransitRequest (no sender, ungated) + its test.
- Heartbeat + HeartbeatSystem (no WorldSystemFilter, ran no-op every tick) + its test.
- BuildSendSystem dead conveyor/pylon dev hooks (s_ConveyorDir, [/] rotation, Place{Pylon,Harvester,Conveyor} statics).
- Deprecated CyclePhase alias consts (Expedition/Defend/Build/*Ticks); repoint WaveSystemTests to Siege/Calm.
- Unread FeelConfig fields (HitFlashDurationMs, RumbleHeavy) + dangling HudUi doc-comments + stale crefs.

451/451 EditMode tests pass. CLAUDE.md HeartbeatSystemTests example ref to be repointed in B7.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:16:53 -07:00
kronic a4b6bb9dfe Console noise purge: deprecated-API fixes + PixelArtDevControls legacy-Input exception
MenuUi FindAnyObjectByType; GA prefabAssetPath->assetPath x2; Synty sample
FindObjectsByType overload; dead death_b field removed. Real bug caught by
the sweep: the F3 pixel-art toggle used legacy Input.GetKeyDown under
Input System-only handling -> InvalidOperationException every frame in Play.
Suite green (455).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 22:00:16 -07:00
kronic 8baf98622f Phase 1.5 stabilize: restore swallowed [RuntimeInitializeOnLoadMethod] - harvest feedback slice was silently dead
The 07-07 knob edit to WorldFeelConfig replaced the attribute line above
ResetDefaults(), so Enabled/ChipBurstCount/Node* all stayed C# defaults and
NodeFeedbackSystem + WorldFeedbackSystem chips/SFX/micro-punch never ran.
Live-verified: root PTM 0.783 -> child LTW 1.723 (= 2.2 x 0.783), 455/455.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 21:38:09 -07:00
kronic cc2e7ad95e Polishes 2026-07-07 20:51:18 -07:00
kronic eeaf8a4247 Pronounced combat animation: 3-swing sword combo, per-class specials, sword in hand
BLENDER (5 new/re-authored clips, all full-body, mirrored-left-arm axes
FIXED - Synty L shoulders mirror X/twist vs R, verified by axis probes):
- A_Swing_R2L / A_Swing_L2R (0.47s): horizontal slash + backhand with real
  anticipation (torso wound 25 deg), 2-frame strikes, follow-through past
  the target.
- A_Swing_Finisher (0.60s): overhead crash with a crouch drop into impact.
- A_Special_Slam (0.53s): two-handed ground slam - the Warrior cone finally
  LOOKS like a cone attack.
- A_Fire_OneHand re-authored punchier (cock -> full-extension thrust with
  torso commit -> recoil kick).
Export lesson: Blender 4.4 slotted actions - reassigning animation_data.
action does NOT bind the slot; force animation_data.action_slot before
export/render or you bake a stale pose.

CONTROLLER: MeleeSwing (one clip for everything) replaced by Swing1/2/3
keyed on new ComboStep int param (replicated MeleeCombo.Step); Fire gated
!IsCone (Ranger shot), new SpecialSlam state on IsFiring+IsCone (Warrior).

DRIVE SYSTEM: writes ComboStep from the replicated combo step and IsCone
from the replicated AbilityRef -> AbilityDatabase blob archetype (works for
remote teammates too).

SWORD: SM_Wep_Sword_01 (SciFiSpace - same pack/atlas as the soldier) as a
mesh-sub-asset child of Hand_R, grip rot (90,0,0) tuned live against the
running entity. Required RigDefinitionAuthoring boneEntityStrippingMode
Automatic -> None so the hand bone entity exists + is posed (stripped bones
never animate attachments). Play-verified: the energy blade rides the fist.

456/456 EditMode.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 21:18:07 -07:00
kronic b7db292987 Blender-authored clips: real death fall, fire thrust, dash lean, hit-react (Phase 1 anim triage)
Four clips authored programmatically in Blender on the PolygonSyntyCharacter
skeleton (full-body keys per pose, numeric world-space verification of the
fall: hips 0.88->0.14m) and exported per-action FBX (Key All Bones, Force
Start/End Keying, FBX Units Scale). Imported as HUMANOID - the project's
pipeline is Human rigs (CharactersAvatar isHuman=true; CLAUDE.md's 'Generic'
note was stale), so muscle-space retargeting plays these on the player AND
every monster rig with zero bone-path matching. CopyFromOther failed on the
Blender-added 'Armature' node (hierarchy mismatch) -> CreateFromThisModel;
root motion fully baked into pose (the CC owns the transform).

- A_Death_FallBack (0.90s = exactly the 54-tick corpse window): recoil ->
  fall -> flat on the back -> settle. Wired as the Death state on BOTH
  controllers, replacing the crouch-idle placeholder.
- A_Fire_OneHand (0.4s): new IsFiring param + Fire state on the player
  controller; PlayerAnimationDriveSystem routes FireActive to it (melee owns
  IsAttacking again).
- A_Dash_Lean (0.33s): new IsDashing param + Dash state; driven from the
  local player's predicted DashState window (not replicated -> remotes skip).
- A_HitReact (0.27s): imported + avatar'd, wiring deferred (needs a
  replicated hit-tick source; body flash covers the read today).

456/456 EditMode; Play-validated: forced IsDead renders the soldier flat on
the ground in-game (Blender->FBX->Humanoid->Rukhanka chain proven), Fire
state enters and plays; console clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:44:21 -07:00
kronic ea108e48e4 Phase 1 B1/B2/B4-B7: separation, poise, boss lunge, party HP scale, run-failed banner, fire anim
B1 SEPARATION: pairwise soft-collision pass INSIDE EnemyAISystem (sole
enemy-Position writer preserved; O(n^2) fine at MaxAlive<=14). Knocked/
lunging enemies keep committed motion but still push neighbours; the boss is
never pushed; enemies yield a small personal radius around players (below
melee range per review B1-1); displacement goes through the swept move so
nothing shoves through walls. SeparationMaxSpeed = live knob.

B2 POISE: the windup-cancel lived in the knockback CONTINUE branches (grunt/
charger/spitter). Threshold on the EXISTING KnockbackState.Speed channel:
light melee (6) nudges without interrupting; the finisher (10.8) and cone
(8) stagger as before. StaggerKnockbackSpeed = live knob (default 7).

B4 BOSS LUNGE: a telegraphed gap-closer on its own cooldown when the target
sits outside slam reach (repositioning - the slam stays the damage beat).
BossState.PendingAttack (server-only byte) disambiguates the shared windup
elapse (review-confirmed: naive reuse would SLAM on a lunge elapse);
LungeState.UntilTick spans windup+travel so the existing IsLunging ghost bit
replicates the tell, and the client draws a travel wedge instead of the slam
ring while it is set.

B5 PARTY HP SCALE: boss Health x(1 + 0.75/extra LIVING expedition player) at
spawn (not RunParticipant - dead-respawned members park at base). Max is a
GhostField so the bar stays truthful.

B6 RUN-FAILED BANNER: silent wipes used to land players home with zero
explanation. Client detects the (in-run)->Staging edge with a launch-cached
Charge (NEVER Returning - a 1-tick transient that precedes the bank by a
tick) and shows EXPEDITION FAILED for 6 s.

B7 FIRE ANIM: the class ability finally moves the body - a stateless window
from replicated AbilityCooldown.NextFireTick minus derived CooldownTicks
(works for predicted local + interpolated remotes, no cached edges).

456/456 EditMode; live Play smoke: launch -> 5 kills credit the room clear
through the corpse window -> boon window opens -> corpses expire clean, no
exceptions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 18:50:49 -07:00
kronic 3836e9c842 Phase 1 B3: enemies die with a corpse window instead of popping out of existence
Server: HealthApplyDamageSystem marks EnemyTag Dying{UntilTick} (TickUtil.
NonZero, ~54 ticks) on the lethal 0-crossing instead of instant destroy,
zeroes every live cue (replicated AttackWindup, LungeState + IsLunging bit,
KnockbackState), destroys on expiry; plain-world tests keep instant destroy
(no NetworkTime) so the suite's assertions stay meaningful.

Every consumer now ignores corpses (all confirmed entity-count/unfiltered by
the design review): EnemyAISystem all 4 passes, BossAISystem brain + summon
cap, RoomEnemyDirector room-clear + MaxAlive fit, WaveSystem cap + cleared,
CyclePhaseSystem breach wipe + DefendCleared, ThreatDirector timeout cull,
TurretFire targeting, CoreDamage drain, ProjectileDamage snapshot (corpses
are not shields), AbilityFire auto-aim candidates, debug cull + telemetry.
Wipe passes skip Dying to avoid cross-ECB double-destroys.

Client: EnemyAnimationDriveSystem finally drives the controller's IsDead
param (Health.Current<=0 is the replicated death read; corpse locomotion
zeroed); CombatFeedbackSystem moves the kill CRUNCH to the 0-crossing (the
prune-edge timing would land it ~1 s late) - the prune keeps a small
dissolve puff for corpses and the legacy full read for alive-vanish culls.

456/456 EditMode.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 18:34:12 -07:00
kronic a482a9c4ed Phase 1 A/C/D: void room fixed, authored portal + spawn FX, verbs finally taught
SLICE A - rooms become places: ExpeditionBiome duplicated to sub-slot 1
(X+1500) - ground, 205 decor children, rim cliffs, ambience; collider ring +
3 landmark colliders duplicated in the subscene; NEW in-room cover at BOTH
slots (4 collidable rocks each: Environment-layer box colliders in the
subscene + matching Synty rock meshes in Game.unity, placed clear of the
landing point, portal spot, spawn ring and boss spawn). Half of all rooms
previously played on a literal void.

SLICE C - owned FX wired: VFXConfig gains Portal + EnemySpawn slots
(FX_Portal_Round_01 / FX_Dust_Big_01 from PolygonParticleFX); the portal
beacon prefers the authored effect (procedural pillar stays as fallback);
enemies get a spawn-emerge cue on the ghost add-edge (primed-scan guard
skips the connect flood).

SLICE D (teaching) - the two undiscoverable verbs are now taught: dash on
the Move step, class ability + attack on the Rooms step (scheme-aware
glyphs); How-to-Play Controls adds Class ability + Dash rows and fixes the
wrong RT glyph; Loop step 1 mentions class pick + prep; the stale '50
starting Ore' now interpolates Tuning.StartingOre.

456/456 EditMode.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 12:45:25 -07:00
kronic 7c1fee097e Phase 0 stabilize: lifecycle-aware banner, RoomExplore location line, grounded crate + beacon, tamed beacon HDR
- The center-top phase banner read the CyclePhase label ("AT BASE") inside
  expedition rooms - now shows ON EXPEDITION whenever a run is past Staging.
- The location-line switch had no RoomExplore case, so "choose your boon"
  stuck through the whole loot window - added the portal-steer line.
- Storage crate floated 1u: GridOrigin.y=1 is the CC capsule-CENTER plane;
  CellToWorld returns it, and the crate's mesh pivot is at its base (Turret/
  Wall pivots are centered, which is why structures look grounded). The
  container now sits on the terrain; same grounding for the portal beacon,
  whose pos.y was the capsule plane too.
- Beacon HDR 2.6/3.4 bloomed into a white egg that swallowed the prompt -
  tamed to 1.2/1.55 + slimmed the pillar.

456/456 EditMode before and after; Play smoke: crate at y=0, banner correct
at Staging.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 12:26:19 -07:00
kronic 274cf3b791 Portal made visible: cyan beacon pillar + always-on RoomExplore steer prompt (DR-046 follow-up)
The room-exit portal was invisible in the first playtest - players loitered
out the 30s ExploreGrace timeout. Adds RegionMath.ExpeditionPortalPos as the
single client-derivable portal-position authority (HUD prompt + beacon can't
drift), a pooled breathing HDR pillar in CombatFeedbackSystem shown only
during RoomExplore, and an in-range/out-of-range two-stage prompt.

Also repairs the comment-swallowed _portalMat initialization (NRE in
OnStartRunning killed ALL combat feedback each session and auto-paused the
editor via Error Pause). 456/456 EditMode.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 12:20:04 -07:00
kronic 304ee8c2a7 Base<->Expedition ties: portal rooms, class-at-base, prep spend + Health.Max, C3/C4/Spitter (DR-046)
Portal-gated rooms: new RunLifecycle.RoomExplore loot window; room+nodes
persist past the last kill; PortalInteractRequest -> server-only PortalCommand
advances (client derives the portal pos). RunDirectorSystem moves teardown off
the InRoom edge, relocates the boss-branch/route-gate into the RoomExplore exit,
and advances an empty expedition immediately (incl. a boss clear).

Class-at-base via a shared ClassSwapUtil (meta-band strip + per-class
MetaTierState replay, so the base RPC and the dev SetClass can't drift);
ClassSelectRequest Staging-gated. Per-run PREP buffs (PrepPurchaseRequest,
PrepCatalog): once-per-run == the row's prep StatModifier band is present,
TotalOf-before-Withdraw atomic, stripped on Returning beside the boon band.

Health.Max promoted to [GhostField] (the one ghost-hash re-bake) so the boss +
floating enemy HP bars read it directly. Feel: melee cone connect-thunk (C3),
hit-stop throttle so a horde wipe can't stutter (C4), Spitter cornered-hold.

456/456 EditMode; two adversarial reviews (pre-code 13-confirmed folded;
post-impl clean bar the RoomExplore boss-clear dead-time, fixed).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 10:37:24 -07:00
kronic ab657fa578 Onboarding + loop flow for a hands-off demo; GoalTarget 4->2
Lap-1 Fabricator affordable (StartingOre 50->90); mine prompt shows IN the room;
Return no longer false-completes on death (WasOnExpedition latch + soft timeout,
never the 1-tick Returning edge); HUD keeps room/siege/ammo cues during combat
steps; Welcome needs an explicit confirm; READY panel shows FINAL DEFENSE when
goal-full; dev Force-Each-Launch hidden from public Settings. GoalProgress.Target
4->2 (~10-20 min demo). Onboarding tests updated to the new contracts (456/456).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 20:21:42 -07:00
kronic 43d7cca2f8 Combat feel: correct boss bar, player hit-flash, dash-to-move, finisher hit-stop
Boss bar reconstructs the true max client-side (Health.Max unreplicated) via
Kind==Charger + expedition-pos filter; boss slam telegraph = a full ground ring
at BossSlamRadius; IsAttacking OR's IsLunging. Player body flash on hurt (distinct
red, jitter-safe threshold). Dash toward movement input when moving else facing.
Warrior cone: muzzle-cue suppressed (cone arc is its cue). Minimal finisher-only
hit-stop (PrototypeCameraRig.Hold, behind FeelConfig flag; never Time.timeScale).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 20:21:32 -07:00
kronic c6b7890212 Polishes 2026-07-04 16:57:40 -07:00
kronic 16e396841e Run Re-Do 2026-07-02 20:41:43 -07:00
Luis Gonzalez 86575dd5bc Fix co-op join disconnect: gate client go-in-game on subscene load
A remote/cold client added NetworkStreamInGame the instant it got a
NetworkId, before the gameplay subscene's ghost prefabs finished
streaming. The server's first ghost snapshot then hit a client that
couldn't resolve those prefabs -> "ghost ... ENTITY_NOT_FOUND" ->
forced disconnect ("nothing loads"). On loopback / fast LAN the
go-in-game handshake beats the ~0.4s entity-subscene stream. The host
never hit it (it shares the server's loaded subscene); every remote
join did -- MPPM virtual players and real networked clients alike.

GoInGameClientSystem now gates full-client go-in-game on the gameplay
subscene being loaded (HasSingleton<PlayerSpawner>); thin clients skip
the gate. Verified cross-process in a standalone build over loopback:
join ghost-prefab errors 15->0, disconnects 1->0, client stays
connected and resolves all server ghosts.

Also adds a -mhost / -mjoin <ip> command-line hook to MainMenuController
for headless co-op testing (drives WorldLauncher.StartSession, no UI).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 20:07:27 -07:00
Luis Gonzalez 29e90a5008 First-run onboarding: contextual coach-marks + How-to-Play card + dev replay toggle
Teaches the deep, interlocking loop — especially the inverted win condition
(you win by CLEARING EXPEDITIONS, not by surviving base sieges; DR-042/DR-043).

- OnboardingSystem: client-only observe-only PresentationSystemGroup overlay
  (own UIDocument @ sortingOrder 60), soft-gated 10-beat coach-mark sequence
  with a world-space ▶ pointer; never mutates sim / never destroys a ghost.
- OnboardingStepMath: pure, unit-tested step machine (snapshot + IsSatisfied +
  scheme-aware prompts + pointer kinds + persisted-mask helpers).
- HowToPlayPanel: tabbed reference card (Controls / The Loop / Build / Threats /
  Win-Lose), reachable from the main menu and the pause overlay.
- Per-client client-local state in GameSettings (TutorialHints + OnboardingMask
  bitmask, additive) — a Join client keeps its own; a host save-wipe never
  re-teaches. Settings toggle + menu "Replay Tutorial".
- Dev "Force Each Launch" toggle (GameSettings.ForceOnboardingEachLaunch):
  SettingsService.Boot wipes the mask + forces hints on in-memory every launch
  so the tutorial always replays fresh.
- HudSystem suppresses its own location hint while onboarding is active
  (single prompt voice), via OnboardingState + [UpdateAfter(OnboardingSystem)].

Validated green: 20/20 EditMode; Play smoke confirmed overlay render, clean
U+25B6 pointer glyph, no system sort-cycle, and the force-wipe end-to-end.

Docs: DR-043 + session log; reusable lesson archived in the build-gotchas note.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 14:18:22 -07:00
kronic 8f96b520d6 Deferred feel items: true enemy body hit-flash, co-op remote swing arcs, near-impact strike beep
Clears the three follow-ups deferred by the combat-overhaul pass (c3b53cef2) + the
DR-041 "needs its own ShaderGraph slice" note. All client-only, observe-only presentation
(PresentationSystemGroup; no sim mutation, no [GhostField], no server work).

- Item 1: EnemyHitFlashSystem flashes the ACTUAL enemy body by driving the stock
  Entities-Graphics URPMaterialPropertyBaseColor override on the Rukhanka render-entity
  LEG children (root has no MaterialMeshInfo) -- NO ShaderGraph edit, no new component type.
  Lerp white->BodyFlashColor on a Health-decrease edge, decay back to white. Verified on
  screen (the AnimatedLitShader honors the per-instance _BaseColor override).
- Item 2: per-remote-player slash-arc pool in CombatFeedbackSystem, edge-detected from the
  replicated MeleeCombo on interpolated teammates (.WithDisabled<GhostOwnerIsLocal>());
  BuildSlashMesh -> BuildSlashInto(mesh,...) refactor; local player keeps _slashMr.
- Item 3: once-per-windup near-impact strike beep folded into the danger-cone loop, gated
  to a resolved local player.
- 9 new FeelConfig knobs (+ ResetDefaults).

390/390 EditMode, clean compile, zero Play exceptions. 3-lens adversarial review
(wf_8a998c6c-af9) -- no critical/major; fixed 4 minors: spurious beep at base origin before
the local player resolves, frozen tint if BodyFlashEnabled toggles off mid-flash, render-child
capture with no recovery, OnDestroy GO symmetry.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 10:51:58 -07:00
kronic c3b53cef28 Combat feel pass: enemy hit-flash, melee connect cue, kill pop, gamepad rumble, footsteps, damage-number tiering
Implements the "what's missing" feel backlog from the combat overhaul investigation (wf_c6c87dc5-9c3). All
client-only, observe-only (PresentationSystemGroup), no sim/netcode change, rollback-safe; new FeelConfig knobs
default-stamped on play-enter.

- ENEMY HIT-FLASH (#1 missing): on the enemy Health-decrease edge, a bright body-scaled particle puff in the
  previously-unused FeelConfig.HitFlashColor (via a new EmitColored helper using per-emit startColor) -- the staple
  "I connected" read. (A true material body-flash needs an AnimatedLitShader emission property + Entities Graphics
  MaterialProperty; the puff is the asset-free version.)
- MELEE CONNECT-vs-WHIFF: on the local swing, a client-side MeleeConeMath.InCone overlap over the cached enemy
  snapshot -> immediate connect read (brightens the slash arc, hit-spark at the nearest enemy, a meaty low "thunk"
  SFX, extra FOV punch) before the authoritative server spark arrives. Whiffs stay dim.
- KILL POP: a colored flash burst + rumble on enemy death (on top of the existing burst/shake/FOV).
- GAMEPAD RUMBLE: new RumbleUtil (auto-stopping pulse, gamepad-only, stops on focus-loss, reset on play-enter)
  pulsed on local hit-taken / hit-dealt / kill, gated on AimPresentation.Scheme==Gamepad.
- FOOTSTEPS: edge-detect local locomotion from the position delta -> soft step SFX at a cadence while moving.
- DAMAGE-NUMBER TIERING: SpawnNumber scales font + life by hit magnitude (vs HitStopRefDamage) so heavy hits read.

390/390 EditMode, clean compile + Play (no exceptions; per-frame footstep/rumble-tick paths verified). On-screen
feel is the operator's eyes. Deferred (focused follow-ups): true material body hit-flash (ShaderGraph), co-op
remote-swing rendering, near-impact telegraph beep (clip reserved).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 00:09:07 -07:00
kronic ca38c2b16d Melee clarity: the swing-arc now SWEEPS across + ramps per combo step (reads as a directional escalating cleave)
Operator: "the melee ability needs visual clarity, on what it does." The cleave is instant (kept — operator chose
instant + VFX), and the arc already matched the exact cone range/half-angle — but it popped whole then faded
(read as a flash) and all 3 combo steps looked byte-identical.

Client-only, observe-only (PresentationSystemGroup), no sim/netcode change, rollback-safe by construction:
- SWEEP: BuildSlashMesh takes a reveal fraction + sweep sign; UpdateSlash rebuilds the crescent each frame so the
  blade wipes across the arc over the first ~60% of life, then holds + fades. Leading edge is brightest. Sweep
  direction alternates per combo step -> reads as alternating strikes.
- PER-STEP RAMP: TriggerSlash takes step + comboLen; tint/brightness/life ramp per link so the chain visibly
  builds to the warm-HDR finisher (steps were indistinguishable before). Facing is already snapped at the swing
  edge.

Compiles clean, no runtime exceptions (per-frame 33-vert rebuild is negligible). The on-screen feel is the
operator's eyes. Deferred to a feel follow-up (they share the enemy-cache / damage-edge code path): connect-vs-
whiff flash, co-op remote-swing rendering, and enemy hit-flash. Investigation: wf_c6c87dc5-9c3 (melee lane).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 23:13:17 -07:00
kronic 419debad74 DR-042 Phase C (legibility, part 1): expedition objective HUD, Aether button, cold-start seed, Biomass sink, palette declutter
Scoping/design-gated (wf_7c5a555e-136). Fixes "the base reads as inert after Phase A":

- C7b objective readout: new replicated ExpeditionObjective{[GhostField] byte State, short Remaining} on the
  untagged CycleDirector ghost (cross-region safe). Sole writer ZoneEnemyDirectorSystem, written ABOVE its
  early-returns (snapshot-above-early-return) so the HUD never freezes stale. Play-verified it replicates
  server->client.
- C7a gate prompt + C7b HUD readout: HudSystem shows "GO TO THE EXPEDITION GATE" / "EXPEDITION IN PROGRESS - N
  remaining" / "CLEARED - return to claim", below the siege/overrun overrides.
- C6a Aether upgrade button: un-gated BuildSendSystem.UpgradeAbility (was #if UNITY_EDITOR); HudSystem adds a
  MenuUi.Button with live affordability tint (the only Aether sink was U-key only).
- C6c cold-start seed: CycleDirectorSpawnSystem seeds Tuning.StartingOre (50) into the ledger on a NEW game only
  (born-correct, pre-Playback), killing the silent turret-before-fabricator deadlock. Play-verified seededOre=50.
- C6b Biomass sink: Wall cost Ore->Biomass (the dead currency now has a home). Play-verified WallCostRes=Biomass.
- C6d palette declutter: hide dead Pylon/Harvester/Conveyor from the build palette + trimmed their dev hotkeys
  (catalog/prefabs stay baked, code-intact per DR-020).

389/389 EditMode + clean netcode Play smoke (ghost re-hash OK, no exceptions). SaveData stays v5.
C5 (walls block enemies) is the remaining Phase C item, sequenced separately.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 21:18:17 -07:00
kronic 03f778085b Docs: loop re-shape to expedition-driven (DR-042) + consolidate; fix enemy health-bar fill
- DR-042 (new): canonical loop re-shape — win-driver moves from base-siege
  survival to expedition clears; blind scheduled siege retired; base siege
  becomes retaliation consequence. Build order A (coherence) -> B (retaliation)
  -> C (legibility) -> D (Slice 4 persistent meta).
- Backlog/Path_to_Fun/Home reconciled to the expedition-driven direction;
  Slice 3 + Combat Depth marked built.
- DR-036 (END-2) flagged superseded-in-part; DR-034 (END-1) repurposed (Core
  is a consequence, not the win-gate); DR-037 forward-pointer to DR-042.
- CombatFeedbackSystem: fix enemy health bar (sprite-less Filled Image ignored
  fillAmount -> size via anchorMax.x).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 20:07:33 -07:00
kronic e32dadbc66 Slice Combat Depth (MC-3 + wiring + review fixes): Spitter aim-line + player-hit punch, rigged enemies, in-band gate (DR-041)
Completes the Combat Depth slice on top of the MC-2 server spine (56cf60cce):

MC-3 impact juice (client, observe-only):
- 7 FeelConfig fields + ResetDefaults; magnitude-scaled player-dealt-hit camera
  PunchFov on the enemy-Health-decrease edge (camera-only hit-stop, never timeScale).
- Spitter Kind==2 aim-LANE telegraph (BuildLaneMesh) — reads baked SpitterState
  client-side, falls back to a fixed length. True freeze + material flash deferred.

Content / wiring:
- SpitterProjectilePrefabAuthoring (the SpitterProjectilePrefab singleton).
- Both directors rebuilt to a 4-entry KIND-INDEXED roster [Grunt,Charger,Spitter,
  Swarmer] + mix/MaxAlive config + the SpitterProjectileConfig singleton in the subscene.
- Real rigged models: EnemySpitter (re-skinned Kaiju, ranged poker) + EnemySwarmerUndead
  (Undead-Werewolf, fast/low-HP); grunt/charger keep Werewolf/ChargerMuscle. EnemySpit =
  ownerless interpolated ghost (no Health, no collider).

Post-impl adversarial review fixes (wf_febdcfdb-665):
- [MED] in-band fire gate: the Spitter committed its telegraph from ANY range (fired while
  advancing from far). Now commits only when sInBand || sCornered (gives CorneredRange a
  real read site) — a Spitter out-of-band holds fire and repositions.
- [LOW] EnemyProjectileDamageSystem early-returns on !ServerTick.IsValid (sibling parity).
- [LOW] EnemyAuthoring bake-time guard: errors if a prefab composes both Charger+Spitter
  (would match zero AI passes -> never move).
- [LOW] tests: Spitter brain fires from Expedition (kills the Base==0 region false-green);
  a direct partition-exclusion test replaces the order-masked claim; added out-of-band +
  cornered negative tests.

388/388 EditMode green + two Play smokes (clean boot, fire, swept-hit, region, server==
client; rigged Kaiju spitter bakes + fires with zero console errors). Accepted as-is
(documented in DR-041): global spit soft-cap, co-op punch attribution.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-24 21:08:59 -07:00
kronic a74b761363 Dev tool: switch player class (Warrior/Ranger) at runtime for testing
Editor-only class swap via the existing scalar dev-RPC family (new DebugOp.SetClass): F1/F2 keybind (ClassSwitchHotkeySystem), DebugOverlay '- Class -' buttons, and DebugCommandSendSystem.SetWarrior/SetRanger/SetClass statics. Server (DebugCommandReceiveSystem) swaps class in place on the spawned player: strips+re-seeds the ClassTraits StatModifier seeds, swaps the AbilityRef Fire slot, resets the ability cooldown, and heals a LIVING player to the new max (dead players skip the heal so respawn isn't raced). Server-authoritative + prediction-correct (same buffer-mutation path as GrantUpgrade); wire type unchanged so the RpcCollection hash is unaffected.

ClassTraits gains a shared Seeds core (spawn + swap can't drift), ClassSeedCount, IsClassSeed, a DynamicBuffer AppendSeeds overload, and Reapply. +3 EditMode tests (exact-count round-trip, value-equality fold, boundary/foreign-mod preservation); 351/351 green; Warrior<->Ranger round-trip Play-validated (server+client agree).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 21:23:33 -07:00