Commit Graph

6 Commits

Author SHA1 Message Date
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 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 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
kronic adf78570f8 Cleanup: remove legacy IMGUI ConnectionUI + crash-recovery scenes
Delete the NetConnectionUI GameObject from Game/DevSandbox/SampleScene + ConnectionUI.cs (the UITK frontend menu owns Host/Join+IP now); repoint 4 stale doc-comments (GameBootstrap done in commit C; DebugOverlay/ConnectionConfig/EditorAutoHostSystem here) to MainMenuController/WorldLauncher; remove the Assets/_Recovery crash-recovery scenes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:06:01 -07:00
Luis Gonzalez e851d5f8e9 Co-Op Layer 2026-06-01 10:48:18 -07:00
Luis Gonzalez 7fa77ce821 Netcode Bootstrap 2026-05-31 14:27:52 -07:00