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Author SHA1 Message Date
kronic 4cd9b6579d Docs: 2026-07-09 session log — B4d tail settled + collision-fidelity grounding
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 12:41:38 -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 21a4c71413 Hygiene B4c: clean dedup helpers (knockback, bakers, editor rig)
- KnockbackUtil.Stamp: shared knockback-stamp used by AbilityFireSystem + MeleeComboSystem (guard + planar normalize + write; speed passed in).
- BakerStructureExt: AddPlacedStructure/AddDamageable extensions on Baker<T>; rewired Turret/Structure/Harvester/Conveyor/Fabricator bakers (baked data + serialized fields unchanged).
- EnemyPrefabBakeExt.AddEnemyPrefabPool: shared prefab-buffer bake for ZoneEnemyDirector/WaveDirector authoring (fields stay flat — no serialization change).
- Editor AnimRigUtil (HasParam + root-yaw overlay clip) shared by PlayerRigTools/EnemyRigTools; EnemyRigTools.MakeMat now GUID-preserving (CopySerialized over existing) — the composite AnimatorController copy left as-is with a caveat comment.

466/466 EditMode tests pass, 0 warnings.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-08 21:26:23 -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 b48fe5250c Test: BossAISystemTests — cover the previously Play-only boss brain
7 plain-Entities tests: phase-1/2 HP gating, expedition-only targeting (idle on no valid target), telegraphed radial-slam AoE + radius boundary, the B4 lunge-vs-slam windup disambiguation (a lunge elapse must not slam), and knockback immunity. Values pinned to Tuning.Boss* so they track tuning. Closes the last missing-coverage gap from the audit.

466/466 EditMode tests pass (7 new).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-08 13:03:38 -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 be7aa8affd Hygiene B6: test coverage (fixture + missing coverage + guards)
- TestWorld: shared plain-Entities fixture (Make/Make<T>/SetTick reconciling the two SetServerTick variants + Player/Enemy builders). Additive; new tests consume it (40-file migration of existing tests deliberately deferred as pure churn).
- TestAttributeGuardTests: scans *Tests.cs and fails on any parameterless public-void method missing a runner attribute — guards the swallowed-[Test] bug (B0). Confirms the suite has no other dead tests.
- PrepPurchaseSystemTests (6): the previously-untested RPC economy — afford, reject-when-broke, once-per-run, non-Staging reject, unknown-id drop, and DR-014 same-tick atomicity.
- SystemOrderingCycleTests: registers the real run/cycle/combat system set and asserts SortSystems() has no circular dependency (invisible to single-system fixtures; only throws at Play) — also de-risks the B5 splits.

459/459 EditMode tests pass. (BossAISystemTests remains queued — the most complex to author faithfully; the boss stays Play-validated meanwhile.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 23:50:07 -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 b1041003f0 Hygiene B0-B1: correctness & latent traps
- Restore swallowed [Test] on EnemyAIMathTests.SlideVelocity_DegenerateNormal_DeflectsToTangent (dead regression guard for the shipped enemy-stuck-on-cover fix; now runs + passes).
- Extract shared HarvestMath.DepositYield used by ResourceHarvestSystem + MeleeComboSystem; fixes melee mining silently ignoring per-item StackMax (it hard-coded DefaultStackMax) and hoists the melee ledger-buffer fetch out of the per-target loop.
- StatMath.Apply switches on the raw byte (case (byte)ModOp.X) instead of casting to the enum inside the Bursted fold — removes the latent cross-assembly enum-in-Burst ICE trap.
- Add [Min] guards on CycleDirectorAuthoring loss-critical ints (CoreIntegrityMax>=1 so a mis-authored 0 can't bake an instant-loss core; siege sizes >=0).

456/456 EditMode tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 22:53:32 -07:00
kronic 7b64c1caa3 Chore: remove serena MCP completely; gitea auto-push + test-count conventions
Serena dropped from .mcp.json + .serena/ untracked (unused in practice,
flaky on Unity per CLAUDE.md's own caveat); memory stack is now three
layers. Standing auths recorded in the skill: docs auto-commit + auto-push
main->gitea (origin stays ask-first).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 22:00:33 -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 03fb4052e8 Docs: supersession banners on pre-redirect roadmap docs (point to Iteration_2026-07_CoopHades)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 21:50:20 -07:00
kronic a0a2cff264 Docs: workflow consolidation - CLAUDE.md game-state extraction (-2KB, invariants+DR pointers), validation-harness skill ref, docs-commit standing auth
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 21:44:24 -07:00
kronic 5a16acc56d Docs: attribute-swallow root cause + session log; CLAUDE.md gotcha + 6.5 accuracy fixes (net-zero)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 21:38:10 -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 d966813a36 Docs: Phase 1 gate verdict (static/boring world) -> Phase 1.5 World Alive inserted + boons pulled forward to 1.7
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 21:14:03 -07:00
kronic cc2e7ad95e Polishes 2026-07-07 20:51:18 -07:00
kronic d2203c8aa1 Add 3D pixel-art render style (pixelation + depth/normal outlines)
Full-screen URP post effect on the active PC renderer that pixelates the
scene to a fixed low-res grid and draws depth + normal edge-detection
outlines, with color posterization and tone controls, for a stylized
"3D pixel art" look. Runs via Unity's built-in Full Screen Pass feature
(no custom C#); reads camera depth/normals so it applies to DOTS entities
and GameObjects identically.

- PixelOutline.shader/.mat: pixel-snap fill + gamma-space posterize +
  brightness/contrast/saturation + depth/normal outlines. Normal
  threshold tuned high so outlines don't flood small characters.
- PC_Renderer.asset: FullScreenPassRendererFeature (Depth|Normal, after
  post-processing).
- PostFX_Daylight.asset: tonemapping ACES -> Neutral (poppier color).
- Game.unity: brighter base atmosphere (ambient + fog pushed back) and a
  stronger directional key light so the fill reads under the effect.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 22:30:18 -07:00
kronic 401e0a9c02 Docs: round-2 animation session log (swing combo, slam, sword, pipeline traps)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 21:18:54 -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 7350e4dd63 Docs: Blender clip pipeline in session log; CLAUDE.md Humanoid correction (net-zero)
The 'Synty share one Generic skeleton' note was WRONG - the pipeline is
HUMANOID (CharactersAvatar isHuman, muscle-curve clips). Corrected + the
Blender clip recipe added; paid for by archiving Aim-controls, the URP
m_AssetVersion blocker, VolumeProfile persistence, HDRP-convert and the
HudTheme bullets (verbatim in the gotchas archive, 2026-07-06 section).
39,959 bytes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:49:28 -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 192b708b41 Docs: Phase 1 session log — built + validated same session
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 18:52:09 -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 358ac14b06 Docs: Slice B folded design (15 code-verified review findings, hand-synthesized)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 18:19:53 -07:00
kronic 2e5f695522 Phase 1 D: expedition ground receded (project-owned dark sand material)
'sand 1' shipped pure-white BaseColor - the whole desert washed out and
characters/telegraphs sat on a bright field. Project-owned copy
(Mat_Ground_Arid_Dark, 0.72/0.68/0.63) assigned to both room-slot grounds;
the Synty pack asset stays pristine. Clarity doctrine: ground darker +
lower-detail than characters.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 18:16:31 -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 fefd7168ec Docs: Co-op Hades iteration plan + dev-loop session log + tour screenshots
Direction locked 2026-07-06: trunk fixes + full Co-op Hades conversion
(mothball tower-defense, win expedition-side, hub base, mechanic-changer
boons, 2nd ability, node types, 2nd boss, revive), depth folded in now,
Blender at hero-props+decals scope. Evidence: 9-agent analysis workflow +
live play tour (screenshots referenced by the plan doc).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 12:27:05 -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 e6cbba5e25 Docs: DR-046 base<->expedition ties + session log; CLAUDE.md net-zero
DR-046 (portal-gated rooms, class-at-base via shared ClassSwapUtil, per-run
prep spend, Health.Max GhostField, C3/C4/Spitter) + the session log. CLAUDE.md
folds the batch into the core-loop bullet and corrects the now-wrong
'Health.Max unreplicated' line; paid net-zero (40921 B) by archiving the
one-time Rukhanka-samples bullet + trims into the gotchas archive.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 10:37:50 -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 35357faa7a Docs: DR-045 combat demo pass + session log + CLAUDE.md gotchas
DR-045 (real boss, GoalTarget=2, readable-but-fair) + session log. CLAUDE.md:
core-loop demo note (GoalTarget=2, boss kit), source-gen file-using gotcha,
EB-1/2/END-1/2 bullets condensed to DR pointers to stay under the 40KB budget.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 20:21:51 -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 3995af736c Boss becomes a real fight + readable-but-fair enemy threat
BossState (server-only) + BossAISystem: sole mover, seek -> telegraphed
radial slam (AttackWindup) -> phase-2 speed + swarmer summon. Excluded from
the EnemyAISystem Charger pass; knockback-immune at all 3 stamp sites;
arena-anchored spawn; scaled Health/HitRadius/AttackRange. Grunt windup now
commits in its last ~30% (whiffs out-of-range); Charger stagger roots; grunt
speed 4.2->5.2; swarmer telegraph synced. SweptMove + zone-enemy spawn-stamp
extracted to shared helpers. Zero new [GhostField].

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-05 20:21:18 -07:00
313 changed files with 35700 additions and 3063 deletions
+8 -7
View File
@@ -15,7 +15,7 @@ The spine: **size by blast-radius → ground → (design-review) → plan-gate
2. **Plan-approval gate ★.** Phases up to approval are read-only. Code is written only after the operator approves and you call **`ExitPlanMode`**. Self-policed, not harness-enforced. 2. **Plan-approval gate ★.** Phases up to approval are read-only. Code is written only after the operator approves and you call **`ExitPlanMode`**. Self-policed, not harness-enforced.
3. **Doc + memory bookend ★.** Scan the vault/memory at start; update it at end (incl. CLAUDE.md self-maintenance). Protocol → `CLAUDE.md` Memory section + [`references/memory-protocol.md`](references/memory-protocol.md). 3. **Doc + memory bookend ★.** Scan the vault/memory at start; update it at end (incl. CLAUDE.md self-maintenance). Protocol → `CLAUDE.md` Memory section + [`references/memory-protocol.md`](references/memory-protocol.md).
4. **DOTS-correct.** ECS conventions per `CLAUDE.md` + [`references/dots-conventions.md`](references/dots-conventions.md). Any violation found in review is blocking. 4. **DOTS-correct.** ECS conventions per `CLAUDE.md` + [`references/dots-conventions.md`](references/dots-conventions.md). Any violation found in review is blocking.
5. **Commit only when asked.** Gated like the plan — offer + propose grouping in the final report; commit only on explicit "commit"; **never push** unless asked. 5. **Code commits gated; docs commits standing.** Code: offer + propose grouping in the final report; commit only on explicit "commit". **Docs-only changes (vault / CLAUDE.md / skill references) auto-commit at session end** in a logical `Docs:` group — operator standing authorization 2026-07-07. **Push: auto-push `main` to `gitea` after session-end commits** (standing auth 2026-07-07); **`origin` (GitHub) only when asked.**
6. **Operator gates.** Present-forks-don't-auto-decide · no time/effort/deadline estimates · never-silently-defer · tuning-defaults autonomy. See *Operator gates* below. 6. **Operator gates.** Present-forks-don't-auto-decide · no time/effort/deadline estimates · never-silently-defer · tuning-defaults autonomy. See *Operator gates* below.
7. **Path-portable.** Never write machine-specific absolute paths (`/Users/…`, `C:\…`) into the skill, code, docs, or `.mcp.json` — use repo-relative / `${CLAUDE_PROJECT_DIR}`. 7. **Path-portable.** Never write machine-specific absolute paths (`/Users/…`, `C:\…`) into the skill, code, docs, or `.mcp.json` — use repo-relative / `${CLAUDE_PROJECT_DIR}`.
@@ -44,13 +44,13 @@ Pick the track from the *surface touched*, never from a minutes estimate.
### Phase 0 — Pre-flight ### Phase 0 — Pre-flight
1. **Foundation check.** `com.unity.entities`/`com.unity.netcode` in `Packages/packages-lock.json`? If **absent**, STOP — point to the one-time setup task (`Docs/dots-setup-task.md`). Never install/scaffold inline. 1. **Foundation check.** `com.unity.entities`/`com.unity.netcode` in `Packages/packages-lock.json`? If **absent**, STOP — point to the one-time setup task (`Docs/dots-setup-task.md`). Never install/scaffold inline.
2. **Unity ready.** `mcpforunity://editor/state``ready_for_tools`. Not ready / no instance → surface, ask operator to focus Unity. Multiple editors → `mcpforunity://instances` + `set_active_instance`. (An unfocused editor throttles to near-idle and breaks Burst recompiles — ask for focus on heavy build/test/Burst sessions.) 2. **Unity ready.** `mcpforunity://editor/state``ready_for_tools`. Not ready / no instance → surface, ask operator to focus Unity. Multiple editors → `mcpforunity://instances` + `set_active_instance`. (An unfocused editor throttles to near-idle and breaks Burst recompiles — ask for focus on heavy build/test/Burst sessions.)
3. **Memory stack.** Probe `basic-memory` + `serena`; on failure fall back (obsidian-cli + Glob/Grep) and continue. 3. **Memory stack.** Probe `basic-memory`; on failure fall back (obsidian-cli + Glob/Grep) and continue.
4. **Intake gate.** Unclear scope/surface/output → bundle 24 ambiguities into one `AskUserQuestion`. Specific prompt → skip. 4. **Intake gate.** Unclear scope/surface/output → bundle 24 ambiguities into one `AskUserQuestion`. Specific prompt → skip.
### Phase 1 — Ground (read-only, plan mode) ### Phase 1 — Ground (read-only, plan mode)
Declare plan mode: read-only tools only (`Read/Glob/Grep`, MCP resource reads, `unity_reflect`, `unity_docs`, `read_console`, ctx7/find-docs, obsidian-cli reads, `basic-memory`, serena reads). No writes. Declare plan mode: read-only tools only (`Read/Glob/Grep`, MCP resource reads, `unity_reflect`, `unity_docs`, `read_console`, ctx7/find-docs, obsidian-cli reads, `basic-memory`). No writes.
Run the **Documentation-Protocol scan** (`CLAUDE.md` → vault MoC + latest session log → open DRs/roadmap → `basic-memory` recall on the goal's nouns → native `MEMORY.md`), then ground the work along three lenses: **code/asset graph** (serena `find_symbol`/refs, else Glob/Grep on `Assets/_Project/**/*.cs` + `*.asmdef`; `manage_scene get_hierarchy`; `unity_reflect` for goal types) · **knowledge state** (vault + `basic-memory`; quote locked decisions that constrain the goal) · **live state** (`editor/state`, `read_console` baseline, installed Entities/Netcode versions for ctx7 pinning). For Feature scope, fan this out read-only via the *Ground fan-out* Workflow pattern; for Small, do it inline. Run the **Documentation-Protocol scan** (`CLAUDE.md` → vault MoC + latest session log → open DRs/roadmap → `basic-memory` recall on the goal's nouns → native `MEMORY.md`), then ground the work along three lenses: **code/asset graph** (Glob/Grep on `Assets/_Project/**/*.cs` + `*.asmdef`; `manage_scene get_hierarchy`; `unity_reflect` for goal types) · **knowledge state** (vault + `basic-memory`; quote locked decisions that constrain the goal) · **live state** (`editor/state`, `read_console` baseline, installed Entities/Netcode versions for ctx7 pinning). For Feature scope, fan this out read-only via the *Ground fan-out* Workflow pattern; for Small, do it inline.
Synthesize a **≤400-word Project Brief**; discard raw dumps. If the goal contradicts a locked vault/`CLAUDE.md` decision, halt and surface. Synthesize a **≤400-word Project Brief**; discard raw dumps. If the goal contradicts a locked vault/`CLAUDE.md` decision, halt and surface.
@@ -72,9 +72,9 @@ The single stateful editor + domain-reload ordering make parallel writes unsafe
- **Tuning autonomy:** within an approved plan, pick sensible defaults + expose live knobs; consult only on a real gameplay/design fork. - **Tuning autonomy:** within an approved plan, pick sensible defaults + expose live knobs; consult only on a real gameplay/design fork.
### Phase 6 — Verify ladder (definition of done — show evidence, not "done") ### Phase 6 — Verify ladder (definition of done — show evidence, not "done")
NetCodeTestWorld is `internal` and unused here — do NOT prescribe it. NetCodeTestWorld is `internal` and unused here — do NOT prescribe it. Live-driving rules + the server-inject harness → [`references/validation-harness.md`](references/validation-harness.md).
- **L1** — `read_console(types=["error","warning","exception"], include_stacktrace=True)` clean vs the Phase-1 baseline. Burst/source-gen failures surface here, not in a plain build — any new one is a finding. - **L1** — `read_console(types=["error","warning","exception"], include_stacktrace=True)` clean vs the Phase-1 baseline. Burst/source-gen failures surface here, not in a plain build — any new one is a finding.
- **L2** — EditMode tests: plain-Entities `new World → register in SimulationSystemGroup → SortSystems → Update → assert` (`run_tests mode=EditMode`). Extract pure logic to a `*Math.cs` helper and unit-test it (cover swept hit-detection with a tunnelling regression). **Plus one live Play netcode smoke**`execute_code` boot, step ticks, assert **server == client** for the replicated surface (identify worlds by `world.Name == "ServerWorld"/"ClientWorld"`). - **L2** — EditMode tests: plain-Entities `new World → register in SimulationSystemGroup → SortSystems → Update → assert` (`run_tests mode=EditMode`). In DURABLE docs (DRs/logs/memory) write "suite green (N at the time)" — never stamp absolute counts as standing facts; they drift. Extract pure logic to a `*Math.cs` helper and unit-test it (cover swept hit-detection with a tunnelling regression). **Plus one live Play netcode smoke**`execute_code` boot, step ticks, assert **server == client** for the replicated surface (identify worlds by `world.Name == "ServerWorld"/"ClientWorld"`).
- **L3** (visual/asset work) — screenshot via `execute_code` `ScreenCapture` → Read PNG, **and verify asset *values*** (`shader.GetPropertyType`-guard before `GetColor`/`GetFloat`) — a dark/stylized render masks material bugs. - **L3** (visual/asset work) — screenshot via `execute_code` `ScreenCapture` → Read PNG, **and verify asset *values*** (`shader.GetPropertyType`-guard before `GetColor`/`GetFloat`) — a dark/stylized render masks material bugs.
Loop ≤3 fix iterations per finding; if iteration 3 still fails, halt and surface "I can't resolve X without a decision." Loop ≤3 fix iterations per finding; if iteration 3 still fails, halt and surface "I can't resolve X without a decision."
@@ -94,7 +94,7 @@ Per `CLAUDE.md` Memory section + [`references/memory-protocol.md`](references/me
**Reviews**: pre-code <result> · post-impl <result>. **Reviews**: pre-code <result> · post-impl <result>.
**Next step**: <one concrete next action from the log's Next-session intent>. **Next step**: <one concrete next action from the log's Next-session intent>.
``` ```
Then **offer to commit** and propose grouping; commit only on explicit approval. **Review first** (`git status` + `git diff --stat`); **stage explicit paths — never `git add -A`** (excludes `Library/Temp/obj/Logs/UserSettings`, `.csproj`/`.sln`, scratch screenshots/exports); keep each asset **with its `.meta`** in one commit; one commit per concern; match the repo's message style + the Co-Authored-By trailer; **never push**. Don't auto-loop into a fresh session. Then **commit the docs group directly** and **push to gitea** (both standing authorizations); **offer code commits** — those only on explicit approval. Report the origin-unpushed count. **Review first** (`git status` + `git diff --stat`); **stage explicit paths — never `git add -A`** (excludes `Library/Temp/obj/Logs/UserSettings`, `.csproj`/`.sln`, scratch screenshots/exports); keep each asset **with its `.meta`** in one commit; one commit per concern; match the repo's message style + the Co-Authored-By trailer; **never push**. Don't auto-loop into a fresh session.
## Workflow orchestration (the parallelism primitive) ## Workflow orchestration (the parallelism primitive)
@@ -129,3 +129,4 @@ Pass only the upstream summary downstream — never raw agent dumps (research di
- [`references/context7-libraries.md`](references/context7-libraries.md) — `ctx7`/`find-docs` flow + 6.5-era pinned library IDs. - [`references/context7-libraries.md`](references/context7-libraries.md) — `ctx7`/`find-docs` flow + 6.5-era pinned library IDs.
- [`references/workflow-patterns.md`](references/workflow-patterns.md) — the named Workflow patterns (ground fan-out · design-review lens + adversarial-critic). - [`references/workflow-patterns.md`](references/workflow-patterns.md) — the named Workflow patterns (ground fan-out · design-review lens + adversarial-critic).
- [`references/memory-protocol.md`](references/memory-protocol.md) — the four memory layers + bookend detail. - [`references/memory-protocol.md`](references/memory-protocol.md) — the four memory layers + bookend detail.
- [`references/validation-harness.md`](references/validation-harness.md) — safe Play driving from MCP (pause/sleep/focus rules), execute_code traps, the server-inject validation harness, headless-run failure modes, visual-verification limits. Load for Phase 6 / any live diagnosis.
@@ -1,6 +1,6 @@
# Memory & Documentation Protocol # Memory & Documentation Protocol
How `/dots-dev` reads and writes knowledge. **`CLAUDE.md`'s "Memory — four layers" section is authoritative** for the layer definitions and the which-tool-when routing (in-repo vault · `basic-memory` · `serena` · native `memory/`) — this file does not re-table them; it carries the **session bookends** and the **fallback chain**. How `/dots-dev` reads and writes knowledge. **`CLAUDE.md`'s "Memory — three layers" section is authoritative** for the layer definitions and the which-tool-when routing (in-repo vault · `basic-memory` · native `memory/`) — this file does not re-table them; it carries the **session bookends** and the **fallback chain**. (serena removed 2026-07-07 — unused + flaky on Unity; C# nav = `Glob`/`Grep`.)
**Cross-machine rule:** anything that must be true on both the Mac and Windows machines goes in the **vault** (`Docs/Vault/`) or **`CLAUDE.md`** (both committed). Native `memory/` is machine-local convenience — never the sole home of a decision or design fact. **Cross-machine rule:** anything that must be true on both the Mac and Windows machines goes in the **vault** (`Docs/Vault/`) or **`CLAUDE.md`** (both committed). Native `memory/` is machine-local convenience — never the sole home of a decision or design fact.
@@ -25,8 +25,7 @@ If the operator says "skip the protocol," still write a one-line stub session lo
- **No obsidian-cli configured** → direct `Read`/`Write` on `Docs/Vault/**` (it's plain markdown; Obsidian/basic-memory pick up changes on next index). This is the operative path on a fresh machine. - **No obsidian-cli configured** → direct `Read`/`Write` on `Docs/Vault/**` (it's plain markdown; Obsidian/basic-memory pick up changes on next index). This is the operative path on a fresh machine.
- **basic-memory down** → obsidian-cli search + `Grep` over the vault. - **basic-memory down** → obsidian-cli search + `Grep` over the vault.
- **serena C# unavailable / stalls on the Unity solution** → `Glob`/`Grep` (or `claude-context`/LanceDB if it was added as the documented fallback).
## Setup pointer ## Setup pointer
The vault scaffold, the `basic-memory`/`serena` `.mcp.json` entries (using `${CLAUDE_PROJECT_DIR}`), and `CLAUDE.md` are created by the **one-time project setup task** (`Docs/dots-setup-task.md`), not by this skill. If this skill runs and the vault or memory MCPs are missing, it notes the gap and points to that setup task. The vault scaffold, the `basic-memory` `.mcp.json` entry, and `CLAUDE.md` are created by the **one-time project setup task** (`Docs/dots-setup-task.md`), not by this skill. If this skill runs and the vault or memory MCPs are missing, it notes the gap and points to that setup task.
@@ -0,0 +1,84 @@
# Validation harness — driving Unity Play mode safely from MCP
Consolidates the Play-mode validation lore that used to live only in machine-local memories (screenshot-pause bug,
sleep-poll ban, execute_code traps, headless-run flakiness) plus the proven server-inject harness. Load when running
Phase 6 (verify ladder) or any live diagnosis. Committed + in-repo: this is the cross-machine home of these rules.
## Ground rules (violating these produces MISDIAGNOSES, not just failures)
1. **Never `Thread.Sleep` / sleep-poll inside `execute_code`.** It runs on the main thread — it freezes the entire
sim, and state read "after waiting" is state from a FROZEN world. This manufactured the retracted WasAllReady
"save deadlock" (2026-07-06). Spread observation across separate MCP calls instead — each round-trip gives the
sim hundreds of ms to advance.
2. **The bridge's game-view capture PAUSES the editor** (`EditorApplication.Step`). Check `isPaused` first, unpause
after any bridge capture. Prefer `ScreenCapture.CaptureScreenshot(path)` inside `execute_code` — async, lands at
frame end; Read the PNG on the NEXT MCP call (the round-trip covers it).
3. **An unfocused editor** throttles Edit mode to near-idle (MCP looks hung; test INIT stalls — pass
`init_timeout=120000`) and can leave a STALE Burst binary after Bursted query-set edits. Ask the operator to focus
Unity for compile/test/Burst-heavy phases. `Application.runInBackground` only helps in Play mode.
4. **Play-enter resets static presentation configs** via `[RuntimeInitializeOnLoadMethod]` — a value poked via
`execute_code` does not survive the next play-enter. Conversely: if a whole presentation slice is silent, FIRST
probe its static config (`return ProjectM.Client.XFeelConfig.Enabled;`) before theorizing structurally — the
2026-07-07 harvest-feedback bug was found by that one read after a plausible transform-hierarchy hypothesis
proved wrong.
## execute_code traps
- Runs as a **method body**: no `using` directives (parsed as statements) — fully-qualify every type.
- Identify worlds by **`world.Name == "ServerWorld"/"ClientWorld"`** (flags overlap a shared `Game` bit).
- **`Type.GetMethod(name, flags)` throws AmbiguousMatchException** on overloaded methods (EntityManager generics,
netcode statics) — iterate `GetMethods()` and filter by name/param-count, or call concrete generics directly in
compiled code.
- Rukhanka `ParameterValue` is a union — read `floatValue`/`boolValue` per the parameter type.
- Return a built string (`StringBuilder`) — it's the only channel out.
## The server-inject harness (validate replicated presentation WITHOUT gameplay driving)
Proven 2026-07-07 (NodeFeedbackSystem). Validates a replicated-state → client-presentation path end-to-end in ~4
MCP calls, no expedition run, no player positioning:
1. **Spawn** (server world): query the ghost prefab (`ComponentType` + `EntityQueryOptions.IncludePrefab`, pick the
one with `Prefab`), `Instantiate`, then `em.GetComponentData<LocalTransform>(prefab).WithPosition(playerPos +
offset)`**never `LocalTransform.FromPosition`** (resets Scale=1; Scale replicates → consistent-but-wrong).
Find the player via `KinematicCharacterBody` + `LocalTransform`.
2. **Defeat relevancy**: a region-tagged ghost spawned at base gets culled from base players —
`em.SetComponentData(inst, new RegionTag { Region = 0 /* Base */ })` in the same call.
3. **Inject state changes server-side** (`SetComponentData` on the replicated component) in one call; **read the
client** in the NEXT call (round-trip ≥ several ticks — replication has happened).
4. **Assert numerically, then screenshot.** e.g. client `PostTransformMatrix.c0.x` vs the expected
`lerp(min, 1, frac)` and child `LocalToWorld` scale (`math.length(ltw.c0.xyz)`) vs `bakedScale × ptm`. Numbers
prove the math; the screenshot proves it renders (both matter — see visual limits below).
Ghost/LEG inspection idioms: `em.GetBuffer<LinkedEntityGroup>(root)`; render children = LEG entries with
`MaterialMeshInfo` (the root usually has none); parenting = `Parent` component; a baked child's uniform authoring
scale lands in `LocalTransform.Scale` (non-uniform → its own `PostTransformMatrix`). A root `PostTransformMatrix`
DOES propagate into parented children's `LocalToWorld` (verified live on 6.5.0).
## Headless expedition-run driving (flaky — know the failure modes)
- Launch by setting server `PlayerReady=1` from clean Staging. **Post-abort re-launch is intermittent** — a clean
Play restart launches reliably on the first ready; re-readying after an abort may not.
- **An AFK player dies to the swarm in ~15 s** and `Health` resets to the class value on respawn — a
`SetComponentData` HP buff does NOT stick across respawn; the run then aborts (0 expedition players → Returning)
and tears down the room.
- Therefore: **capture evidence in the SAME `execute_code` call that first detects the condition** (e.g.
`enemies>0`) — a separate "then screenshot" round-trip loses the window.
- Prefer the server-inject harness above whenever the question doesn't actually require a live run.
## Visual/asset verification limits
- **A dark/stylized frame masks material bugs** — verify VALUES: `shader.GetPropertyType(idx)`-guard before
`GetColor`/`GetFloat`/`GetTexture` (e.g. `S_General._BaseColorMultiply` is a float; `GetColor` returns black).
- **Skinned meshes lie to readers**: `WorldRenderBounds`/bone transforms return the bind-pose AABB, not the deformed
pose — deformed-pose visual bugs need the operator's eyes (or a screenshot), not entity reads.
- Body tint/flash validation: drive the stock EG `URPMaterialPropertyBaseColor` override on the render (LEG)
children; verify on the LOCAL player (persistent, centered) rather than a transient enemy.
- Forcing an animation pose: disable the drive system, write params via `AnimatorParametersAspect`; measure
ground-contact via feet-Y only on non-deformed geometry.
## Test-run mechanics
- `run_tests(mode="EditMode", assembly_names=["ProjectM.Tests.EditMode"])` → poll `get_test_job`
(`wait_timeout=60`). Unfocused editor: `init_timeout=120000` and retry once before diagnosing.
- A test count LOWER than expected with zero failures = tests not discovered (raw-written `.cs` without
`refresh_unity scope=all mode=force`), not a pass.
-9
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@@ -3,15 +3,6 @@
"basic-memory": { "basic-memory": {
"command": "uvx", "command": "uvx",
"args": ["basic-memory", "mcp"] "args": ["basic-memory", "mcp"]
},
"serena": {
"command": "uvx",
"args": [
"--from", "git+https://github.com/oraios/serena",
"serena", "start-mcp-server",
"--context", "ide-assistant",
"--project", "${CLAUDE_PROJECT_DIR}"
]
} }
} }
} }
-2
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@@ -1,2 +0,0 @@
/cache
/project.local.yml
-160
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@@ -1,160 +0,0 @@
# the name by which the project can be referenced within Serena/when chatting with the LLM.
project_name: "Project-M"
# list of languages for which language servers are started (LSP backend only); choose from:
# ada al angular ansible bash
# bsl clojure cpp cpp_ccls crystal
# csharp csharp_omnisharp cue dart elixir
# elm erlang fortran fsharp gdscript
# go groovy haskell haxe hlsl
# html java json julia kotlin
# latex lean4 lua luau markdown
# matlab msl nix ocaml pascal
# perl php php_phpactor php_phpantom powershell
# python python_jedi python_pyrefly python_ty r
# rego ruby ruby_solargraph rust scala
# scss solidity svelte swift systemverilog
# terraform toml typescript typescript_vts vue
# yaml zig
# (This list may be outdated; generated with scripts/print_language_list.py;
# For the current list, see values of Language enum here:
# https://github.com/oraios/serena/blob/main/src/solidlsp/ls_config.py)
# For some languages, there are alternative language servers, e.g. csharp_omnisharp, ruby_solargraph.)
# Note:
# - For C, use cpp
# - For JavaScript, use typescript
# - For Angular projects, use angular (subsumes typescript+html; requires `npm install` in the project root)
# - For Svelte projects, use svelte (subsumes typescript/javascript for .svelte projects; requires npm)
# - For SCSS / Sass / plain CSS, use scss (some-sass-language-server handles all three)
# - For Free Pascal/Lazarus, use pascal
# Special requirements:
# Some languages require additional setup/installations.
# See here for details: https://oraios.github.io/serena/01-about/020_programming-languages.html#language-servers
# When using multiple languages, the first language server that supports a given file will be used for that file.
# The first language is the default language and the respective language server will be used as a fallback.
# Note that when using the JetBrains backend, language servers are not used and this list is correspondingly ignored.
languages:
- csharp
# the encoding used by text files in the project
# For a list of possible encodings, see https://docs.python.org/3.11/library/codecs.html#standard-encodings
encoding: "utf-8"
# line ending convention to use when writing source files.
# Possible values: unset (use global setting), "lf", "crlf", or "native" (platform default)
# This does not affect Serena's own files (e.g. memories and configuration files), which always use native line endings.
line_ending:
# The language backend to use for this project.
# If not set, the global setting from serena_config.yml is used.
# Valid values: LSP, JetBrains
# Note: the backend is fixed at startup. If a project with a different backend
# is activated post-init, an error will be returned.
language_backend:
# whether to use project's .gitignore files to ignore files
ignore_all_files_in_gitignore: true
# advanced configuration option allowing to configure language server-specific options.
# Maps the language key to the options.
# The settings are considered only if the project is trusted (see global configuration to define trusted projects).
# See https://oraios.github.io/serena/02-usage/050_configuration.html#language-server-specific-settings
ls_specific_settings: {}
# list of additional paths to ignore in this project.
# Same syntax as gitignore, so you can use * and **.
# Note: global ignored_paths from serena_config.yml are also applied additively.
ignored_paths: []
# whether the project is in read-only mode
# If set to true, all editing tools will be disabled and attempts to use them will result in an error
# Added on 2025-04-18
read_only: false
# list of tool names to exclude.
# This extends the existing exclusions (e.g. from the global configuration)
# Find the list of tools here: https://oraios.github.io/serena/01-about/035_tools.html
excluded_tools: []
# list of tools to include that would otherwise be disabled (particularly optional tools that are disabled by default).
# This extends the existing inclusions (e.g. from the global configuration).
# Find the list of tools here: https://oraios.github.io/serena/01-about/035_tools.html
included_optional_tools: []
# fixed set of tools to use as the base tool set (if non-empty), replacing Serena's default set of tools.
# This cannot be combined with non-empty excluded_tools or included_optional_tools.
# Find the list of tools here: https://oraios.github.io/serena/01-about/035_tools.html
fixed_tools: []
# list of mode names that are to be activated by default, overriding the setting in the global configuration.
# The full set of modes to be activated is base_modes (from global config) + default_modes + added_modes.
# If the setting is undefined/empty, the default_modes from the global configuration (serena_config.yml) apply.
# Otherwise, this overrides the setting from the global configuration (serena_config.yml).
# Therefore, you can set this to [] if you do not want the default modes defined in the global config to apply
# for this project.
# This setting can, in turn, be overridden by CLI parameters (--mode).
# See https://oraios.github.io/serena/02-usage/050_configuration.html#modes
default_modes:
# list of mode names to be activated additionally for this project, e.g. ["query-projects"]
# The full set of modes to be activated is base_modes (from global config) + default_modes + added_modes.
# See https://oraios.github.io/serena/02-usage/050_configuration.html#modes
added_modes:
# initial prompt for the project. It will always be given to the LLM upon activating the project
# (contrary to the memories, which are loaded on demand).
initial_prompt: ""
# time budget (seconds) per tool call for the retrieval of additional symbol information
# such as docstrings or parameter information.
# This overrides the corresponding setting in the global configuration; see the documentation there.
# If null or missing, use the setting from the global configuration.
symbol_info_budget:
# list of regex patterns which, when matched, mark a memory entry as readonly.
# Extends the list from the global configuration, merging the two lists.
read_only_memory_patterns: []
# list of regex patterns for memories to completely ignore.
# Matching memories will not appear in list_memories or activate_project output
# and cannot be accessed via read_memory or write_memory.
# To access ignored memory files, use the read_file tool on the raw file path.
# Extends the list from the global configuration, merging the two lists.
# Example: ["_archive/.*", "_episodes/.*"]
ignored_memory_patterns: []
# optional shell command to run before the language backend (LSP or JetBrains) is initialised.
# the command runs in the project root directory and is only executed if the project is trusted
# (see trusted_project_path_patterns in the global configuration).
# serena waits for the command to exit: a non-zero exit code is logged as an error but does not
# abort activation. a per-project timeout (activation_command_timeout, default 180s) is the safety
# backstop for non-terminating commands; on expiry the process is killed and activation continues.
# example: activation_command: "npx nx run-many -t build"
activation_command:
# maximum time in seconds to wait for activation_command to complete before killing it (default 180s).
# must be a positive number.
activation_command_timeout: 180.0
# list of additional workspace folder paths for cross-package reference support.
# Paths can be absolute or relative to the project root.
# Each folder is registered as an LSP workspace folder, enabling language servers to discover
# symbols and references across package boundaries, but these folders are not indexed by Serena,
# i.e. the respective symbols will not be found using Serena's symbol search tools.
# Example:
# additional_workspace_folders:
# - ../sibling-package
# - ../shared-lib
ls_additional_workspace_folders: []
# list of workspace folder paths (LSP backend only).
# These folders will be used to build up Serena's symbol index.
# Paths must be within the project root and should thus be relative to the project root.
# Furthermore, the paths should not be filtered by ignore settings.
# Default setting: The entire project root folder (".") is considered.
# In (large) monorepos, this can be used to index only subfolders of the project root, e.g.
# ls_workspace_folders:
# - "./subproject1"
# - "./subproject2"
ls_workspace_folders:
- .
@@ -1,4 +1,4 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using System.IO; using System.IO;
@@ -88,7 +88,7 @@ namespace GAP_ParticleSystemController
static string GetPrefabFolder2018_3 (GameObject prefabVFX) static string GetPrefabFolder2018_3 (GameObject prefabVFX)
{ {
#if UNITY_EDITOR #if UNITY_EDITOR
string prefabPath = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(prefabVFX).prefabAssetPath; string prefabPath = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(prefabVFX).assetPath;
string prefabFolderPath = Path.GetDirectoryName (prefabPath); string prefabFolderPath = Path.GetDirectoryName (prefabPath);
return prefabFolderPath; return prefabFolderPath;
#else #else
@@ -102,7 +102,7 @@ namespace GAP_ParticleSystemController
{ {
#if UNITY_EDITOR #if UNITY_EDITOR
var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(prefab); var prefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(prefab);
UnityEditor.PrefabUtility.SaveAsPrefabAsset(prefabStage.prefabContentsRoot, prefabStage.prefabAssetPath); UnityEditor.PrefabUtility.SaveAsPrefabAsset(prefabStage.prefabContentsRoot, prefabStage.assetPath);
#endif #endif
} }
#endif #endif
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@@ -33,7 +33,7 @@ namespace Synty.Interface.SciFiSoldierHUD.Samples
private void GetSliders() private void GetSliders()
{ {
#if UNITY_2022_1_OR_NEWER #if UNITY_2022_1_OR_NEWER
sliders = FindObjectsByType<Slider>(FindObjectsInactive.Exclude, FindObjectsSortMode.None).ToList(); sliders = FindObjectsByType<Slider>(FindObjectsInactive.Exclude).ToList();
#else #else
sliders = FindObjectsOfType<Slider>().ToList(); sliders = FindObjectsOfType<Slider>().ToList();
#endif #endif
@@ -1,4 +1,4 @@
/* /*
* POLYGON DOG ANIMATION SCRIPT * POLYGON DOG ANIMATION SCRIPT
* DESCRIPTION: This script demonstrates the range of animations and Prefabs included in * DESCRIPTION: This script demonstrates the range of animations and Prefabs included in
* Polygon Dog which can be customized for the users preference. Please attach this to the * Polygon Dog which can be customized for the users preference. Please attach this to the
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public float timeRemaining = 1.0f; public float timeRemaining = 1.0f;
private int countDown = 1; private int countDown = 1;
bool Movement_f; bool Movement_f;
bool death_b = false;
bool Sleep_b = false; bool Sleep_b = false;
bool Sit_b = false; bool Sit_b = false;
private float w_movement = 0.0f; // Run value private float w_movement = 0.0f; // Run value
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UsePreSerialization: 0
UseSingleBaseline: 0
RollbackPredictedSpawnedGhostState: 0
RollbackPredictionOnStructuralChanges: 1
DefaultGhostMode: 0
SupportedGhostModes: 3
OptimizationMode: 0
Importance: 1
MaxSendRate: 0
prefabId:
@@ -15,7 +15,7 @@ MonoBehaviour:
active: 1 active: 1
mode: mode:
m_OverrideState: 1 m_OverrideState: 1
m_Value: 2 m_Value: 1
neutralHDRRangeReductionMode: neutralHDRRangeReductionMode:
m_OverrideState: 0 m_OverrideState: 0
m_Value: 2 m_Value: 2
@@ -21,13 +21,7 @@ namespace ProjectM.Authoring
public override void Bake(ConveyorAuthoring authoring) public override void Bake(ConveyorAuthoring authoring)
{ {
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic); var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent(entity, new PlacedStructure this.AddPlacedStructure(entity, StructureType.Conveyor);
{
Type = StructureType.Conveyor,
Cell = default,
NextTick = 0u,
LastProcessedTick = 0u,
});
AddComponent(entity, new Conveyor AddComponent(entity, new Conveyor
{ {
Direction = authoring.Direction, Direction = authoring.Direction,
@@ -15,10 +15,10 @@ namespace ProjectM.Authoring
public class FabricatorAuthoring : MonoBehaviour public class FabricatorAuthoring : MonoBehaviour
{ {
[Tooltip("Input resource id consumed per run (1=Aether, 2=Ore, 3=Biomass).")] [Tooltip("Input resource id consumed per run (1=Aether, 2=Ore, 3=Biomass).")]
public byte InResourceId = 2; // Ore public byte InResourceId = ResourceId.Ore;
[Min(1)] public int InAmount = 1; [Min(1)] public int InAmount = 1;
[Tooltip("Output resource id deposited to the global ledger (4 = EB-2 Charge / turret ammo).")] [Tooltip("Output resource id deposited to the global ledger (4 = EB-2 Charge / turret ammo).")]
public byte OutResourceId = 4; // Charge public byte OutResourceId = ResourceId.Charge;
[Min(1)] public int OutAmount = 3; [Min(1)] public int OutAmount = 3;
[Min(1)] public int PeriodTicks = 30; [Min(1)] public int PeriodTicks = 30;
[Tooltip("EB-2: 1 = ledger-fed (consume the input from the shared ledger; no conveyor). 0 = M7 MachineInput chain.")] [Tooltip("EB-2: 1 = ledger-fed (consume the input from the shared ledger; no conveyor). 0 = M7 MachineInput chain.")]
@@ -30,13 +30,7 @@ namespace ProjectM.Authoring
public override void Bake(FabricatorAuthoring authoring) public override void Bake(FabricatorAuthoring authoring)
{ {
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic); var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent(entity, new PlacedStructure this.AddPlacedStructure(entity, StructureType.Fabricator);
{
Type = StructureType.Fabricator,
Cell = default,
NextTick = 0u,
LastProcessedTick = 0u,
});
AddComponent(entity, new Fabricator AddComponent(entity, new Fabricator
{ {
InResourceId = authoring.InResourceId, InResourceId = authoring.InResourceId,
@@ -52,9 +46,7 @@ namespace ProjectM.Authoring
// machine, diverging from DR-032. Now that it IS targetable, the DamageEvent buffer must exist // machine, diverging from DR-032. Now that it IS targetable, the DamageEvent buffer must exist
// (an AI strike appends into it; absent = ECB-playback throw) + Destructible lets // (an AI strike appends into it; absent = ECB-playback throw) + Destructible lets
// HealthApplyDamageSystem destroy it at 0 (occupancy auto-frees). // HealthApplyDamageSystem destroy it at 0 (occupancy auto-frees).
AddComponent(entity, new Health { Current = authoring.MaxHp, Max = authoring.MaxHp }); this.AddDamageable(entity, authoring.MaxHp);
AddBuffer<DamageEvent>(entity);
AddComponent<Destructible>(entity);
} }
} }
} }
@@ -13,7 +13,7 @@ namespace ProjectM.Authoring
public class HarvesterAuthoring : MonoBehaviour public class HarvesterAuthoring : MonoBehaviour
{ {
[Tooltip("Resource id this generator produces (1=Aether, 2=Ore, 3=Biomass).")] [Tooltip("Resource id this generator produces (1=Aether, 2=Ore, 3=Biomass).")]
public byte OutputResourceId = 2; // Ore public byte OutputResourceId = ResourceId.Ore;
[Min(1)] public int Yield = 1; [Min(1)] public int Yield = 1;
[Min(1)] public int PeriodTicks = 60; [Min(1)] public int PeriodTicks = 60;
@@ -22,13 +22,7 @@ namespace ProjectM.Authoring
public override void Bake(HarvesterAuthoring authoring) public override void Bake(HarvesterAuthoring authoring)
{ {
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic); var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent(entity, new PlacedStructure this.AddPlacedStructure(entity, StructureType.Harvester);
{
Type = StructureType.Harvester,
Cell = default,
NextTick = 0u,
LastProcessedTick = 0u,
});
AddComponent(entity, new Harvester AddComponent(entity, new Harvester
{ {
ResourceId = authoring.OutputResourceId, ResourceId = authoring.OutputResourceId,
@@ -0,0 +1,39 @@
using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Baker helpers shared by the build-structure / automation-machine bakers. These emit the SAME component data
/// the bakers wrote inline before (no serialized authoring field or baked component change) — they only
/// deduplicate the repeated <see cref="PlacedStructure"/> stamp and the damageable triad
/// (<see cref="Health"/> + <see cref="DamageEvent"/> buffer + <see cref="Destructible"/>). Extension methods on
/// the concrete <see cref="Baker{TAuthoringType}"/> (not IBaker, whose AddComponent/AddBuffer are obsolete) so
/// the non-obsolete public Baker API resolves.
/// </summary>
public static class BakerStructureExt
{
/// <summary>Stamp PlacedStructure{Type=type} with the standard baked defaults (Cell/NextTick/LastProcessedTick set at placement).</summary>
public static void AddPlacedStructure<TAuthoring>(this Baker<TAuthoring> baker, Entity e, byte type)
where TAuthoring : Component
{
baker.AddComponent(e, new PlacedStructure
{
Type = type,
Cell = default,
NextTick = 0u,
LastProcessedTick = 0u,
});
}
/// <summary>Make an entity damageable/destructible: Health{Current=Max=maxHp} + the required DamageEvent buffer + Destructible tag.</summary>
public static void AddDamageable<TAuthoring>(this Baker<TAuthoring> baker, Entity e, float maxHp)
where TAuthoring : Component
{
baker.AddComponent(e, new Health { Current = maxHp, Max = maxHp });
baker.AddBuffer<DamageEvent>(e);
baker.AddComponent<Destructible>(e);
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: a54e2710fbe8cca4a9e84e9bbca4f7b9
@@ -24,19 +24,11 @@ namespace ProjectM.Authoring
public override void Bake(StructureAuthoring authoring) public override void Bake(StructureAuthoring authoring)
{ {
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic); var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent(entity, new PlacedStructure this.AddPlacedStructure(entity, authoring.Kind);
{
Type = authoring.Kind,
Cell = default,
NextTick = 0u,
LastProcessedTick = 0u,
});
// EB-1: Wall/Pylon are damageable + destructible AI targets (a wall soaks Husk strikes that would // EB-1: Wall/Pylon are damageable + destructible AI targets (a wall soaks Husk strikes that would
// otherwise hit a turret). DamageEvent buffer MUST exist or an AI strike crashes at ECB playback. // otherwise hit a turret). DamageEvent buffer MUST exist or an AI strike crashes at ECB playback.
// No HitRadius -> ProjectileDamageSystem ignores them (no friendly projectile fire). // No HitRadius -> ProjectileDamageSystem ignores them (no friendly projectile fire).
AddComponent(entity, new Health { Current = authoring.MaxHp, Max = authoring.MaxHp }); this.AddDamageable(entity, authoring.MaxHp);
AddBuffer<DamageEvent>(entity);
AddComponent<Destructible>(entity);
} }
} }
} }
@@ -1,6 +1,7 @@
using ProjectM.Simulation; using ProjectM.Simulation;
using Unity.Entities; using Unity.Entities;
using UnityEngine; using UnityEngine;
using UnityEngine.Serialization;
namespace ProjectM.Authoring namespace ProjectM.Authoring
{ {
@@ -23,8 +24,8 @@ namespace ProjectM.Authoring
[Tooltip("Wall structure ghost prefab (StructureAuthoring{Wall} + GhostAuthoring).")] [Tooltip("Wall structure ghost prefab (StructureAuthoring{Wall} + GhostAuthoring).")]
public GameObject WallPrefab; public GameObject WallPrefab;
[Tooltip("Ore cost to build a wall.")] [Tooltip("Biomass cost to build a wall.")]
[Min(0)] public int WallCostOre = 4; [Min(0)] [FormerlySerializedAs("WallCostOre")] public int WallCostBiomass = 4;
[Tooltip("Pylon cosmetic-beacon ghost prefab (StructureAuthoring{Pylon} + GhostAuthoring).")] [Tooltip("Pylon cosmetic-beacon ghost prefab (StructureAuthoring{Pylon} + GhostAuthoring).")]
public GameObject PylonPrefab; public GameObject PylonPrefab;
@@ -69,7 +70,7 @@ namespace ProjectM.Authoring
Type = StructureType.Wall, Type = StructureType.Wall,
Prefab = GetEntity(authoring.WallPrefab, TransformUsageFlags.Dynamic), Prefab = GetEntity(authoring.WallPrefab, TransformUsageFlags.Dynamic),
CostResourceId = ResourceId.Biomass, // DR-042 C6b: walls cost Biomass (the dead currency's only sink) CostResourceId = ResourceId.Biomass, // DR-042 C6b: walls cost Biomass (the dead currency's only sink)
CostAmount = authoring.WallCostOre, CostAmount = authoring.WallCostBiomass,
}); });
} }
@@ -21,13 +21,7 @@ namespace ProjectM.Authoring
public override void Bake(TurretAuthoring authoring) public override void Bake(TurretAuthoring authoring)
{ {
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic); var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent(entity, new PlacedStructure this.AddPlacedStructure(entity, StructureType.Turret);
{
Type = StructureType.Turret,
Cell = default,
NextTick = 0u,
LastProcessedTick = 0u,
});
AddComponent(entity, new Turret AddComponent(entity, new Turret
{ {
Range = authoring.Range, Range = authoring.Range,
@@ -38,9 +32,7 @@ namespace ProjectM.Authoring
// destroys a Destructible at Health<=0). The DamageEvent buffer MUST exist on the archetype or an // destroys a Destructible at Health<=0). The DamageEvent buffer MUST exist on the archetype or an
// AI/turret strike crashes at ECB playback. NO HitRadius on purpose -> ProjectileDamageSystem (needs // AI/turret strike crashes at ECB playback. NO HitRadius on purpose -> ProjectileDamageSystem (needs
// Health+HitRadius) ignores structures, so player shots never friendly-fire your own turret. // Health+HitRadius) ignores structures, so player shots never friendly-fire your own turret.
AddComponent(entity, new Health { Current = authoring.MaxHp, Max = authoring.MaxHp }); this.AddDamageable(entity, authoring.MaxHp);
AddBuffer<DamageEvent>(entity);
AddComponent<Destructible>(entity);
} }
} }
} }
@@ -51,6 +51,7 @@ namespace ProjectM.Authoring
}); });
AddComponent(entity, new EnemyAttackCooldown { NextAttackTick = 0 }); AddComponent(entity, new EnemyAttackCooldown { NextAttackTick = 0 });
AddComponent<KnockbackState>(entity); // server-only recoil state (zero = not knocked) AddComponent<KnockbackState>(entity); // server-only recoil state (zero = not knocked)
AddComponent(entity, new EnemyNavState { LastPos = float.MaxValue }); // server-only anti-stuck nav state (not replicated); sentinel LastPos forces a first-tick reset
AddComponent<AttackWindup>(entity); // replicated telegraph signal (zero = not winding up) AddComponent<AttackWindup>(entity); // replicated telegraph signal (zero = not winding up)
// Slice 1 (Feature C): client-safe baked telegraph metadata. EnemyBaker is the SOLE writer of // Slice 1 (Feature C): client-safe baked telegraph metadata. EnemyBaker is the SOLE writer of
// EnemyTelegraph even on a Charger (the prefab composes both authorings on one entity); reading the // EnemyTelegraph even on a Charger (the prefab composes both authorings on one entity); reading the
@@ -65,9 +66,9 @@ namespace ProjectM.Authoring
// {ChargerAuthoring(LungeState), SpitterAuthoring(SpitterState)} — both would match ZERO AI passes. // {ChargerAuthoring(LungeState), SpitterAuthoring(SpitterState)} — both would match ZERO AI passes.
if (GetComponent<ChargerAuthoring>() != null && spitter != null) if (GetComponent<ChargerAuthoring>() != null && spitter != null)
Debug.LogError($"Enemy '{authoring.name}' has BOTH ChargerAuthoring and SpitterAuthoring; it would match no AI pass and never move. Remove one.", authoring); Debug.LogError($"Enemy '{authoring.name}' has BOTH ChargerAuthoring and SpitterAuthoring; it would match no AI pass and never move. Remove one.", authoring);
if (GetComponent<ChargerAuthoring>() != null) { kind = ZoneEnemyMath.KindCharger; windup = 30; } if (GetComponent<ChargerAuthoring>() != null) { kind = ZoneEnemyMath.KindCharger; windup = (byte)Tuning.ChargerWindupTicks; }
else if (spitter != null) { kind = ZoneEnemyMath.KindSpitter; windup = (byte)Mathf.Clamp(spitter.WindupTicks, 1, 255); } else if (spitter != null) { kind = ZoneEnemyMath.KindSpitter; windup = (byte)Mathf.Clamp(spitter.WindupTicks, 1, 255); }
else if (GetComponent<SwarmerAuthoring>() != null) { kind = ZoneEnemyMath.KindSwarmer; windup = 6; } else if (GetComponent<SwarmerAuthoring>() != null) { kind = ZoneEnemyMath.KindSwarmer; windup = (byte)Tuning.AttackWindupTicks; /* B4: match the server windup (grunt-path swarmers use GruntWindupTicks); baked 6 was a snap-ramp lie */ }
AddComponent(entity, new EnemyTelegraph { WindupTicks = windup, Kind = kind }); AddComponent(entity, new EnemyTelegraph { WindupTicks = windup, Kind = kind });
} }
} }
@@ -1,41 +0,0 @@
using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for the training-dummy enemy prefab. Bakes a stationary, damageable auto-target
/// candidate: <see cref="TrainingDummyTag"/> marks it for the ability auto-target cone,
/// <see cref="Health"/> and <see cref="HitRadius"/> make it a valid projectile hit target, and a
/// <see cref="DamageEvent"/> buffer receives server-authoritative hits. Dummies are NOT ghosts and
/// carry no <c>GhostOwner</c>, so projectiles never treat them as the firing owner.
/// <c>GetEntity(TransformUsageFlags.Dynamic)</c> ensures a runtime LocalTransform for hit tests
/// and spawn placement.
/// </summary>
public class TrainingDummyAuthoring : MonoBehaviour
{
[Min(0f), Tooltip("Starting and maximum health for the dummy.")]
public float MaxHealth = 60f;
[Min(0f), Tooltip("World-unit radius used by the projectile hit test.")]
public float HitRadius = 0.8f;
private class TrainingDummyBaker : Baker<TrainingDummyAuthoring>
{
public override void Bake(TrainingDummyAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent<TrainingDummyTag>(entity);
AddComponent(entity, new Health
{
Current = authoring.MaxHealth,
Max = authoring.MaxHealth
});
AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
AddBuffer<DamageEvent>(entity);
}
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: c32aebeb7bfbb464898dfee8e6e87e6c
@@ -1,48 +0,0 @@
using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for the baked <see cref="TrainingDummySpawner"/> singleton. Place this on a single
/// GameObject in the gameplay subscene; at runtime the server-only
/// <c>TrainingDummySpawnSystem</c> reads the singleton, instantiates <see cref="Count"/> dummies
/// laid out along +X from <see cref="Origin"/> at <see cref="Spacing"/> intervals, then destroys
/// the singleton so it fires exactly once. The entity itself carries no transform
/// (<c>TransformUsageFlags.None</c>); only the referenced <see cref="DummyPrefab"/> needs a
/// runtime-mutable LocalTransform (<c>TransformUsageFlags.Dynamic</c>).
/// </summary>
public class TrainingDummySpawnerAuthoring : MonoBehaviour
{
[Tooltip("Training dummy prefab to instantiate. Must carry TrainingDummyAuthoring.")]
public GameObject DummyPrefab;
[Min(0)]
[Tooltip("How many dummies to spawn.")]
public int Count = 3;
[Min(0f)]
[Tooltip("World-unit spacing between consecutive dummies along +X.")]
public float Spacing = 3f;
[Tooltip("World-space position of the first dummy.")]
public Vector3 Origin = new Vector3(0, 0, 8);
private class TrainingDummySpawnerBaker : Baker<TrainingDummySpawnerAuthoring>
{
public override void Bake(TrainingDummySpawnerAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.None);
AddComponent(entity, new TrainingDummySpawner
{
Prefab = GetEntity(authoring.DummyPrefab, TransformUsageFlags.Dynamic),
Count = authoring.Count,
Spacing = authoring.Spacing,
Origin = authoring.Origin
});
}
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 51cc543c146d84239ba6dc219221df18
@@ -1,43 +0,0 @@
using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for an upgrade pickup ghost prefab: a world object that grants one stat modifier to the
/// first player that overlaps it (server-authoritative, applied by <c>UpgradePickupSystem</c>) and
/// then despawns. Bake the prefab as an interpolated ghost (add a GhostAuthoringComponent) so clients
/// see it appear and despawn. <c>GetEntity(TransformUsageFlags.Dynamic)</c> gives it a world transform.
/// </summary>
public class UpgradePickupAuthoring : MonoBehaviour
{
[Tooltip("Which stat the granted modifier targets.")]
public StatTarget Target = StatTarget.Damage;
[Tooltip("How the granted modifier combines.")]
public ModOp Op = ModOp.Flat;
[Tooltip("Modifier magnitude: flat amount, or fractional percent (0.1 = +10%).")]
public float Value = 10f;
[Tooltip("Overlap radius (world units) for the player pickup test.")]
[Min(0f)] public float HitRadius = 1f;
private class UpgradePickupBaker : Baker<UpgradePickupAuthoring>
{
public override void Bake(UpgradePickupAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
AddComponent(entity, new UpgradePickup
{
Target = (byte)authoring.Target,
Op = (byte)authoring.Op,
Value = authoring.Value,
SourceId = 0u,
});
AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
}
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 07e6d40378fcb43c5be706ef96cb4bb2
@@ -1,48 +0,0 @@
using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for the baked <see cref="UpgradePickupSpawner"/> singleton (mirrors
/// TrainingDummySpawnerAuthoring). Place on a single GameObject in the gameplay subscene; the
/// server-only <c>UpgradePickupSpawnSystem</c> reads it, spawns <see cref="Count"/> pickups along +X
/// from <see cref="Origin"/> at <see cref="Spacing"/> intervals, then destroys the singleton so it
/// fires exactly once. The entity carries no transform; only the prefab needs a runtime transform.
/// </summary>
public class UpgradePickupSpawnerAuthoring : MonoBehaviour
{
[Tooltip("Upgrade pickup prefab to instantiate. Must carry UpgradePickupAuthoring.")]
public GameObject PickupPrefab;
[Min(0)]
[Tooltip("How many pickups to spawn.")]
public int Count = 2;
[Min(0f)]
[Tooltip("World-unit spacing between consecutive pickups along +X.")]
public float Spacing = 3f;
[Tooltip("World-space position of the first pickup.")]
public Vector3 Origin = new Vector3(-4f, 0f, 6f);
private class UpgradePickupSpawnerBaker : Baker<UpgradePickupSpawnerAuthoring>
{
public override void Bake(UpgradePickupSpawnerAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.None);
AddComponent(entity, new UpgradePickupSpawner
{
Prefab = authoring.PickupPrefab != null
? GetEntity(authoring.PickupPrefab, TransformUsageFlags.Dynamic)
: Entity.Null,
Count = authoring.Count,
Spacing = authoring.Spacing,
Origin = authoring.Origin,
});
}
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: e367eb55e2c2248f18be10d6c3c9ad67
@@ -60,15 +60,7 @@ namespace ProjectM.Authoring
ClusterTightRadius = authoring.ClusterTightRadius, ClusterTightRadius = authoring.ClusterTightRadius,
}); });
var buffer = AddBuffer<WaveEnemyPrefab>(entity); this.AddEnemyPrefabPool<WaveDirectorAuthoring, WaveEnemyPrefab>(entity, authoring.EnemyPrefabs, e => new WaveEnemyPrefab { Prefab = e });
if (authoring.EnemyPrefabs != null)
{
foreach (var prefab in authoring.EnemyPrefabs)
{
if (prefab != null)
buffer.Add(new WaveEnemyPrefab { Prefab = GetEntity(prefab, TransformUsageFlags.Dynamic) });
}
}
AddComponent(entity, new WaveState AddComponent(entity, new WaveState
{ {
@@ -58,15 +58,7 @@ namespace ProjectM.Authoring
ClusterTightRadius = authoring.ClusterTightRadius, ClusterTightRadius = authoring.ClusterTightRadius,
}); });
var buffer = AddBuffer<ZoneEnemyPrefab>(entity); this.AddEnemyPrefabPool<ZoneEnemyDirectorAuthoring, ZoneEnemyPrefab>(entity, authoring.EnemyPrefabs, e => new ZoneEnemyPrefab { Prefab = e });
if (authoring.EnemyPrefabs != null)
{
foreach (var prefab in authoring.EnemyPrefabs)
{
if (prefab != null)
buffer.Add(new ZoneEnemyPrefab { Prefab = GetEntity(prefab, TransformUsageFlags.Dynamic) });
}
}
AddComponent(entity, new ZoneEnemyState AddComponent(entity, new ZoneEnemyState
{ {
@@ -6,7 +6,7 @@ namespace ProjectM.Authoring
{ {
/// <summary> /// <summary>
/// Authoring for the baked <see cref="ClutterFieldSpawner"/> singleton (mirrors ResourceFieldSpawnerAuthoring). /// Authoring for the baked <see cref="ClutterFieldSpawner"/> singleton (mirrors ResourceFieldSpawnerAuthoring).
/// Place once in the gameplay subscene and assign the Blight-clutter ghost prefab; ExpeditionFieldSystem /// Place once in the gameplay subscene and assign the Blight-clutter ghost prefab; RoomFieldSystem
/// scatters the clutter each expedition alongside the resource field. Carries no transform. /// scatters the clutter each expedition alongside the resource field. Carries no transform.
/// </summary> /// </summary>
public class ClutterFieldSpawnerAuthoring : MonoBehaviour public class ClutterFieldSpawnerAuthoring : MonoBehaviour
@@ -6,7 +6,7 @@ namespace ProjectM.Authoring
{ {
/// <summary> /// <summary>
/// Authoring for the baked <see cref="ResourceFieldSpawner"/> singleton (mirrors StorageSpawnerAuthoring). /// Authoring for the baked <see cref="ResourceFieldSpawner"/> singleton (mirrors StorageSpawnerAuthoring).
/// Place once in the gameplay subscene and assign the resource-node ghost prefab; ExpeditionFieldSystem /// Place once in the gameplay subscene and assign the resource-node ghost prefab; RoomFieldSystem
/// scatters the field each Expedition. Carries no transform. /// scatters the field each Expedition. Carries no transform.
/// </summary> /// </summary>
public class ResourceFieldSpawnerAuthoring : MonoBehaviour public class ResourceFieldSpawnerAuthoring : MonoBehaviour
@@ -0,0 +1,31 @@
using System;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Shared BAKE step for the two enemy directors (Wave + Zone): add the prefab-pool buffer and fill it from the
/// authoring GameObject[] exactly as before — always add the (possibly empty) buffer, skip null entries, and
/// GetEntity(prefab, Dynamic) per entry. The element type differs per director (WaveEnemyPrefab vs
/// ZoneEnemyPrefab), so the caller supplies a tiny factory wrapping the resolved Entity in its element struct;
/// nothing about the serialized inspector fields or the baked buffer contents changes.
/// </summary>
public static class EnemyPrefabBakeExt
{
public static void AddEnemyPrefabPool<TAuthoring, TElem>(
this Baker<TAuthoring> baker, Entity e, GameObject[] prefabs, Func<Entity, TElem> make)
where TAuthoring : Component
where TElem : unmanaged, IBufferElementData
{
var buffer = baker.AddBuffer<TElem>(e);
if (prefabs == null)
return;
foreach (var prefab in prefabs)
{
if (prefab != null)
buffer.Add(make(baker.GetEntity(prefab, TransformUsageFlags.Dynamic)));
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b1404309f9af2e1409511d4743e3eb99
@@ -24,7 +24,7 @@ namespace ProjectM.Authoring
public class PlayerCharacterAuthoring : MonoBehaviour public class PlayerCharacterAuthoring : MonoBehaviour
{ {
[Tooltip("Sharpness of ground velocity smoothing (higher = snappier).")] [Tooltip("Sharpness of ground velocity smoothing (higher = snappier).")]
public float GroundedMovementSharpness = 15f; public float GroundedMovementSharpness = CharacterComponent.DefaultGroundedSharpness;
public AuthoringKinematicCharacterProperties CharacterProperties = AuthoringKinematicCharacterProperties.GetDefault(); public AuthoringKinematicCharacterProperties CharacterProperties = AuthoringKinematicCharacterProperties.GetDefault();

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