9f61f7c6fe
H2 was the audit's sharpest finding: in Game.unity every player spawned with four ability sockets pointing at SparkIds the baked AbilityDatabase did not contain, so all four resolved to Damage=0 Range=0 Cooldown=0. Melee and dash were the only working combat verbs in the built game. Cause: the 5 LANTERN Sparks were added to GymSub.unity and never to Gameplay.unity. - Gameplay.unity's AbilityDatabaseAuthoring now carries all 9 defs (the 4 legacy ids keep their numbers; Sparks are 5-9) with their effect prefabs. Live-verified in Play: sockets now read Vortex 8dmg/6range/420cd, Blink 20range/1cd, Hook & Pull 15dmg/25range/120cd, Light Zone 6dmg/5range/480cd. - Removed 6 orphaned authoring GameObjects the purge left behind in the subscene (StorageSpawner, StructureCatalog, ItemDatabase, SpitterProjectileConfig, BoonCatalog, MetaCatalog) and the RoomDressing object in Game.unity — the latter is what scattered 47 Synty desert props into the seabed murk. - Deleted 4 now-unreferenced prefabs: EnemySpit, Pylon, Storage, Wall. - Frame rename (M4): FrameKind.Warrior/Ranger -> Bathynaut/Harpooner, 93 identifier sites. Byte values pinned (2/3), so no ghost-hash or save impact. The menu said "Warrior"/"Ranger" to players three weeks after the frames were renamed in design. - Menu now reads LANTERN / "Light is territory — co-op descent" instead of "PROJECT M" / "Frontier colony — co-op" (the Awakening-Engine tagline, two directions stale). - Removed the "Replay Tutorial" button and the Settings ONBOARDING section: both drove coach-marks DR-051 deleted. The settings fields still round-trip so existing settings files load unchanged. All four project scenes + all prefabs verified free of missing scripts. Server measured at 59.6 ticks/s against a 60 Hz target. 295/295 green. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
57 lines
2.4 KiB
C#
57 lines
2.4 KiB
C#
namespace ProjectM.Simulation
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{
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/// <summary>Stable, index-independent key for an authored ability definition in the AbilityDatabase blob.</summary>
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public enum AbilityId : byte
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{
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None = 0,
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Primary = 1,
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FastLight = 2,
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SlowHeavy = 3,
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WarriorCone = 4, // Slice 2: the Bathynaut's aim-directed short-range cone secondary (Fire slot)
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// LANTERN Phase 1 Sparks (the gym's first socketables):
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DecoyWisp = 5, // Aoe/spawn: a decoy ghost that draws aggro
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HookPull = 6, // Projectile + pull: the Harpooner reel (yanks the hit target in)
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Vortex = 7, // Aoe/zone: a timed pulling/slowing area
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Blink = 8, // Movement: a second dash (BlinkSystem)
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LightZone = 9, // Aoe/zone: a persistent light/damage zone
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}
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/// <summary>Stable key for an authored character-stats definition in the AbilityDatabase blob — the
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/// frame/class id (a LANTERN suit-frame IS the class; renamed from the pre-LANTERN <c>CharacterId</c>,
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/// byte values unchanged so serialized definitions/saves never re-mean).</summary>
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public enum FrameKind : byte
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{
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None = 0,
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Default = 1,
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Bathynaut = 2, // Bathynaut-lineage melee-anchor bruiser (tankier, slower, longer/harder melee)
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Harpooner = 3, // Harpooner-lineage ranged-anchor (squishier, faster, longer projectile range; weaker melee)
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}
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/// <summary>
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/// Which base stat a <see cref="StatModifier"/> targets. Replicated as a raw byte on the modifier
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/// buffer to keep the generated ghost serializer trivial; mapped back to this enum only in StatMath.
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/// </summary>
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public enum StatTarget : byte
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{
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Damage = 0,
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CooldownTicks = 1,
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Range = 2,
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ProjectileSpeed = 3,
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AutoTargetRange = 4,
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AutoTargetConeRadians = 5,
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MoveSpeed = 6,
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TurnRate = 7,
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MaxHealth = 8,
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MeleeDamage = 9, // Slice 2: melee combo + Bathynaut cone damage axis (folded onto TuningConfig.MeleeDamage)
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MeleeRange = 10, // Slice 2: melee reach axis (Bathynaut longer, Harpooner shorter)
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}
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/// <summary>How a <see cref="StatModifier"/> combines into the effective stat.</summary>
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public enum ModOp : byte
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{
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Flat = 0, // additive: + Value
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PercentAdd = 1, // additive percent, pooled into (1 + sum Value)
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PercentMult = 2, // multiplicative percent, product of (1 + Value)
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}
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}
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