Files
Project-M/Assets/_Project/Scripts/Authoring/Player/PlayerAuthoring.cs
T
kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)
The 2026-08-06 audit found the shipping scene was still the abandoned
co-op-Hades game with LANTERN combat bolted on, and that a third of the
codebase was live code for a direction abandoned on 2026-07-13. Operator
chose deletion over freezing: "everything is saved in source control if
needed. I want the project to be clean."

DELETED (~140 source files, Scripts 335->231, Tests 77->43):
- Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring /
  SwarmerAuthoring were attached to ZERO prefabs, so LungeState /
  SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI
  passes, BossAISystem (261 lines) and the whole MixBands escalation
  curve could not match a single chunk at runtime, while 734 lines of
  green tests certified them. Both shipping enemy prefabs were already
  byte-identical in stats.
- Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag,
  route select, portal interact, ready-check, room field/teardown.
- Meta shop, prep loadout, boons (incl. KillRewardSystem and
  DashTrailDamageSystem, which existed only to serve boon flags).
- Build palette + structures, shared storage, inventory/equipment
  (already recorded PAUSED in CLAUDE.md).
- The HUD panels driving all of the above (HudSystem 1168 -> 610).

KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter
for spawn rings, respawn and dynamic light), the resource ledger +
StorageMath, the save system, region/relevancy. Three of these were in
the delete set until I checked their consumers — worth remembering that
the file-level manifest was wrong about them.

Also folds in audit finding M5: PlayerClass was a second, server-only
copy of the byte FrameId already replicates. It existed for the meta
shop; with that gone, FrameId is the single frame identity.

Harvest is now single-sink (ledger). HarvestMath keeps its shape so
LANTERN's carried-vs-banked cargo split lands in one place, not two.

295/295 EditMode green, zero compile errors. Subscene re-bake and Play
validation follow in the next commit.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 12:59:39 -07:00

116 lines
7.0 KiB
C#

using ProjectM.Simulation;
using Unity.Entities;
using UnityEngine;
namespace ProjectM.Authoring
{
/// <summary>
/// Authoring for the player ghost prefab. As of M3 the numeric tunables live in data
/// (<see cref="CharacterStatsDefinition"/> / <see cref="AbilityDefinition"/> ScriptableObjects);
/// this authoring only selects which definitions the player uses and bakes the light id refs, the
/// (empty) replicated modifier buffer, and the zeroed effective-stat components that
/// StatRecomputeSystem fills each predicted tick. Health is seeded from the character definition's
/// MaxHealth (single source). Ghost replication, <c>GhostOwner</c> and AutoCommandTarget come from
/// the GhostAuthoringComponent on the same prefab GameObject; <c>GetEntity(TransformUsageFlags.Dynamic)</c>
/// ensures a runtime-mutable LocalTransform exists.
/// </summary>
public class PlayerAuthoring : MonoBehaviour
{
[Tooltip("Character-stats definition (move speed, turn rate, max health). Single source of those values.")]
public CharacterStatsDefinition Character;
[Header("Fallbacks (used only if a definition above is unassigned)")]
[Min(0f)] public float FallbackMaxHealth = 100f;
/// <summary>Projectile hit-test radius for the player as a damageable target, in world units.</summary>
[Min(0f)] public float HitRadius = 0.6f;
[Min(1)]
[Tooltip("Ticks the player stays down before respawning at base (~60 ticks/sec).")]
public int RespawnDelayTicks = 180;
[Min(0)]
[Tooltip("Ticks of post-respawn damage immunity (~60 ticks/sec).")]
public int RespawnInvulnTicks = 120;
private class PlayerBaker : Baker<PlayerAuthoring>
{
public override void Bake(PlayerAuthoring authoring)
{
var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
// Re-bake when the referenced definition's serialized values change.
if (authoring.Character != null) DependsOn(authoring.Character);
byte characterId = authoring.Character != null
? (byte)authoring.Character.Id : (byte)FrameKind.Default;
float maxHealth = authoring.Character != null
? authoring.Character.MaxHealth : authoring.FallbackMaxHealth;
AddComponent<PlayerTag>(entity);
AddComponent<PlayerFacing>(entity);
AddComponent<PlayerInput>(entity);
// Data-driven stat ref (replaces M2's inlined PlayerMoveStats values); the ability model is the
// 4-socket kit below (the legacy AbilityRef/DefaultAbility/EffectiveAbilityStats bakes are deleted).
AddComponent(entity, new CharacterStatsRef { Id = characterId });
// Effective stats: zeroed at bake, recomputed every predicted tick by StatRecomputeSystem.
AddComponent(entity, new EffectiveCharacterStats());
// Empty replicated modifier stack (grown by upgrades/pickups/debug hook, server-authoritative).
AddBuffer<StatModifier>(entity);
// 2026-08-07 audit purge: the replicated personal InventorySlot bag and the EquipmentSlot loadout
// went with the shell (CLAUDE.md already recorded inventory/equipment as PAUSED). Harvest now
// credits the shared ledger directly.
// Server-only expiry tracker for timed buffs (paired with a StatModifier by SourceId; not replicated).
AddBuffer<TimedModifier>(entity);
// Combat: server-authoritative health (Current replicated for display), the player's
// damageable hit radius, predicted cooldown state, and the per-tick damage inbox.
AddComponent(entity, new Health { Current = maxHealth, Max = maxHealth });
AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
AddBuffer<DamageEvent>(entity);
// MC-1 dash: predicted dash window (derived from PlayerInput.Dash) + cooldown gate, baked idle/ready.
AddComponent<DashState>(entity);
AddComponent(entity, new DashCooldown { NextTick = 0 });
AddComponent<BlinkState>(entity); // LANTERN Blink: predicted blink window (Movement-archetype Spark), baked idle
// MC-4 melee combo: predicted, owner-replicated combo anchor (Step/SwingStartTick/LockUntilTick), baked idle/zero.
AddComponent<MeleeCombo>(entity);
AddComponent<MeleeCleavePending>(entity); // 07-20 G2.1: server-only scheduled cleave (baked zeroed, not replicated)
AddComponent<ConeContactPending>(entity); // 07-21 G6: server-only scheduled Cone-socket slam (baked zeroed, not replicated)
// Death gate (enableable, derived from Health by PlayerDeathStateSystem) baked DISABLED = alive;
// plus the server-only respawn timer.
AddComponent<Dead>(entity);
SetComponentEnabled<Dead>(entity, false);
// Dev god-mode gate (enableable, server-only) baked DISABLED so toggling it is a bit flip, never structural.
AddComponent<DebugGodMode>(entity);
SetComponentEnabled<DebugGodMode>(entity, false);
AddComponent(entity, new RespawnState { RespawnTick = 0, DelayTicks = authoring.RespawnDelayTicks, InvulnTicks = authoring.RespawnInvulnTicks });
AddComponent(entity, new RespawnInvuln { UntilTick = 0 });
// 2026-08-07 audit purge: PlayerReady (ready-check), BoonOffer/BoonEffects (Phase-1.7 boons) and
// DashTrailState (Blade Dash) were baked onto every player ghost for the superseded base/expedition
// loop. All four are gone; the ghost archetype shrinks accordingly.
// LANTERN Phase 1 (Step 1): 4-socket kit data model — THE ability model (the legacy single
// AbilityRef/AbilityCooldown path is deleted). AbilitySocket = cold per-socket loadout
// (EquipmentSlot-modelled, 4 empty rows; GoInGameServerSystem seeds the frame loadout at spawn);
// SocketCooldown = hot owner-predicted per-socket cooldown; FrameId = replicated frame/class signal
// (baked 0, written server-side at frame select).
var sockets = AddBuffer<AbilitySocket>(entity);
for (int sk = 0; sk < SocketId.Count; sk++)
sockets.Add(new AbilitySocket { SparkId = 0 });
AddComponent<SocketCooldown>(entity);
AddComponent<FrameId>(entity);
// Step 1b: per-socket effective-stats buffer (4 rows), folded each predicted tick by StatRecomputeSystem.
var effSockets = AddBuffer<EffectiveSocketStats>(entity);
for (int sk2 = 0; sk2 < SocketId.Count; sk2++)
effSockets.Add(new EffectiveSocketStats());
}
}
}
}