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feat(combat): high-rate cadence contracts#155

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f1cklepickle merged 12 commits intomainfrom
feat/combat-high-rate-cadence-contracts
Mar 22, 2026
Merged

feat(combat): high-rate cadence contracts#155
f1cklepickle merged 12 commits intomainfrom
feat/combat-high-rate-cadence-contracts

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@f1cklepickle f1cklepickle commented Mar 22, 2026

Why

High attack-speed values were being bottlenecked by input/event timing, one-frame mobile pulses, and animation-driven attack flow. Combat cadence needed to become runtime-authoritative so higher tiers produce real throughput without dropped swings, silent presentation caps, or repeated same-swing hit bugs.

What changed

  • Moved attack cadence authority into PlayerAttackLoop so combat throughput scales beyond click cadence
  • Reworked attack presentation so animation follows runtime cadence instead of owning it
  • Switched Android/mobile fire input to held right-trigger intent instead of pulse/timer-driven cadence
  • Added EditMode and PlayMode regressions for cadence ownership, mobile hold-fire, high-rate runtime cadence, and chained attack stability
  • Fixed compressed high-rate hit delivery so short swings still land damage
  • Fixed repeated same-swing hitbox damage discovered during validation
  • Updated TEST_LOG and clarified hitbox runtime comments

How to test

  1. Open MainPrototype
  2. Press Play and verify low / normal / high attack-speed behavior still attacks correctly
  3. Verify PC hold-fire and Android held-fire still work, and overlapping enemies only take one hit per swing
  4. Run tests:
    • EditMode
    • PlayMode

Checklist

  • Unit tests (EditMode) added or updated
  • PlayMode test or manual validation included
  • Demo scene updated (if player-visible) - N/A
  • Prefab links, tags, and layers validated
  • README / Docs touched (if applicable)

Related

@f1cklepickle f1cklepickle added feature New feature or request testing Work specifically related to adding or fixing test setups gameplay Anything affecting the core loop (combat, waves, health). labels Mar 22, 2026
@f1cklepickle f1cklepickle merged commit 0d0672e into main Mar 22, 2026
4 checks passed
@f1cklepickle f1cklepickle deleted the feat/combat-high-rate-cadence-contracts branch March 22, 2026 17:41
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feature New feature or request gameplay Anything affecting the core loop (combat, waves, health). testing Work specifically related to adding or fixing test setups

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