Initial Combat Implementation
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using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Per-entity effective ability stats: the authored base (from the AbilityDatabase blob keyed by
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/// AbilityRef) folded with the entity's StatModifier buffer by StatRecomputeSystem each predicted
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/// tick. Derived/local, NOT replicated - both worlds recompute it deterministically from the
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/// replicated modifier buffer, so it matches under prediction without being in the snapshot.
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/// </summary>
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public struct EffectiveAbilityStats : IComponentData
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{
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public float Damage;
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public float ProjectileSpeed;
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public float Range;
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public float AutoTargetRange;
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public float AutoTargetConeRadians;
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public int CooldownTicks;
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}
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}
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