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>
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using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Client → server: pick the player's class at base. Server honors it ONLY in <c>RunInfo.Lifecycle==Staging</c>
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/// and applies the FULL swap via <see cref="ClassSwapUtil"/> (class seeds + permanent-meta re-sync + AbilityRef +
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/// cooldown reset + heal/clamp) — a partial swap would mis-set the meta record + Max HP (DR-046 review). The class
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/// is server-authoritative + re-validated, so a forged/stale request is simply dropped. UNCONDITIONAL wire type.
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/// </summary>
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public struct ClassSelectRequest : IRpcCommand
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{
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/// <summary>Requested class id (0/unknown → Warrior via ClassTraits.Normalize).</summary>
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public byte ClassId;
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}
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}
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fileFormatVersion: 2
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guid: e0fcc1501b0c2144585249be7b65dd61
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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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/// The ONE in-place class-swap effect, shared by the editor dev tool (DebugOp.SetClass) and the player-facing
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/// base ClassSelect (Staging). A class swap is much more than re-seeding: the pre-code review (DR-046) confirmed
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/// that swapping only the class-seed band leaves the OLD class's PERMANENT META rows on the buffer and omits the
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/// NEW class's — so a base swap would drain Aether into the wrong class's record and mis-set Max HP. This helper
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/// mirrors the (previously editor-only) full swap: <see cref="ClassTraits.Reapply"/> (class-seed band) + the meta
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/// band strip + per-class <see cref="MetaTierState"/> replay. The caller then writes AbilityRef/PlayerClass/
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/// AbilityCooldown and calls <see cref="HealClamp"/> (a static can't resolve singletons or SystemAPI.SetComponent,
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/// so the caller passes the resolved pieces). Server-authoritative + prediction-correct (StatRecomputeSystem
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/// refolds EffectiveCharacterStats next tick).
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/// </summary>
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public static class ClassSwapUtil
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{
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/// <summary>Re-seed the class band + re-sync the permanent-meta band for <paramref name="rawClass"/> on
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/// <paramref name="mods"/>. Returns the normalized class + its Fire ability id (the caller sets AbilityRef).
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/// <paramref name="haveMeta"/> false (no catalog/record) skips the meta replay (the strip still runs).</summary>
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public static void Apply(byte rawClass, DynamicBuffer<StatModifier> mods,
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bool haveMeta, in MetaUpgradeCatalog metaCat, DynamicBuffer<MetaTierState> metaRecord,
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out byte newClass, out byte newAbilityId)
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{
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newClass = ClassTraits.Normalize(rawClass);
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ClassTraits.Reapply(newClass, mods);
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newAbilityId = ClassTraits.AbilityFor(newClass);
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// Strip the OLD class's meta rows (Reapply only touched the class-seed band), then replay the NEW class's
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// persisted tiers (the GoInGame skip/clamp rules) so the permanent channel stays correct across the swap.
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TimedModifierUtil.RemoveBySourceIdRange(mods, Tuning.MetaSourceIdBase,
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Tuning.MetaSourceIdBase + Tuning.MetaSourceIdSpan);
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if (haveMeta && metaCat.Value.IsCreated && metaRecord.IsCreated)
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{
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ref var metaPool = ref metaCat.Value.Value;
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byte metaBit = BoonMath.MaskFor(newClass);
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for (int mi = 0; mi < metaRecord.Length; mi++)
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{
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if (metaRecord[mi].ClassId != newClass || metaRecord[mi].Tier == 0) continue;
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int defIdx = MetaMath.FindDef(ref metaPool, metaRecord[mi].UpgradeId);
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if (defIdx < 0) continue;
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if ((metaPool.Defs[defIdx].ClassMask & metaBit) == 0) continue;
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byte metaTier = metaRecord[mi].Tier < metaPool.Defs[defIdx].MaxTier
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? metaRecord[mi].Tier : metaPool.Defs[defIdx].MaxTier;
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mods.Add(new StatModifier
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{
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Target = metaPool.Defs[defIdx].Target,
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Op = metaPool.Defs[defIdx].Op,
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Value = metaPool.Defs[defIdx].ValuePerTier * metaTier,
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SourceId = Tuning.MetaSourceIdBase + metaRecord[mi].UpgradeId,
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});
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}
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}
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}
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/// <summary>Heal/down-clamp a LIVING player's Current to the new class's full max (blob base folded with the
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/// just-reseeded <paramref name="mods"/>, like StatRecomputeSystem). Doubles as the down-clamp when the new
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/// class's max is lower (Warrior +30 HP vs Ranger -15%). No-op on a corpse (Current<=0) — respawn refills.</summary>
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public static void HealClamp(ref Health health, float baseMaxHealth, DynamicBuffer<StatModifier> mods)
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{
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if (health.Current > 0f)
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health.Current = StatMath.Apply(baseMaxHealth, StatTarget.MaxHealth, mods);
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}
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}
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}
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fileFormatVersion: 2
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guid: 546e843270f89d04ca6d6cf816e217d3
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@@ -14,7 +14,8 @@ namespace ProjectM.Simulation
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/// <summary>Current hit points. Replicated for display and reconciles the predicted value against the server's authoritative state.</summary>
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[GhostField] public float Current;
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/// <summary>Maximum hit points. Baked identically on client and server; not replicated.</summary>
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public float Max;
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/// <summary>Maximum hit points. Replicated so a client HUD bar reads a correct fraction even when Max is
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/// modified server-side (boss x8; class/boon HP mods) — the boss bar + floating enemy HP bars depend on it (review: no player-bar surface reads Health.Max).</summary>
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[GhostField] public float Max;
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}
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}
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namespace ProjectM.Simulation
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{
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/// <summary>One base "prep loadout" option: spend a base resource before launch for a RUN-SCOPED stat buff
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/// (stripped on the Returning edge like a boon). Mechanical fields only — the HUD supplies display labels.</summary>
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public struct PrepRow
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{
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public byte Id;
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public byte CostResId; // ResourceId.*
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public int Cost;
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public byte Target; // StatTarget
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public byte Op; // ModOp
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public float Value;
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}
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/// <summary>
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/// The base PREP-LOADOUT catalog (DR-046): the player funds each run's power from base resources at Staging. A
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/// purchase appends ONE run-scoped <see cref="StatModifier"/> in the prep SourceId band
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/// (<see cref="Tuning.PrepSourceIdBase"/> + Id), which <see cref="Server"/>'s PrepPurchaseSystem gates once-per-run
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/// by that SourceId's PRESENCE (its lifetime == the band, stripped on Returning — so it re-buys next run for free,
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/// no separate latch). A plain managed static table (read by the non-Burst receiver + the managed HUD).
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/// </summary>
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public static class PrepCatalog
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{
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public static readonly PrepRow[] Rows =
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{
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new PrepRow { Id = 0, CostResId = ResourceId.Ore, Cost = 30, Target = (byte)StatTarget.MaxHealth, Op = (byte)ModOp.Flat, Value = 30f },
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new PrepRow { Id = 1, CostResId = ResourceId.Biomass, Cost = 40, Target = (byte)StatTarget.MoveSpeed, Op = (byte)ModOp.PercentMult, Value = 0.12f },
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new PrepRow { Id = 2, CostResId = ResourceId.Aether, Cost = 25, Target = (byte)StatTarget.MeleeDamage, Op = (byte)ModOp.PercentMult, Value = 0.20f },
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new PrepRow { Id = 3, CostResId = ResourceId.Aether, Cost = 25, Target = (byte)StatTarget.Damage, Op = (byte)ModOp.PercentMult, Value = 0.20f },
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};
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public static int Count => Rows.Length;
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public static bool TryGet(byte id, out PrepRow row)
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{
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for (int i = 0; i < Rows.Length; i++)
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if (Rows[i].Id == id) { row = Rows[i]; return true; }
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row = default;
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return false;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ef0c16b1e46d22c42bf38db14b2983b5
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@@ -0,0 +1,16 @@
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using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Client → server: buy a base PREP-LOADOUT option (<see cref="PrepCatalog"/> id). Honored ONLY in Staging; the
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/// server prices it from the catalog (never on the wire), does an in-loop <see cref="StorageMath.TotalOf"/>
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/// pre-check BEFORE <see cref="StorageMath.Withdraw"/> (DR-014 atomicity), and appends the run-scoped
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/// <see cref="StatModifier"/> once per run (gated by the prep SourceId's presence). UNCONDITIONAL wire type.
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/// </summary>
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public struct PrepPurchaseRequest : IRpcCommand
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{
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/// <summary>Prep-catalog option id.</summary>
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public byte OptionId;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: e945968f38977974f926709051f28609
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