LANTERN P1 step 5 + §8: two-frame identity via FrameId + per-frame gym loadouts
FrameId (replicated frame/class signal) now WRITTEN server-side at spawn for all players; the two class-HUD readers (ClassPrepPortal, MetaShop) read FrameId (with an AbilityRef fallback for pre-FrameId players) instead of ClassForAbility. The gym seeds a PER-FRAME default Spark loadout via ClassTraits.FrameLoadout — Harpooner (Ranger slot): reel/mobility/skillshots; Bathynaut (Warrior slot): pull-in/dash/zone-control. FrameId uses ecb.AddComponent (baked on the real player; absent on the minimal MetaSeeding test prefab). 497 EditMode green. Deferred to a focused pass (risky wholesale refactor, "still works" via the transition): full removal of legacy AbilityRef/AbilityCooldown/EffectiveAbility Stats (woven through equip/class/meta/StatRecompute + tests) and the CharacterId Bathynaut/Harpooner rename. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -83,9 +83,9 @@ namespace ProjectM.Client
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// Local class from the replicated AbilityRef (tracks the dev class-switch; PlayerClass is server-only).
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byte localClass = ClassTraits.WarriorClass;
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bool haveLocalPlayer = false;
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foreach (var ar in SystemAPI.Query<RefRO<AbilityRef>>().WithAll<PlayerTag, GhostOwnerIsLocal>())
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foreach (var (fr, ar) in SystemAPI.Query<RefRO<FrameId>, RefRO<AbilityRef>>().WithAll<PlayerTag, GhostOwnerIsLocal>())
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{
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localClass = ClassTraits.ClassForAbility(ar.ValueRO.Id);
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localClass = fr.ValueRO.Value != 0 ? fr.ValueRO.Value : ClassTraits.ClassForAbility(ar.ValueRO.Id); // FrameId signal, AbilityRef fallback
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haveLocalPlayer = true;
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break;
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}
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@@ -76,9 +76,9 @@ namespace ProjectM.Client
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// server-only); tiers from the replicated MetaTierState record on the director ghost.
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byte localClass = ClassTraits.WarriorClass;
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bool haveLocalPlayer = false;
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foreach (var ar in SystemAPI.Query<RefRO<AbilityRef>>().WithAll<PlayerTag, GhostOwnerIsLocal>())
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foreach (var (fr, ar) in SystemAPI.Query<RefRO<FrameId>, RefRO<AbilityRef>>().WithAll<PlayerTag, GhostOwnerIsLocal>())
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{
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localClass = ClassTraits.ClassForAbility(ar.ValueRO.Id);
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localClass = fr.ValueRO.Value != 0 ? fr.ValueRO.Value : ClassTraits.ClassForAbility(ar.ValueRO.Id); // FrameId signal, AbilityRef fallback
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haveLocalPlayer = true;
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break;
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}
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@@ -88,15 +88,16 @@ namespace ProjectM.Server
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// Expedition redesign: the server-only class anchor the meta systems key on (born-correct meta
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// seeding at Step 12a + per-class spend at Step 13 resolve the tier record through this).
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ecb.AddComponent(player, new PlayerClass { ClassId = classId });
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ecb.AddComponent(player, new FrameId { Value = classId }); // Add (not Set): baked on the real player; absent on the minimal test prefab // replicated frame/class signal (HUD reads this, not AbilityRef)
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if (isGym)
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{
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// GYM: default Spark socket loadout on keys 1-4 (AbilityFireSystem reads sockets, not AbilityRef).
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// LightZone(9) is defined + dispatch-ready but off the default bar (socket it via a swap).
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// GYM: per-frame default Spark loadout on keys 1-4 (AbilityFireSystem reads sockets, not AbilityRef).
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ClassTraits.FrameLoadout(classId, out byte f0, out byte f1, out byte f2, out byte f3);
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var gymSockets = ecb.SetBuffer<AbilitySocket>(player);
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gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.HookPull });
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gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.Blink });
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gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.DecoyWisp });
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gymSockets.Add(new AbilitySocket { SparkId = (byte)AbilityId.Vortex });
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gymSockets.Add(new AbilitySocket { SparkId = f0 });
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gymSockets.Add(new AbilitySocket { SparkId = f1 });
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gymSockets.Add(new AbilitySocket { SparkId = f2 });
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gymSockets.Add(new AbilitySocket { SparkId = f3 });
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}
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// Step 12a: born-correct PERMANENT meta seeding — replay this class's persisted tiers as
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// meta-band StatModifiers on the just-instantiated player (same ECB as Instantiate, the
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@@ -45,6 +45,20 @@ namespace ProjectM.Simulation
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public static byte ClassForAbility(byte abilityId)
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=> abilityId == (byte)AbilityId.Primary ? RangerClass : WarriorClass;
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/// <summary>Default 4-socket Spark loadout per frame (Harpooner = the Ranger slot, line-and-iron; Bathynaut =
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/// the Warrior slot, anchor-and-crash). Tunable; drives the gym's per-frame default sockets (Build Spec step 5).</summary>
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public static void FrameLoadout(byte classId, out byte s0, out byte s1, out byte s2, out byte s3)
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{
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if (classId == RangerClass) // Harpooner: reel primary + mobility + skillshots
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{
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s0 = (byte)AbilityId.HookPull; s1 = (byte)AbilityId.Blink; s2 = (byte)AbilityId.DecoyWisp; s3 = (byte)AbilityId.LightZone;
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}
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else // Bathynaut: pull enemies in + dash + zone control (melee via the combo chassis)
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{
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s0 = (byte)AbilityId.Vortex; s1 = (byte)AbilityId.Blink; s2 = (byte)AbilityId.HookPull; s3 = (byte)AbilityId.LightZone;
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}
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}
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/// <summary>True when a modifier's SourceId is in the reserved class-seed range [ClassSourceId, +ClassSeedCount).</summary>
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public static bool IsClassSeed(uint sourceId)
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=> sourceId >= Tuning.ClassSourceId && sourceId < Tuning.ClassSourceId + (uint)ClassSeedCount;
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