LANTERN purge B6: delete the legacy single-ability path (sockets are THE ability model)
AbilityRef, AbilityCooldown, EffectiveAbilityStats, DefaultAbility deleted. GoInGameServerSystem seeds the per-frame 4-socket Spark loadout UNCONDITIONALLY (was gym-only); ClassSelectReceiveSystem + DebugOp.SetClass swap FrameId + re-seed sockets + zero SocketCooldown; ClassSwapUtil.Apply drops newAbilityId; EquipSystem weapons become stat-sticks (GrantedAbilityId removed from the item blob/authoring); StatRecomputeSystem folds CharacterStatsRef + sockets only; HUD cooldown bar reads socket 0 of SocketCooldown/EffectiveSocketStats; class HUD readers are FrameId-only (ClassForAbility/AbilityFor deleted); DebugModifierInjectionSystem drops CycleAbility. 390 tests green; Play-verified: a non-gym spawn gets frame=2 with Sparks [7,8,6,9] and no console errors. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -41,7 +41,6 @@ namespace ProjectM.Authoring
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Tier = def.Tier,
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StackMax = def.StackMax,
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EquipSlot = def.EquipSlot,
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GrantedAbilityId = def.GrantedAbilityId,
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Mod0 = ModAt(def, 0),
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Mod1 = ModAt(def, 1),
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Mod2 = ModAt(def, 2),
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@@ -33,9 +33,6 @@ namespace ProjectM.Authoring
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[Tooltip("EquipSlotId byte: 0=Weapon, 1=Armor, 2=Trinket, 3=Tool, 255=not equippable.")]
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public byte EquipSlot = 255;
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[Tooltip("AbilityId granted when equipped in the Weapon slot (0=none): 1=Primary, 2=FastLight, 3=SlowHeavy.")]
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public byte GrantedAbilityId = 0;
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[Tooltip("Stat modifiers granted while equipped (first 4 used).")]
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public List<ItemModAuthoring> Mods = new List<ItemModAuthoring>();
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}
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@@ -19,9 +19,6 @@ namespace ProjectM.Authoring
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[Tooltip("Character-stats definition (move speed, turn rate, max health). Single source of those values.")]
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public CharacterStatsDefinition Character;
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[Tooltip("Ability definition occupying the player's primary slot.")]
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public AbilityDefinition PrimaryAbility;
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[Header("Fallbacks (used only if a definition above is unassigned)")]
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[Min(0f)] public float FallbackMaxHealth = 100f;
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@@ -42,14 +39,11 @@ namespace ProjectM.Authoring
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{
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var entity = GetEntity(authoring, TransformUsageFlags.Dynamic);
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// Re-bake when a referenced definition's serialized values change.
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// Re-bake when the referenced definition's serialized values change.
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if (authoring.Character != null) DependsOn(authoring.Character);
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if (authoring.PrimaryAbility != null) DependsOn(authoring.PrimaryAbility);
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byte characterId = authoring.Character != null
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? (byte)authoring.Character.Id : (byte)CharacterId.Default;
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byte abilityId = authoring.PrimaryAbility != null
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? (byte)authoring.PrimaryAbility.Id : (byte)AbilityId.Primary;
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float maxHealth = authoring.Character != null
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? authoring.Character.MaxHealth : authoring.FallbackMaxHealth;
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@@ -57,14 +51,11 @@ namespace ProjectM.Authoring
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AddComponent<PlayerFacing>(entity);
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AddComponent<PlayerInput>(entity);
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// Data-driven stat refs (replace M2's inlined PlayerMoveStats / AbilityStats values).
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// Data-driven stat ref (replaces M2's inlined PlayerMoveStats values); the ability model is the
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// 4-socket kit below (the legacy AbilityRef/DefaultAbility/EffectiveAbilityStats bakes are deleted).
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AddComponent(entity, new CharacterStatsRef { Id = characterId });
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AddComponent(entity, new AbilityRef { Id = abilityId });
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// Unarmed/base ability restored on weapon-unequip (AbilityRef.Id mutates when a weapon is equipped).
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AddComponent(entity, new DefaultAbility { Id = abilityId });
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// Effective stats: zeroed at bake, recomputed every predicted tick by StatRecomputeSystem.
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AddComponent(entity, new EffectiveAbilityStats());
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AddComponent(entity, new EffectiveCharacterStats());
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// Empty replicated modifier stack (grown by upgrades/pickups/debug hook, server-authoritative).
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@@ -82,7 +73,6 @@ namespace ProjectM.Authoring
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// damageable hit radius, predicted cooldown state, and the per-tick damage inbox.
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AddComponent(entity, new Health { Current = maxHealth, Max = maxHealth });
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AddComponent(entity, new HitRadius { Value = authoring.HitRadius });
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AddComponent<AbilityCooldown>(entity);
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AddBuffer<DamageEvent>(entity);
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// MC-1 dash: predicted dash window (derived from PlayerInput.Dash) + cooldown gate, baked idle/ready.
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AddComponent<DashState>(entity);
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@@ -110,17 +100,17 @@ namespace ProjectM.Authoring
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// the Returning edge) + the server-only Blade-Dash per-dash dedup accumulator (non-replicated).
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AddComponent<BoonEffects>(entity);
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AddComponent<DashTrailState>(entity);
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// LANTERN Phase 1 (Step 1): 4-socket kit data model - parallels AbilityRef/AbilityCooldown
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// (both kept until the AbilityFireSystem migration in Step 2). AbilitySocket = cold per-socket
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// loadout (EquipmentSlot-modelled, 4 empty rows); SocketCooldown = hot owner-predicted per-socket
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// cooldown; FrameId = replicated frame/class signal (baked 0, written server-side at frame select).
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// LANTERN Phase 1 (Step 1): 4-socket kit data model — THE ability model (the legacy single
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// AbilityRef/AbilityCooldown path is deleted). AbilitySocket = cold per-socket loadout
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// (EquipmentSlot-modelled, 4 empty rows; GoInGameServerSystem seeds the frame loadout at spawn);
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// SocketCooldown = hot owner-predicted per-socket cooldown; FrameId = replicated frame/class signal
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// (baked 0, written server-side at frame select).
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var sockets = AddBuffer<AbilitySocket>(entity);
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for (int sk = 0; sk < SocketId.Count; sk++)
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sockets.Add(new AbilitySocket { SparkId = 0 });
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AddComponent<SocketCooldown>(entity);
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AddComponent<FrameId>(entity);
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// Step 1b: per-socket effective-stats buffer (4 rows), folded each predicted tick by
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// StatRecomputeSystem (additive; the legacy single EffectiveAbilityStats stays until steps 2/2.5).
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// Step 1b: per-socket effective-stats buffer (4 rows), folded each predicted tick by StatRecomputeSystem.
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var effSockets = AddBuffer<EffectiveSocketStats>(entity);
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for (int sk2 = 0; sk2 < SocketId.Count; sk2++)
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effSockets.Add(new EffectiveSocketStats());
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