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>
This commit is contained in:
2026-07-15 15:47:12 -07:00
parent b34945c2d2
commit 4a8220ad3e
27 changed files with 137 additions and 275 deletions
@@ -134,8 +134,8 @@ namespace ProjectM.Client
// stays correct the day a Health/stats writer is parallelised.
EntityManager.CompleteDependencyBeforeRO<Health>();
EntityManager.CompleteDependencyBeforeRO<EffectiveCharacterStats>();
EntityManager.CompleteDependencyBeforeRO<EffectiveAbilityStats>();
EntityManager.CompleteDependencyBeforeRO<AbilityCooldown>();
EntityManager.CompleteDependencyBeforeRO<SocketCooldown>();
EntityManager.CompleteDependencyBeforeRO<EffectiveSocketStats>();
EntityManager.CompleteDependencyBeforeRO<RespawnInvuln>();
float dt = SystemAPI.Time.DeltaTime; // wall-frame delta — correct in a presentation system
@@ -330,9 +330,9 @@ namespace ProjectM.Client
float hp = 0f, maxHp = 1f, cdFrac = 1f;
bool dead = false, shielded = false;
foreach (var (health, effChar, effAbility, cd, invuln, entity) in
SystemAPI.Query<RefRO<Health>, RefRO<EffectiveCharacterStats>, RefRO<EffectiveAbilityStats>,
RefRO<AbilityCooldown>, RefRO<RespawnInvuln>>()
foreach (var (health, effChar, cd, invuln, entity) in
SystemAPI.Query<RefRO<Health>, RefRO<EffectiveCharacterStats>,
RefRO<SocketCooldown>, RefRO<RespawnInvuln>>()
.WithAll<GhostOwnerIsLocal, PlayerTag>().WithEntityAccess())
{
found = true;
@@ -340,8 +340,15 @@ namespace ProjectM.Client
maxHp = effChar.ValueRO.MaxHealth > 0f ? effChar.ValueRO.MaxHealth : health.ValueRO.Max;
dead = SystemAPI.IsComponentEnabled<Dead>(entity);
uint nextFire = cd.ValueRO.NextFireTick;
int cdTicks = effAbility.ValueRO.CooldownTicks;
// Cooldown bar = socket 0 (the primary Spark) of the 4-socket kit (the legacy single
// AbilityCooldown died — LANTERN purge). EffectiveSocketStats row 0 supplies the duration.
uint nextFire = cd.ValueRO.Get(0);
int cdTicks = 0;
if (SystemAPI.HasBuffer<EffectiveSocketStats>(entity))
{
var effSockets = SystemAPI.GetBuffer<EffectiveSocketStats>(entity);
if (effSockets.Length > 0) cdTicks = effSockets[0].CooldownTicks;
}
var nextTick = new NetworkTick(nextFire);
cdFrac = (haveTick && nextFire != 0 && cdTicks > 0 && nextTick.IsValid && nextTick.IsNewerThan(nt.ServerTick))
? Mathf.Clamp01(1f - nextTick.TicksSince(nt.ServerTick) / (float)cdTicks)