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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@@ -79,26 +79,24 @@ namespace ProjectM.Server
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ecb.SetComponent(player, new GhostOwner { NetworkId = networkId.Value });
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// Tag the player into the base region (M6 region/relevancy split).
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ecb.AddComponent(player, new RegionTag { Region = RegionId.Base });
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// Slice 2: seed the chosen class on the just-instantiated player. AbilityRef selects the Fire slot
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// (Warrior = cone / Ranger = projectile); the DRG-asymmetry traits ride permanent StatModifiers
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// (CharacterStatsRef stays Default -> deltas replicate via the OwnerSendType.All buffer). 0 -> Warrior.
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// Slice 2 -> LANTERN: seed the chosen frame on the just-instantiated player. The 4-socket Spark
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// loadout IS the ability model (the legacy single-AbilityRef path is deleted); the DRG-asymmetry
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// traits ride permanent StatModifiers (CharacterStatsRef stays Default -> deltas replicate via the
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// OwnerSendType.All buffer). 0 -> Warrior/Bathynaut.
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byte classId = ClassTraits.Normalize(goReq.ValueRO.ClassId);
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ecb.SetComponent(player, new AbilityRef { Id = ClassTraits.AbilityFor(classId) });
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ClassTraits.AppendSeeds(classId, player, ecb);
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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: 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 = 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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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
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// Per-frame default Spark loadout on keys 1-4 (UNCONDITIONAL since the legacy path died — without
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// this a non-gym spawn would have four empty sockets and no abilities at all).
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ClassTraits.FrameLoadout(classId, out byte f0, out byte f1, out byte f2, out byte f3);
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var sockets = ecb.SetBuffer<AbilitySocket>(player);
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sockets.Add(new AbilitySocket { SparkId = f0 });
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sockets.Add(new AbilitySocket { SparkId = f1 });
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sockets.Add(new AbilitySocket { SparkId = f2 });
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sockets.Add(new AbilitySocket { SparkId = f3 });
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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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// ClassTraits idiom). Skip tier 0 / unknown ids (preserve-don't-crash); CLAMP a saved tier above a
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