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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@@ -142,13 +142,13 @@ namespace ProjectM.Server
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}
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break;
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case DebugOp.SetClass:
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// Swap an already-spawned player's class IN PLACE (editor dev tool). Class = two replicated
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// pieces: the AbilityRef Fire slot + the ClassSourceId-tagged StatModifier seeds; the owner's
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// StatRecomputeSystem refolds EffectiveCharacterStats. Server-authoritative + prediction-correct
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// (same buffer-mutation path as GrantUpgrade). Reapply + AbilityRef run unconditionally so the
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// class is correct even on a corpse; the heal is gated on a LIVING player so we don't resurrect
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// it out-of-band and race PlayerRespawnSystem (which refills to the new max on respawn itself).
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if (sender != Entity.Null && SystemAPI.HasComponent<AbilityRef>(sender)
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// Swap an already-spawned player's frame IN PLACE (editor dev tool). Frame = FrameId + the
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// ClassSourceId-tagged StatModifier seeds + the 4-socket Spark loadout; the owner's
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// StatRecomputeSystem refolds EffectiveCharacterStats. Server-authoritative + prediction-
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// correct (same buffer-mutation path as GrantUpgrade). The swap runs even on a corpse; the
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// heal is gated on a LIVING player so we don't resurrect out-of-band and race
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// PlayerRespawnSystem (which refills to the new max on respawn itself).
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if (sender != Entity.Null && SystemAPI.HasBuffer<AbilitySocket>(sender)
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&& SystemAPI.HasBuffer<StatModifier>(sender))
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{
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var classMods = SystemAPI.GetBuffer<StatModifier>(sender);
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@@ -156,15 +156,23 @@ namespace ProjectM.Server
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bool haveMeta2 = SystemAPI.TryGetSingleton<MetaUpgradeCatalog>(out var metaCat2)
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&& SystemAPI.TryGetSingletonEntity<ResourceLedger>(out dir2) && SystemAPI.HasBuffer<MetaTierState>(dir2);
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var metaRec2 = haveMeta2 ? SystemAPI.GetBuffer<MetaTierState>(dir2) : default;
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// DR-046: the FULL swap (class seeds + meta re-sync) now lives in the shared ClassSwapUtil,
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// DR-046: the FULL swap (class seeds + meta re-sync) lives in the shared ClassSwapUtil,
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// used by BOTH this dev path and the base ClassSelectReceiveSystem so they cannot drift.
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ClassSwapUtil.Apply((byte)cmd.ArgA, classMods, haveMeta2, metaCat2, metaRec2,
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out byte swNewClass, out byte swNewAbility);
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SystemAPI.SetComponent(sender, new AbilityRef { Id = swNewAbility });
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out byte swNewClass);
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if (SystemAPI.HasComponent<FrameId>(sender))
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SystemAPI.SetComponent(sender, new FrameId { Value = swNewClass });
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if (SystemAPI.HasComponent<PlayerClass>(sender))
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SystemAPI.SetComponent(sender, new PlayerClass { ClassId = swNewClass });
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if (SystemAPI.HasComponent<AbilityCooldown>(sender))
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SystemAPI.SetComponent(sender, new AbilityCooldown { NextFireTick = 0 });
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ClassTraits.FrameLoadout(swNewClass, out byte sf0, out byte sf1, out byte sf2, out byte sf3);
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var swSockets = SystemAPI.GetBuffer<AbilitySocket>(sender);
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swSockets.Clear();
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swSockets.Add(new AbilitySocket { SparkId = sf0 });
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swSockets.Add(new AbilitySocket { SparkId = sf1 });
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swSockets.Add(new AbilitySocket { SparkId = sf2 });
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swSockets.Add(new AbilitySocket { SparkId = sf3 });
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if (SystemAPI.HasComponent<SocketCooldown>(sender))
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SystemAPI.SetComponent(sender, default(SocketCooldown));
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if (SystemAPI.HasComponent<Health>(sender) && SystemAPI.HasComponent<CharacterStatsRef>(sender)
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&& SystemAPI.TryGetSingleton<AbilityDatabase>(out var abilityDb2))
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{
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@@ -178,6 +186,7 @@ namespace ProjectM.Server
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}
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}
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break;
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break;
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case DebugOp.SpawnEnemy:
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// GYM: spawn a chosen enemy KIND (Drowner/Grindylow) from the baked roster near the sender.
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if (sender != Entity.Null && SystemAPI.HasComponent<LocalTransform>(sender)
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