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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@@ -14,7 +14,6 @@ namespace ProjectM.Server
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/// client. In-editor single-process only (client + server worlds in one process). Poke from execute_code:
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/// DebugModifierInjectionSystem.AddModifier((byte)StatTarget.Damage, (byte)ModOp.Flat, 50f);
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/// DebugModifierInjectionSystem.AddModifier((byte)StatTarget.MoveSpeed, (byte)ModOp.PercentAdd, 0.5f);
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/// DebugModifierInjectionSystem.CycleAbility(); // Primary -> FastLight -> SlowHeavy -> Primary
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/// DebugModifierInjectionSystem.ClearModifiers();
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/// All applied to the first player on the next server tick.
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/// </summary>
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@@ -25,7 +24,6 @@ namespace ProjectM.Server
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static readonly List<PendingModifier> s_Pending = new List<PendingModifier>();
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static bool s_Clear;
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static bool s_Cycle;
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/// <summary>Queue a modifier to append to the first player on the next server tick.</summary>
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public static void AddModifier(byte target, byte op, float value)
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@@ -36,17 +34,15 @@ namespace ProjectM.Server
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/// <summary>Clear the first player's whole modifier stack on the next server tick.</summary>
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public static void ClearModifiers() => s_Clear = true;
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/// <summary>Cycle the first player's primary ability id on the next server tick.</summary>
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public static void CycleAbility() => s_Cycle = true;
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protected override void OnUpdate()
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{
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if (s_Pending.Count == 0 && !s_Clear && !s_Cycle)
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if (s_Pending.Count == 0 && !s_Clear)
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return;
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Entity player = Entity.Null;
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foreach (var (abilityRef, e) in
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SystemAPI.Query<RefRO<AbilityRef>>().WithAll<PlayerTag, StatModifier>().WithEntityAccess())
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foreach (var (tag, e) in
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SystemAPI.Query<RefRO<PlayerTag>>().WithAll<StatModifier>().WithEntityAccess())
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{
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player = e;
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break;
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@@ -70,19 +66,6 @@ namespace ProjectM.Server
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}
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s_Pending.Clear();
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}
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if (s_Cycle)
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{
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var abilityRef = EntityManager.GetComponentData<AbilityRef>(player);
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abilityRef.Id = abilityRef.Id switch
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{
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(byte)AbilityId.Primary => (byte)AbilityId.FastLight,
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(byte)AbilityId.FastLight => (byte)AbilityId.SlowHeavy,
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_ => (byte)AbilityId.Primary,
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};
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EntityManager.SetComponentData(player, abilityRef);
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s_Cycle = false;
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}
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}
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}
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}
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