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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@@ -11,14 +11,14 @@ namespace ProjectM.Server
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/// Resolves the sender's player (SourceConnection -> NetworkId -> GhostOwner, the AbilityUpgradeSystem /
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/// InventoryDepositSystem owner-map idiom) and applies the change IN-PLACE: moves the item between the
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/// personal <see cref="InventorySlot"/> bag and the <see cref="EquipmentSlot"/> loadout (buffer index = slot),
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/// sets <see cref="AbilityRef"/>.Id from the Weapon slot (restoring <see cref="DefaultAbility"/> on
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/// weapon-unequip), and adds/strips the item's inline stat mods as <see cref="StatModifier"/>s tagged by a
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/// and adds/strips the item's inline stat mods as <see cref="StatModifier"/>s tagged by a
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/// per-slot SourceId (<c>Tuning.EquipSourceIdBase + slot</c>), stripped TARGET-AGNOSTICALLY via
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/// <see cref="TimedModifierUtil.RemoveBySourceId"/>.
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/// <see cref="TimedModifierUtil.RemoveBySourceId"/>. (LANTERN purge: weapons are stat-sticks — the old
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/// weapon->ability grant is deleted; abilities live in the 4-socket Spark loadout.)
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///
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/// Effects are EVENT-DRIVEN (applied once here): AbilityRef + StatModifier are [GhostField]s re-folded by the
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/// Effects are EVENT-DRIVEN (applied once here): StatModifier is a [GhostField] buffer re-folded by the
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/// predicted StatRecomputeSystem every tick and replicated to the owner, so the swap is prediction-correct
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/// (DebugModifierInjectionSystem.CycleAbility is the precedent) and survives respawn (the entity persists).
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/// and survives respawn (the entity persists).
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/// Atomicity: an equip into an occupied slot verifies the bag can hold the swapped-out item BEFORE any
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/// withdrawal and rejects otherwise — no item loss (the co-op-placement commit-in-place rule). Plain server
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/// SimulationSystemGroup (NOT predicted -> applied once, no rollback double-apply); only the request entity
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@@ -127,10 +127,8 @@ namespace ProjectM.Server
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static void ApplySlotEffects(ref SystemState state, Entity player, byte slot, ItemDefBlob def)
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{
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// Weapon slot drives the active ability (swaps prefab + base stats via StatRecomputeSystem).
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if (slot == EquipSlotId.Weapon && def.GrantedAbilityId != 0)
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state.EntityManager.SetComponentData(player, new AbilityRef { Id = def.GrantedAbilityId });
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// LANTERN purge: weapons are stat-sticks — the old weapon->AbilityRef ability grant is deleted
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// (abilities live in the 4-socket Spark loadout).
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var mods = state.EntityManager.GetBuffer<StatModifier>(player);
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uint sourceId = Tuning.EquipSourceIdBase + (uint)slot;
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for (int i = 0; i < ItemDefBlob.MaxMods; i++)
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@@ -145,13 +143,6 @@ namespace ProjectM.Server
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{
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var mods = state.EntityManager.GetBuffer<StatModifier>(player);
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TimedModifierUtil.RemoveBySourceId(mods, Tuning.EquipSourceIdBase + (uint)slot);
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// Weapon slot: restore the unarmed/base ability.
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if (slot == EquipSlotId.Weapon)
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{
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byte fallback = state.EntityManager.GetComponentData<DefaultAbility>(player).Id;
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state.EntityManager.SetComponentData(player, new AbilityRef { Id = fallback });
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}
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}
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static int StackMaxOf(ref ItemDatabaseBlob db, ushort itemId)
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