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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@@ -18,13 +18,16 @@ namespace ProjectM.Simulation
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/// <summary>Re-seed the class band + re-sync the permanent-meta band for <paramref name="rawClass"/> on
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/// <paramref name="mods"/>. Returns the normalized class + its Fire ability id (the caller sets AbilityRef).
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/// <paramref name="haveMeta"/> false (no catalog/record) skips the meta replay (the strip still runs).</summary>
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/// <summary>Re-seed the class band + re-sync the permanent-meta band for <paramref name="rawClass"/> on
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/// <paramref name="mods"/>. Returns the normalized class (the caller writes FrameId/PlayerClass + re-seeds
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/// the socket loadout). <paramref name="haveMeta"/> false (no catalog/record) skips the meta replay (the
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/// strip still runs).</summary>
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public static void Apply(byte rawClass, DynamicBuffer<StatModifier> mods,
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bool haveMeta, in MetaUpgradeCatalog metaCat, DynamicBuffer<MetaTierState> metaRecord,
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out byte newClass, out byte newAbilityId)
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out byte newClass)
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{
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newClass = ClassTraits.Normalize(rawClass);
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ClassTraits.Reapply(newClass, mods);
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newAbilityId = ClassTraits.AbilityFor(newClass);
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// Strip the OLD class's meta rows (Reapply only touched the class-seed band), then replay the NEW class's
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// persisted tiers (the GoInGame skip/clamp rules) so the permanent channel stays correct across the swap.
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