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>
This commit is contained in:
2026-07-15 15:47:12 -07:00
parent b34945c2d2
commit 4a8220ad3e
27 changed files with 137 additions and 275 deletions
@@ -1,17 +0,0 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// The player's "unarmed" / base ability id, baked from PlayerAuthoring.PrimaryAbility. Restored into
/// <see cref="AbilityRef"/>.Id by EquipSystem when a weapon is unequipped. NOT replicated (it never changes,
/// so a [GhostField] would waste snapshot bytes and there is no client consumer). AbilityRef itself cannot
/// serve double duty because EquipSystem overwrites AbilityRef.Id when a weapon is equipped — this preserves
/// the immutable default to fall back to. Server-read only.
/// </summary>
public struct DefaultAbility : IComponentData
{
/// <summary>The <see cref="AbilityId"/> (as a byte) the player fires with no weapon equipped.</summary>
public byte Id;
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 4c6831e7f8bb98d448917f88dcbe12db
@@ -50,9 +50,6 @@ namespace ProjectM.Simulation
/// <summary>Equip slot (see <see cref="EquipSlotId"/>); 255 = not equippable.</summary>
public byte EquipSlot;
/// <summary>AbilityId granted when equipped in the Weapon slot (0 = none); the equip handler writes it into AbilityRef.Id.</summary>
public byte GrantedAbilityId;
/// <summary>Up to <see cref="MaxMods"/> INLINE stat-mod grants applied while equipped (Target 255 = unused). Inline, not a nested BlobArray.</summary>
public ItemModSpec Mod0, Mod1, Mod2, Mod3;