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