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
@@ -25,11 +25,8 @@ namespace ProjectM.Tests
}
[Test]
public void AbilityFor_And_Normalize_DefaultToWarrior()
public void Normalize_DefaultsToWarrior()
{
Assert.AreEqual((byte)AbilityId.WarriorCone, ClassTraits.AbilityFor(ClassTraits.WarriorClass));
Assert.AreEqual((byte)AbilityId.Primary, ClassTraits.AbilityFor(ClassTraits.RangerClass));
Assert.AreEqual((byte)AbilityId.WarriorCone, ClassTraits.AbilityFor(0), "unknown class -> Warrior cone");
Assert.AreEqual(ClassTraits.WarriorClass, ClassTraits.Normalize(0));
Assert.AreEqual(ClassTraits.WarriorClass, ClassTraits.Normalize(99));
Assert.AreEqual(ClassTraits.RangerClass, ClassTraits.Normalize(ClassTraits.RangerClass));