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