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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@@ -31,9 +31,10 @@ namespace ProjectM.Tests
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static Entity MakePlayerPrefab(EntityManager em)
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{
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var e = em.CreateEntity(typeof(LocalTransform), typeof(GhostOwner), typeof(AbilityRef), typeof(PlayerTag));
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var e = em.CreateEntity(typeof(LocalTransform), typeof(GhostOwner), typeof(FrameId), typeof(PlayerTag));
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em.SetComponentData(e, LocalTransform.Identity);
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em.AddBuffer<StatModifier>(e);
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em.AddBuffer<AbilitySocket>(e); // the spawn path SetBuffers the frame loadout unconditionally (LANTERN purge)
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em.AddComponent<Prefab>(e);
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return e;
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}
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