LANTERN purge B7: rename CharacterId -> FrameKind (frame terminology)
Enum renamed in StatIds.cs (byte values unchanged - serialized definitions/saves never re-mean); all call sites + doc mentions swept (ClassTraits, PlayerAuthoring, CharacterStatsDefinition field type, menu/UI, tests). CharacterStatsDefinition SO CLASS name kept (asset-binding risk; deferred per plan). 390 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -19,7 +19,7 @@ namespace ProjectM.Authoring
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[Tooltip("All ability definitions available in the game. Indexed at runtime by AbilityId.")]
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public List<AbilityDefinition> Abilities = new List<AbilityDefinition>();
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[Tooltip("All character-stats definitions. Indexed at runtime by CharacterId.")]
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[Tooltip("All character-stats definitions. Indexed at runtime by FrameKind.")]
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public List<CharacterStatsDefinition> Characters = new List<CharacterStatsDefinition>();
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private class DatabaseBaker : Baker<AbilityDatabaseAuthoring>
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@@ -11,7 +11,7 @@ namespace ProjectM.Authoring
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[CreateAssetMenu(menuName = "Project M/Character Stats Definition", fileName = "Character_")]
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public class CharacterStatsDefinition : ScriptableObject
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{
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public CharacterId Id = CharacterId.Default;
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public FrameKind Id = FrameKind.Default;
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public string DisplayName = "Character";
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[Min(0f)] public float MoveSpeed = 6f;
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@@ -43,7 +43,7 @@ namespace ProjectM.Authoring
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if (authoring.Character != null) DependsOn(authoring.Character);
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byte characterId = authoring.Character != null
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? (byte)authoring.Character.Id : (byte)CharacterId.Default;
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? (byte)authoring.Character.Id : (byte)FrameKind.Default;
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float maxHealth = authoring.Character != null
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? authoring.Character.MaxHealth : authoring.FallbackMaxHealth;
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@@ -37,7 +37,7 @@ namespace ProjectM.Client
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public static void Kill() => Send(DebugOp.KillPlayer);
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/// <summary>Set the <see cref="ProjectM.Simulation.TuningKnob"/> knob to value (server-applied, x1000 fixed-point; MC-0).</summary>
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public static void SetTuning(byte knob, float value) => Send(DebugOp.SetTuning, knob, Mathf.RoundToInt(value * 1000f));
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/// <summary>Swap the sender's class to <paramref name="classId"/> (a <see cref="ProjectM.Simulation.CharacterId"/> byte); server-authoritative (class-switch dev tool).</summary>
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/// <summary>Swap the sender's class to <paramref name="classId"/> (a <see cref="ProjectM.Simulation.FrameKind"/> byte); server-authoritative (class-switch dev tool).</summary>
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public static void SetClass(byte classId) => Send(DebugOp.SetClass, classId);
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public static void SetWarrior() => SetClass(ClassTraits.WarriorClass);
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public static void SetRanger() => SetClass(ClassTraits.RangerClass);
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@@ -68,7 +68,7 @@ namespace ProjectM.Client
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switch (idx)
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{
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case 0: // Controls (chosen class)
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bool ranger = WorldLauncher.SelectedClass == (byte)CharacterId.Ranger;
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bool ranger = WorldLauncher.SelectedClass == (byte)FrameKind.Ranger;
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Head(c, ranger ? "CLASS: Ranger (ranged anchor)" : "CLASS: Warrior (melee anchor)");
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Body(c, "Move — WASD / Left Stick");
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Body(c, "Aim — Mouse cursor / Right Stick");
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@@ -99,8 +99,8 @@ namespace ProjectM.Client
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var classRow = new VisualElement();
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classRow.style.flexDirection = FlexDirection.Row;
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classRow.style.justifyContent = Justify.Center;
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classRow.Add(MenuUi.Button("Warrior", () => SelectClass((byte)CharacterId.Warrior)));
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classRow.Add(MenuUi.Button("Ranger", () => SelectClass((byte)CharacterId.Ranger)));
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classRow.Add(MenuUi.Button("Warrior", () => SelectClass((byte)FrameKind.Warrior)));
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classRow.Add(MenuUi.Button("Ranger", () => SelectClass((byte)FrameKind.Ranger)));
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card.Add(classRow);
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card.Add(MenuUi.Button("Single Player", () => Launch(SessionMode.Single, false)));
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@@ -149,7 +149,7 @@ namespace ProjectM.Client
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if (_classLabel != null) _classLabel.text = ClassName(classId);
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}
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static string ClassName(byte classId) => classId == (byte)CharacterId.Ranger ? "CLASS: Ranger (ranged)" : "CLASS: Warrior (melee)";
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static string ClassName(byte classId) => classId == (byte)FrameKind.Ranger ? "CLASS: Ranger (ranged)" : "CLASS: Warrior (melee)";
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void ShowSettings()
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{
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@@ -28,8 +28,8 @@ namespace ProjectM.Client
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public static bool Busy { get; private set; }
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/// <summary>Slice 2: the class chosen in the menu (a CharacterId byte), seeded into the client world at session start.</summary>
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public static byte SelectedClass = (byte)CharacterId.Warrior;
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/// <summary>Slice 2: the frame chosen in the menu (a FrameKind byte), seeded into the client world at session start.</summary>
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public static byte SelectedClass = (byte)FrameKind.Warrior;
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/// <summary>The mode of the most recently started session — the HUD's outcome banner branches on it
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/// (single: PLAY AGAIN restarts; co-op: the honest exit is a clean teardown for everyone).</summary>
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@@ -101,7 +101,7 @@ namespace ProjectM.Server
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// meta-band StatModifiers on the just-instantiated player (same ECB as Instantiate, the
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// ClassTraits idiom). Skip tier 0 / unknown ids (preserve-don't-crash); CLAMP a saved tier above a
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// rebalanced MaxTier (D-F5). Class gate via BoonMath.MaskFor (ClassId is the normalized
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// CharacterId 2/3 — a raw 1<<ClassId would compute bits 2/3 and silently skip everything).
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// FrameKind 2/3 — a raw 1<<ClassId would compute bits 2/3 and silently skip everything).
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if (!isGym)
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{
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ref var metaPool = ref metaCatalog.Value.Value;
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@@ -34,7 +34,7 @@ namespace ProjectM.Simulation
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/// <summary>One authored character-stats definition, baked immutable into the AbilityDatabase blob.</summary>
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public struct CharacterStatsBlob
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{
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public byte Id; // CharacterId
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public byte Id; // FrameKind
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public float MoveSpeed;
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public float TurnRateRadiansPerSec;
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public float MaxHealth;
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@@ -3,7 +3,7 @@ using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Slice 2: the local player's chosen class (a <see cref="CharacterId"/> byte), staged in the CLIENT world as a
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/// Slice 2: the local player's chosen class (a <see cref="FrameKind"/> byte), staged in the CLIENT world as a
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/// singleton by the menu / WorldLauncher before going in-game. <see cref="GoInGameRequest"/> picks it up
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/// (GoInGameClientSystem) so the server seeds the right class at spawn. NOT replicated — it is client-local
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/// intent; the class travels to the server via the RPC, then back to all clients via the seeded StatModifiers +
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@@ -4,12 +4,12 @@ using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Slice 2 — pure mapping from a chosen class (a <see cref="CharacterId"/> byte) to its spawn-time setup: the
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/// Slice 2 — pure mapping from a chosen frame (a <see cref=\"FrameKind\"/> byte) to its spawn-time setup: the
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/// Fire-slot ability id + the permanent trait <see cref="StatModifier"/>s (tagged with the reserved
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/// <see cref="Tuning.ClassSourceId"/> range, NEVER stripped by the generic modifier systems). Applied by
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/// GoInGameServerSystem on the just-spawned player and unit-tested. Burst-safe (byte/uint only, no managed types).
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/// <para>
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/// Trait deltas seed onto the <see cref="CharacterId.Default"/> character (no per-class blob row needed — the
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/// Trait deltas seed onto the <see cref=\"FrameKind.Default\"/> character (no per-class blob row needed — the
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/// deltas ride the replicated StatModifier buffer, OwnerSendType.All, so the owning client folds the correct
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/// EffectiveCharacterStats). The DRG-asymmetry (operator-locked): <b>Warrior</b> = melee bruiser (tankier,
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/// slower, harder + longer-reach melee via MeleeDamage/MeleeRange); <b>Ranger</b> = ranged anchor (faster,
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@@ -26,8 +26,8 @@ namespace ProjectM.Simulation
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/// </summary>
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public static class ClassTraits
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{
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public const byte WarriorClass = (byte)CharacterId.Warrior;
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public const byte RangerClass = (byte)CharacterId.Ranger;
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public const byte WarriorClass = (byte)FrameKind.Warrior;
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public const byte RangerClass = (byte)FrameKind.Ranger;
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/// <summary>How many trait modifiers a class seeds (each on a distinct SourceId at ClassSourceId + i).</summary>
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public const int ClassSeedCount = 4;
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@@ -79,7 +79,7 @@ namespace ProjectM.Simulation
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[GhostComponent(OwnerSendType = SendToOwnerType.SendToOwner)]
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public struct FrameId : IComponentData
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{
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/// <summary>The frame/class id (see the <c>CharacterId</c> / <c>ClassId</c> convention).</summary>
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/// <summary>The frame/class id (see the <c>FrameKind</c> / <c>ClassId</c> convention).</summary>
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[GhostField] public byte Value;
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}
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}
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@@ -16,13 +16,15 @@ namespace ProjectM.Simulation
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LightZone = 9, // Aoe/zone: a persistent light/damage zone
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}
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/// <summary>Stable key for an authored character-stats definition in the AbilityDatabase blob.</summary>
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public enum CharacterId : byte
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/// <summary>Stable key for an authored character-stats definition in the AbilityDatabase blob — the
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/// frame/class id (a LANTERN suit-frame IS the class; renamed from the pre-LANTERN <c>CharacterId</c>,
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/// byte values unchanged so serialized definitions/saves never re-mean).</summary>
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public enum FrameKind : byte
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{
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None = 0,
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Default = 1,
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Warrior = 2, // Slice 2: melee-anchor bruiser (tankier, slower, longer/harder melee)
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Ranger = 3, // Slice 2: ranged-anchor (squishier, faster, longer projectile range; weaker melee)
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Warrior = 2, // Bathynaut-lineage melee-anchor bruiser (tankier, slower, longer/harder melee)
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Ranger = 3, // Harpooner-lineage ranged-anchor (squishier, faster, longer projectile range; weaker melee)
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}
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/// <summary>
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@@ -7,5 +7,5 @@ namespace ProjectM.Simulation
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/// NetworkStreamInGame to the connection (enabling snapshot/command flow) and spawns the
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/// client's player ghost. Lives in Simulation so both worlds see the type for RPC source-gen.
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/// </summary>
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public struct GoInGameRequest : IRpcCommand { public byte ClassId; } // Slice 2: per-player class (CharacterId byte; 0 -> server defaults to Warrior)
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public struct GoInGameRequest : IRpcCommand { public byte ClassId; } // Slice 2: per-player class (FrameKind byte; 0 -> server defaults to Warrior)
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}
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@@ -59,7 +59,7 @@ namespace ProjectM.Simulation
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/// <summary>Set the <see cref="TuningKnob"/> ArgA to ArgB/1000f (live dash/Charger feel-tuning; MC-0).</summary>
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public const byte SetTuning = 12;
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/// <summary>Swap the sender's class to ArgA (a <see cref="CharacterId"/> byte: Warrior=2 / Ranger=3).
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/// <summary>Swap the sender's class to ArgA (a <see cref="FrameKind"/> byte: Warrior=2 / Ranger=3).
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/// Strips the old class trait seeds, re-seeds the new ones, swaps the Fire ability, and heals a living
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/// player to the new class's max. Editor-only dev tool (class-switch); 0 / unknown -> Warrior.</summary>
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public const byte SetClass = 13;
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@@ -7,7 +7,7 @@ namespace ProjectM.Simulation
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/// One authored PERMANENT meta upgrade: tiered (buy tier owned+1 up to <see cref="MaxTier"/>), priced in Aether
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/// with a linear ramp (<c>cost(owned) = BaseCost + owned*CostGrowth</c>), class-gated by <see cref="ClassMask"/>
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/// (bit0 = Warrior, bit1 = Ranger — resolve via <see cref="BoonMath.MaskFor"/>, NEVER a raw <c>1<<ClassId</c>:
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/// the stored ClassId is the normalized CharacterId 2/3). <see cref="Id"/> is the stable APPEND-ONLY key
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/// the stored ClassId is the normalized FrameKind 2/3). <see cref="Id"/> is the stable APPEND-ONLY key
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/// persisted in SaveData v6 and keyed into the live StatModifier as <c>Tuning.MetaSourceIdBase + Id</c>.
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/// DISTINCT from <see cref="BoonDefBlob"/> — boons are run-scoped single-shots; overloading one catalog would
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/// blur the two channels (DR-037). <see cref="PrereqId"/> = 0xFF means no prerequisite (v1 ships a FLAT catalog
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@@ -14,7 +14,7 @@ namespace ProjectM.Simulation
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[InternalBufferCapacity(24)]
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public struct MetaTierState : IBufferElementData
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{
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/// <summary>Owning class id (Warrior/Ranger — the CharacterId anchor).</summary>
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/// <summary>Owning class id (Warrior/Ranger — the FrameKind anchor).</summary>
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[GhostField] public byte ClassId;
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/// <summary>Upgrade id (append-only key into the meta catalog).</summary>
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[GhostField] public byte UpgradeId;
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@@ -10,7 +10,7 @@ namespace ProjectM.Simulation
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public int Count;
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}
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/// <summary>One persisted per-class PERMANENT meta-upgrade tier (v6). ClassId = the normalized CharacterId
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/// <summary>One persisted per-class PERMANENT meta-upgrade tier (v6). ClassId = the normalized FrameKind
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/// (Warrior=2/Ranger=3); UpgradeId = the append-only meta-catalog key (unknown ids round-trip preserved and are
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/// skipped live); Tier clamps to the catalog's MaxTier at seed/shop/spend, never at rest.</summary>
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[Serializable]
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@@ -7,7 +7,7 @@ namespace ProjectM.Simulation
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/// Which authored character-stats definition this entity uses - a light key into the CharacterStats
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/// blob, replacing M2's inlined PlayerMoveStats values. NOW a [GhostField] (Slice 2 classes) so the
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/// server-written per-player class id replicates -> the owning client folds correct stats. <c>Id</c> stores a
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/// <see cref="CharacterId"/>.
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/// <see cref="FrameKind"/>.
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/// </summary>
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public struct CharacterStatsRef : IComponentData
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{
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