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>
This commit is contained in:
2026-07-15 15:51:48 -07:00
parent 4a8220ad3e
commit 77de740b63
22 changed files with 34 additions and 32 deletions
@@ -37,7 +37,7 @@ namespace ProjectM.Client
public static void Kill() => Send(DebugOp.KillPlayer);
/// <summary>Set the <see cref="ProjectM.Simulation.TuningKnob"/> knob to value (server-applied, x1000 fixed-point; MC-0).</summary>
public static void SetTuning(byte knob, float value) => Send(DebugOp.SetTuning, knob, Mathf.RoundToInt(value * 1000f));
/// <summary>Swap the sender's class to <paramref name="classId"/> (a <see cref="ProjectM.Simulation.CharacterId"/> byte); server-authoritative (class-switch dev tool).</summary>
/// <summary>Swap the sender's class to <paramref name="classId"/> (a <see cref="ProjectM.Simulation.FrameKind"/> byte); server-authoritative (class-switch dev tool).</summary>
public static void SetClass(byte classId) => Send(DebugOp.SetClass, classId);
public static void SetWarrior() => SetClass(ClassTraits.WarriorClass);
public static void SetRanger() => SetClass(ClassTraits.RangerClass);