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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@@ -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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