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
@@ -16,13 +16,15 @@ namespace ProjectM.Simulation
LightZone = 9, // Aoe/zone: a persistent light/damage zone
}
/// <summary>Stable key for an authored character-stats definition in the AbilityDatabase blob.</summary>
public enum CharacterId : byte
/// <summary>Stable key for an authored character-stats definition in the AbilityDatabase blob — the
/// frame/class id (a LANTERN suit-frame IS the class; renamed from the pre-LANTERN <c>CharacterId</c>,
/// byte values unchanged so serialized definitions/saves never re-mean).</summary>
public enum FrameKind : byte
{
None = 0,
Default = 1,
Warrior = 2, // Slice 2: melee-anchor bruiser (tankier, slower, longer/harder melee)
Ranger = 3, // Slice 2: ranged-anchor (squishier, faster, longer projectile range; weaker melee)
Warrior = 2, // Bathynaut-lineage melee-anchor bruiser (tankier, slower, longer/harder melee)
Ranger = 3, // Harpooner-lineage ranged-anchor (squishier, faster, longer projectile range; weaker melee)
}
/// <summary>