LANTERN P1 step 1b: per-socket effective-stats fold (additive)
Per Phase1_Combat_Gym_Build_Spec §7 (additive; legacy single EffectiveAbilityStats + its fold stay until steps 2/2.5 migrate readers, then retired): - EffectiveSocketStats: 4-wide derived (non-replicated) per-socket effective-stats buffer. - PlayerAuthoring bakes it (4 rows). - StatRecomputeSystem: a SECOND fold loop (separate query, under the 7-arg cap) folds each socket's SparkId blob base with the SHARED StatModifier band (uniform; per-Spark warping = Phase 4) into EffectiveSocketStats[i]; empty socket (SparkId 0) -> zeroed default. Fixed CS1654 by writing through a mutable local copy of the buffer handle. L1 clean; L2 489/489 (new SocketFold_Folds_Per_Socket_With_Uniform_Band). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -118,6 +118,11 @@ namespace ProjectM.Authoring
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sockets.Add(new AbilitySocket { SparkId = 0 });
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AddComponent<SocketCooldown>(entity);
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AddComponent<FrameId>(entity);
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// Step 1b: per-socket effective-stats buffer (4 rows), folded each predicted tick by
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// StatRecomputeSystem (additive; the legacy single EffectiveAbilityStats stays until steps 2/2.5).
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var effSockets = AddBuffer<EffectiveSocketStats>(entity);
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for (int sk2 = 0; sk2 < SocketId.Count; sk2++)
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effSockets.Add(new EffectiveSocketStats());
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}
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}
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@@ -0,0 +1,27 @@
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using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Per-SOCKET effective ability stats for the LANTERN 4-socket kit — one row per socket (buffer index =
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/// socket 0..3), each the authored base of that socket's <see cref="AbilitySocket.SparkId"/> (from the
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/// AbilityDatabase blob) folded with the player's shared <see cref="StatModifier"/> band by
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/// <c>StatRecomputeSystem</c> every predicted tick. The 4-wide analog of the single
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/// <see cref="EffectiveAbilityStats"/> (which is retired once <c>AbilityFireSystem</c> + the feel layer
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/// migrate to this in steps 2/2.5). Derived/local, NOT replicated — both worlds recompute it
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/// deterministically from the replicated socket loadout + modifier band, so it matches under prediction
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/// without being in the snapshot. The per-player <see cref="EffectiveCharacterStats"/> stays single.
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/// <para>Band semantics (Phase 1): the single per-player <see cref="StatModifier"/> band (class traits +
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/// boons) applies UNIFORMLY to all 4 sockets; per-socket/per-Spark warping is Phase 4.</para>
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/// </summary>
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[InternalBufferCapacity(4)]
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public struct EffectiveSocketStats : IBufferElementData
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{
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public float Damage;
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public float ProjectileSpeed;
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public float Range;
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public float AutoTargetRange;
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public float AutoTargetConeRadians;
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public int CooldownTicks;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 38f9e71803b1db84586fce59ff9cea7a
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@@ -62,6 +62,36 @@ namespace ProjectM.Simulation
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};
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}
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}
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// LANTERN Phase 1 (Step 1b): per-socket fold - each socket's Spark base folded with the SHARED
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// StatModifier band into its EffectiveSocketStats row (uniform band; per-Spark warping is Phase 4).
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// Separate query so this system stays under the 7-arg cap; the legacy single fold above stays
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// until AbilityFireSystem + the feel layer migrate to the buffer (steps 2/2.5).
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foreach (var (sockets, socketMods, effSockets) in
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SystemAPI.Query<DynamicBuffer<AbilitySocket>, DynamicBuffer<StatModifier>, DynamicBuffer<EffectiveSocketStats>>()
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.WithAll<Simulate>())
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{
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var effBuf = effSockets; // copy the buffer handle to a mutable local (foreach var is readonly -> CS1654)
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for (int i = 0; i < SocketId.Count && i < sockets.Length && i < effBuf.Length; i++)
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{
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if (db.TryGetAbility(sockets[i].SparkId, out var sa))
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{
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effBuf[i] = new EffectiveSocketStats
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{
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Damage = StatMath.Apply(sa.Damage, StatTarget.Damage, socketMods),
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ProjectileSpeed = StatMath.Apply(sa.ProjectileSpeed, StatTarget.ProjectileSpeed, socketMods),
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Range = StatMath.Apply(sa.Range, StatTarget.Range, socketMods),
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AutoTargetRange = StatMath.Apply(sa.AutoTargetRange, StatTarget.AutoTargetRange, socketMods),
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AutoTargetConeRadians = StatMath.Apply(sa.AutoTargetConeRadians, StatTarget.AutoTargetConeRadians, socketMods),
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CooldownTicks = (int)math.round(StatMath.Apply(sa.CooldownTicks, StatTarget.CooldownTicks, socketMods)),
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};
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}
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else
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{
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effBuf[i] = default;
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}
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}
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}
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}
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}
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}
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