namespace ProjectM.Simulation
{
///
/// Equipment-slot ids (a byte, not an enum, per the cross-assembly enum-in-Burst hazard). The player's
/// buffer holds one row PER slot in this fixed order (the buffer index IS the
/// slot), so these double as both the catalog's value and the buffer
/// index. The Weapon slot grants its item's into AbilityRef;
/// every slot grants the item's inline stat mods. is reserved for Phase 2 (tool-gated
/// harvesting). 255 = not equippable.
///
public static class EquipSlotId
{
/// Weapon: grants the item's ability (AbilityRef.Id) + its stat mods.
public const byte Weapon = 0;
/// Armor: grants the item's stat mods.
public const byte Armor = 1;
/// Trinket: grants the item's stat mods.
public const byte Trinket = 2;
/// Tool (axe/pickaxe) — reserved for Phase 2 tool-gated harvesting.
public const byte Tool = 3;
/// Number of equipment slots (the baked buffer length).
public const byte Count = 4;
/// Sentinel: this item is not equippable.
public const byte None = 255;
}
}