using Unity.Entities; namespace ProjectM.Simulation { /// /// Slice 2 — pure mapping from a chosen class (a byte) to its spawn-time setup: the /// Fire-slot ability id + the permanent trait s (tagged with the reserved /// , NEVER stripped). Applied by GoInGameServerSystem on the just-spawned /// player and unit-tested. Burst-safe (byte-only, no managed types). /// /// Trait deltas seed onto the character (no per-class blob row needed — the /// deltas ride the replicated StatModifier buffer, OwnerSendType.All, so the owning client folds the correct /// EffectiveCharacterStats). The DRG-asymmetry (operator-locked): Warrior = melee bruiser (tankier, /// slower, harder + longer-reach melee via MeleeDamage/MeleeRange); Ranger = ranged anchor (faster, /// squishier, longer projectile range + a wider auto-target assist — the co-op synergy hook the Warrior's /// knockback feeds). The Warrior's Fire = the aim-directed cone (); the /// Ranger's Fire = the default projectile (). /// /// public static class ClassTraits { public const byte WarriorClass = (byte)CharacterId.Warrior; public const byte RangerClass = (byte)CharacterId.Ranger; /// Normalize a wire ClassId to a known class (0 / unknown -> Warrior). public static byte Normalize(byte classId) => classId == RangerClass ? RangerClass : WarriorClass; /// The Fire-slot ability id for a class (Warrior = cone, Ranger = the default projectile). public static byte AbilityFor(byte classId) => classId == RangerClass ? (byte)AbilityId.Primary : (byte)AbilityId.WarriorCone; /// Append a class's permanent trait modifiers onto a player's StatModifier buffer (via ECB at spawn). public static void AppendSeeds(byte classId, Entity player, EntityCommandBuffer ecb) { uint src = Tuning.ClassSourceId; if (classId == RangerClass) { ecb.AppendToBuffer(player, new StatModifier { Target = (byte)StatTarget.MoveSpeed, Op = (byte)ModOp.PercentMult, Value = 0.15f, SourceId = src }); ecb.AppendToBuffer(player, new StatModifier { Target = (byte)StatTarget.MaxHealth, Op = (byte)ModOp.PercentMult, Value = -0.15f, SourceId = src + 1u }); ecb.AppendToBuffer(player, new StatModifier { Target = (byte)StatTarget.Range, Op = (byte)ModOp.PercentAdd, Value = 0.30f, SourceId = src + 2u }); ecb.AppendToBuffer(player, new StatModifier { Target = (byte)StatTarget.AutoTargetRange, Op = (byte)ModOp.Flat, Value = 3f, SourceId = src + 3u }); } else { ecb.AppendToBuffer(player, new StatModifier { Target = (byte)StatTarget.MaxHealth, Op = (byte)ModOp.Flat, Value = 30f, SourceId = src }); ecb.AppendToBuffer(player, new StatModifier { Target = (byte)StatTarget.MoveSpeed, Op = (byte)ModOp.PercentMult, Value = -0.15f, SourceId = src + 1u }); ecb.AppendToBuffer(player, new StatModifier { Target = (byte)StatTarget.MeleeDamage, Op = (byte)ModOp.Flat, Value = 6f, SourceId = src + 2u }); ecb.AppendToBuffer(player, new StatModifier { Target = (byte)StatTarget.MeleeRange, Op = (byte)ModOp.Flat, Value = 0.8f, SourceId = src + 3u }); } } } }