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; } }