using System;
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
/// range, NEVER stripped by the generic modifier systems). Applied by
/// GoInGameServerSystem on the just-spawned player and unit-tested. Burst-safe (byte/uint 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 ().
///
///
/// swaps an already-spawned player's class IN PLACE (strip the old class seeds, re-seed
/// the new ones) — used by the editor-only class-switch dev tool. The single seed set lives in
/// so the spawn path and the swap path can never drift; couples the strip range
/// () to the number of seeds emitted.
///
///
public static class ClassTraits
{
public const byte WarriorClass = (byte)CharacterId.Warrior;
public const byte RangerClass = (byte)CharacterId.Ranger;
/// How many trait modifiers a class seeds (each on a distinct SourceId at ClassSourceId + i).
public const int ClassSeedCount = 4;
/// 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;
/// True when a modifier's SourceId is in the reserved class-seed range [ClassSourceId, +ClassSeedCount).
public static bool IsClassSeed(uint sourceId)
=> sourceId >= Tuning.ClassSourceId && sourceId < Tuning.ClassSourceId + (uint)ClassSeedCount;
///
/// The permanent trait deltas for a class — the SINGLE source shared by both the spawn path
/// () and the in-place swap path
/// ( / ), so they can't drift.
/// Fills exactly entries, each tagged ClassSourceId + i.
///
static void Seeds(byte classId, Span seeds)
{
uint src = Tuning.ClassSourceId;
if (classId == RangerClass)
{
seeds[0] = new StatModifier { Target = (byte)StatTarget.MoveSpeed, Op = (byte)ModOp.PercentMult, Value = 0.15f, SourceId = src };
seeds[1] = new StatModifier { Target = (byte)StatTarget.MaxHealth, Op = (byte)ModOp.PercentMult, Value = -0.15f, SourceId = src + 1u };
seeds[2] = new StatModifier { Target = (byte)StatTarget.Range, Op = (byte)ModOp.PercentAdd, Value = 0.30f, SourceId = src + 2u };
seeds[3] = new StatModifier { Target = (byte)StatTarget.AutoTargetRange, Op = (byte)ModOp.Flat, Value = 3f, SourceId = src + 3u };
}
else
{
seeds[0] = new StatModifier { Target = (byte)StatTarget.MaxHealth, Op = (byte)ModOp.Flat, Value = 30f, SourceId = src };
seeds[1] = new StatModifier { Target = (byte)StatTarget.MoveSpeed, Op = (byte)ModOp.PercentMult, Value = -0.15f, SourceId = src + 1u };
seeds[2] = new StatModifier { Target = (byte)StatTarget.MeleeDamage, Op = (byte)ModOp.Flat, Value = 6f, SourceId = src + 2u };
seeds[3] = new StatModifier { Target = (byte)StatTarget.MeleeRange, Op = (byte)ModOp.Flat, Value = 0.8f, SourceId = src + 3u };
}
}
/// 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)
{
Span seeds = stackalloc StatModifier[ClassSeedCount];
Seeds(classId, seeds);
for (int i = 0; i < ClassSeedCount; i++)
ecb.AppendToBuffer(player, seeds[i]);
}
/// Append a class's permanent trait modifiers directly onto a live StatModifier buffer (in-place swap).
public static void AppendSeeds(byte classId, DynamicBuffer mods)
{
Span seeds = stackalloc StatModifier[ClassSeedCount];
Seeds(classId, seeds);
for (int i = 0; i < ClassSeedCount; i++)
mods.Add(seeds[i]);
}
///
/// Swap an already-spawned player's class IN PLACE: strip whatever class seeds are present, then re-seed the
/// target class. Order-independent (StatMath folds by Target/Op), so the RemoveAtSwapBack reordering is safe,
/// and idempotent (switching to the same class still leaves exactly seeds).
/// Foreign modifiers (upgrades, equipment, timed buffs — all on disjoint SourceIds) are preserved.
///
public static void Reapply(byte classId, DynamicBuffer mods)
{
for (int i = mods.Length - 1; i >= 0; i--)
if (IsClassSeed(mods[i].SourceId))
mods.RemoveAtSwapBack(i);
AppendSeeds(classId, mods);
}
}
}