namespace ProjectM.Simulation
{
/// Stable, index-independent key for an authored ability definition in the AbilityDatabase blob.
public enum AbilityId : byte
{
None = 0,
Primary = 1,
FastLight = 2,
SlowHeavy = 3,
WarriorCone = 4, // Slice 2: the Warrior's aim-directed short-range cone secondary (Fire slot)
// LANTERN Phase 1 Sparks (the gym's first socketables):
DecoyWisp = 5, // Aoe/spawn: a decoy ghost that draws aggro
HookPull = 6, // Projectile + pull: the Harpooner reel (yanks the hit target in)
Vortex = 7, // Aoe/zone: a timed pulling/slowing area
Blink = 8, // Movement: a second dash (BlinkSystem)
LightZone = 9, // Aoe/zone: a persistent light/damage zone
}
/// Stable key for an authored character-stats definition in the AbilityDatabase blob — the
/// frame/class id (a LANTERN suit-frame IS the class; renamed from the pre-LANTERN CharacterId,
/// byte values unchanged so serialized definitions/saves never re-mean).
public enum FrameKind : byte
{
None = 0,
Default = 1,
Warrior = 2, // Bathynaut-lineage melee-anchor bruiser (tankier, slower, longer/harder melee)
Ranger = 3, // Harpooner-lineage ranged-anchor (squishier, faster, longer projectile range; weaker melee)
}
///
/// Which base stat a targets. Replicated as a raw byte on the modifier
/// buffer to keep the generated ghost serializer trivial; mapped back to this enum only in StatMath.
///
public enum StatTarget : byte
{
Damage = 0,
CooldownTicks = 1,
Range = 2,
ProjectileSpeed = 3,
AutoTargetRange = 4,
AutoTargetConeRadians = 5,
MoveSpeed = 6,
TurnRate = 7,
MaxHealth = 8,
MeleeDamage = 9, // Slice 2: melee combo + Warrior cone damage axis (folded onto TuningConfig.MeleeDamage)
MeleeRange = 10, // Slice 2: melee reach axis (Warrior longer, Ranger shorter)
}
/// How a combines into the effective stat.
public enum ModOp : byte
{
Flat = 0, // additive: + Value
PercentAdd = 1, // additive percent, pooled into (1 + sum Value)
PercentMult = 2, // multiplicative percent, product of (1 + Value)
}
}