Files
Project-M/Assets/_Project/Scripts/Simulation/Combat/ClassTraits.cs
T
kronic 4a8220ad3e LANTERN purge B6: delete the legacy single-ability path (sockets are THE ability model)
AbilityRef, AbilityCooldown, EffectiveAbilityStats, DefaultAbility deleted.
GoInGameServerSystem seeds the per-frame 4-socket Spark loadout UNCONDITIONALLY
(was gym-only); ClassSelectReceiveSystem + DebugOp.SetClass swap FrameId +
re-seed sockets + zero SocketCooldown; ClassSwapUtil.Apply drops newAbilityId;
EquipSystem weapons become stat-sticks (GrantedAbilityId removed from the item
blob/authoring); StatRecomputeSystem folds CharacterStatsRef + sockets only;
HUD cooldown bar reads socket 0 of SocketCooldown/EffectiveSocketStats; class
HUD readers are FrameId-only (ClassForAbility/AbilityFor deleted);
DebugModifierInjectionSystem drops CycleAbility.

390 tests green; Play-verified: a non-gym spawn gets frame=2 with Sparks
[7,8,6,9] and no console errors.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-15 15:47:12 -07:00

122 lines
7.4 KiB
C#

using System;
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Slice 2 — pure mapping from a chosen class (a <see cref="CharacterId"/> byte) to its spawn-time setup: the
/// Fire-slot ability id + the permanent trait <see cref="StatModifier"/>s (tagged with the reserved
/// <see cref="Tuning.ClassSourceId"/> 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).
/// <para>
/// Trait deltas seed onto the <see cref="CharacterId.Default"/> 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): <b>Warrior</b> = melee bruiser (tankier,
/// slower, harder + longer-reach melee via MeleeDamage/MeleeRange); <b>Ranger</b> = 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 (<see cref="AbilityId.WarriorCone"/>); the
/// Ranger's Fire = the default projectile (<see cref="AbilityId.Primary"/>).
/// </para>
/// <para>
/// <see cref="Reapply"/> 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 <see cref="Seeds"/>
/// so the spawn path and the swap path can never drift; <see cref="ClassSeedCount"/> couples the strip range
/// (<see cref="IsClassSeed"/>) to the number of seeds emitted.
/// </para>
/// </summary>
public static class ClassTraits
{
public const byte WarriorClass = (byte)CharacterId.Warrior;
public const byte RangerClass = (byte)CharacterId.Ranger;
/// <summary>How many trait modifiers a class seeds (each on a distinct SourceId at ClassSourceId + i).</summary>
public const int ClassSeedCount = 4;
/// <summary>Normalize a wire ClassId to a known class (0 / unknown -> Warrior).</summary>
public static byte Normalize(byte classId) => classId == RangerClass ? RangerClass : WarriorClass;
/// <summary>The Fire-slot ability id for a class (Warrior = cone, Ranger = the default projectile).</summary>
/// <summary>The class a Fire-slot ability id implies — the exact inverse of <see cref="AbilityFor"/> (Ranger
/// iff Primary). Lets the CLIENT derive the local class from the replicated <see cref="AbilityRef"/> (tracks
/// the dev class-switch, unlike the menu's ClassSelection static; PlayerClass itself is server-only).</summary>
/// <summary>Default 4-socket Spark loadout per frame (Harpooner = the Ranger slot, line-and-iron; Bathynaut =
/// the Warrior slot, anchor-and-crash). Tunable; drives the gym's per-frame default sockets (Build Spec step 5).</summary>
public static void FrameLoadout(byte classId, out byte s0, out byte s1, out byte s2, out byte s3)
{
if (classId == RangerClass) // Harpooner: reel primary + mobility + skillshots
{
s0 = (byte)AbilityId.HookPull; s1 = (byte)AbilityId.Blink; s2 = (byte)AbilityId.DecoyWisp; s3 = (byte)AbilityId.LightZone;
}
else // Bathynaut: pull enemies in + dash + zone control (melee via the combo chassis)
{
s0 = (byte)AbilityId.Vortex; s1 = (byte)AbilityId.Blink; s2 = (byte)AbilityId.HookPull; s3 = (byte)AbilityId.LightZone;
}
}
/// <summary>True when a modifier's SourceId is in the reserved class-seed range [ClassSourceId, +ClassSeedCount).</summary>
public static bool IsClassSeed(uint sourceId)
=> sourceId >= Tuning.ClassSourceId && sourceId < Tuning.ClassSourceId + (uint)ClassSeedCount;
/// <summary>
/// The permanent trait deltas for a class — the SINGLE source shared by both the spawn path
/// (<see cref="AppendSeeds(byte,Entity,EntityCommandBuffer)"/>) and the in-place swap path
/// (<see cref="AppendSeeds(byte,DynamicBuffer{StatModifier})"/> / <see cref="Reapply"/>), so they can't drift.
/// Fills exactly <see cref="ClassSeedCount"/> entries, each tagged ClassSourceId + i.
/// </summary>
static void Seeds(byte classId, Span<StatModifier> 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 };
}
}
/// <summary>Append a class's permanent trait modifiers onto a player's StatModifier buffer (via ECB at spawn).</summary>
public static void AppendSeeds(byte classId, Entity player, EntityCommandBuffer ecb)
{
Span<StatModifier> seeds = stackalloc StatModifier[ClassSeedCount];
Seeds(classId, seeds);
for (int i = 0; i < ClassSeedCount; i++)
ecb.AppendToBuffer(player, seeds[i]);
}
/// <summary>Append a class's permanent trait modifiers directly onto a live StatModifier buffer (in-place swap).</summary>
public static void AppendSeeds(byte classId, DynamicBuffer<StatModifier> mods)
{
Span<StatModifier> seeds = stackalloc StatModifier[ClassSeedCount];
Seeds(classId, seeds);
for (int i = 0; i < ClassSeedCount; i++)
mods.Add(seeds[i]);
}
/// <summary>
/// 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 <see cref="ClassSeedCount"/> seeds).
/// Foreign modifiers (upgrades, equipment, timed buffs — all on disjoint SourceIds) are preserved.
/// </summary>
public static void Reapply(byte classId, DynamicBuffer<StatModifier> mods)
{
for (int i = mods.Length - 1; i >= 0; i--)
if (IsClassSeed(mods[i].SourceId))
mods.RemoveAtSwapBack(i);
AppendSeeds(classId, mods);
}
}
}