Files
Project-M/Assets/_Project/Scripts/Simulation/Combat/ClassSwapUtil.cs
T
kronic 62e48a3b0b LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)
The 2026-08-06 audit found the shipping scene was still the abandoned
co-op-Hades game with LANTERN combat bolted on, and that a third of the
codebase was live code for a direction abandoned on 2026-07-13. Operator
chose deletion over freezing: "everything is saved in source control if
needed. I want the project to be clean."

DELETED (~140 source files, Scripts 335->231, Tests 77->43):
- Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring /
  SwarmerAuthoring were attached to ZERO prefabs, so LungeState /
  SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI
  passes, BossAISystem (261 lines) and the whole MixBands escalation
  curve could not match a single chunk at runtime, while 734 lines of
  green tests certified them. Both shipping enemy prefabs were already
  byte-identical in stats.
- Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag,
  route select, portal interact, ready-check, room field/teardown.
- Meta shop, prep loadout, boons (incl. KillRewardSystem and
  DashTrailDamageSystem, which existed only to serve boon flags).
- Build palette + structures, shared storage, inventory/equipment
  (already recorded PAUSED in CLAUDE.md).
- The HUD panels driving all of the above (HudSystem 1168 -> 610).

KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter
for spawn rings, respawn and dynamic light), the resource ledger +
StorageMath, the save system, region/relevancy. Three of these were in
the delete set until I checked their consumers — worth remembering that
the file-level manifest was wrong about them.

Also folds in audit finding M5: PlayerClass was a second, server-only
copy of the byte FrameId already replicates. It existed for the meta
shop; with that gone, FrameId is the single frame identity.

Harvest is now single-sink (ledger). HarvestMath keeps its shape so
LANTERN's carried-vs-banked cargo split lands in one place, not two.

295/295 EditMode green, zero compile errors. Subscene re-bake and Play
validation follow in the next commit.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 12:59:39 -07:00

37 lines
2.1 KiB
C#

using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// The ONE in-place frame-swap effect, shared by the editor dev tool (DebugOp.SetClass) and the player-facing
/// frame select. Re-seeds the frame's stat band via <see cref="ClassTraits.Reapply"/>; the caller then writes
/// FrameId/PlayerClass, re-seeds the socket loadout, and calls <see cref="HealClamp"/> (a static can't resolve
/// singletons or SystemAPI.SetComponent, so the caller passes the resolved pieces). Server-authoritative +
/// prediction-correct (StatRecomputeSystem refolds EffectiveCharacterStats next tick).
///
/// HISTORY (2026-08-07 audit purge): this also used to strip and replay a PERMANENT-META band
/// (MetaUpgradeCatalog + MetaTierState) so an Aether-bought upgrade followed the frame across a swap. The meta
/// shop belonged to the superseded base/expedition direction and was deleted; only the frame band remains.
/// </summary>
public static class ClassSwapUtil
{
/// <summary>Re-seed the frame stat band for <paramref name="rawClass"/> on <paramref name="mods"/>.
/// Returns the normalized frame id (the caller writes FrameId/PlayerClass + re-seeds the socket
/// loadout).</summary>
public static void Apply(byte rawClass, DynamicBuffer<StatModifier> mods, out byte newClass)
{
newClass = ClassTraits.Normalize(rawClass);
ClassTraits.Reapply(newClass, mods);
}
/// <summary>Heal/down-clamp a LIVING player's Current to the new class's full max (blob base folded with the
/// just-reseeded <paramref name="mods"/>, like StatRecomputeSystem). Doubles as the down-clamp when the new
/// class's max is lower (Warrior +30 HP vs Ranger -15%). No-op on a corpse (Current&lt;=0) — respawn refills.</summary>
public static void HealClamp(ref Health health, float baseMaxHealth, DynamicBuffer<StatModifier> mods)
{
if (health.Current > 0f)
health.Current = StatMath.Apply(baseMaxHealth, StatTarget.MaxHealth, mods);
}
}
}