Files
Project-M/Assets/_Project/Scripts/Simulation/Combat/ClassSwapUtil.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

69 lines
4.3 KiB
C#

using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// The ONE in-place class-swap effect, shared by the editor dev tool (DebugOp.SetClass) and the player-facing
/// base ClassSelect (Staging). A class swap is much more than re-seeding: the pre-code review (DR-046) confirmed
/// that swapping only the class-seed band leaves the OLD class's PERMANENT META rows on the buffer and omits the
/// NEW class's — so a base swap would drain Aether into the wrong class's record and mis-set Max HP. This helper
/// mirrors the (previously editor-only) full swap: <see cref="ClassTraits.Reapply"/> (class-seed band) + the meta
/// band strip + per-class <see cref="MetaTierState"/> replay. The caller then writes AbilityRef/PlayerClass/
/// AbilityCooldown 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).
/// </summary>
public static class ClassSwapUtil
{
/// <summary>Re-seed the class band + re-sync the permanent-meta band for <paramref name="rawClass"/> on
/// <paramref name="mods"/>. Returns the normalized class + its Fire ability id (the caller sets AbilityRef).
/// <paramref name="haveMeta"/> false (no catalog/record) skips the meta replay (the strip still runs).</summary>
/// <summary>Re-seed the class band + re-sync the permanent-meta band for <paramref name="rawClass"/> on
/// <paramref name="mods"/>. Returns the normalized class (the caller writes FrameId/PlayerClass + re-seeds
/// the socket loadout). <paramref name="haveMeta"/> false (no catalog/record) skips the meta replay (the
/// strip still runs).</summary>
public static void Apply(byte rawClass, DynamicBuffer<StatModifier> mods,
bool haveMeta, in MetaUpgradeCatalog metaCat, DynamicBuffer<MetaTierState> metaRecord,
out byte newClass)
{
newClass = ClassTraits.Normalize(rawClass);
ClassTraits.Reapply(newClass, mods);
// Strip the OLD class's meta rows (Reapply only touched the class-seed band), then replay the NEW class's
// persisted tiers (the GoInGame skip/clamp rules) so the permanent channel stays correct across the swap.
TimedModifierUtil.RemoveBySourceIdRange(mods, Tuning.MetaSourceIdBase,
Tuning.MetaSourceIdBase + Tuning.MetaSourceIdSpan);
if (haveMeta && metaCat.Value.IsCreated && metaRecord.IsCreated)
{
ref var metaPool = ref metaCat.Value.Value;
byte metaBit = BoonMath.MaskFor(newClass);
for (int mi = 0; mi < metaRecord.Length; mi++)
{
if (metaRecord[mi].ClassId != newClass || metaRecord[mi].Tier == 0) continue;
int defIdx = MetaMath.FindDef(ref metaPool, metaRecord[mi].UpgradeId);
if (defIdx < 0) continue;
if ((metaPool.Defs[defIdx].ClassMask & metaBit) == 0) continue;
byte metaTier = metaRecord[mi].Tier < metaPool.Defs[defIdx].MaxTier
? metaRecord[mi].Tier : metaPool.Defs[defIdx].MaxTier;
mods.Add(new StatModifier
{
Target = metaPool.Defs[defIdx].Target,
Op = metaPool.Defs[defIdx].Op,
Value = metaPool.Defs[defIdx].ValuePerTier * metaTier,
SourceId = Tuning.MetaSourceIdBase + metaRecord[mi].UpgradeId,
});
}
}
}
/// <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);
}
}
}