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Project-M/Assets/_Project/Scripts/Simulation/Combat/StatIds.cs
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kronic 52818d0dd6 LANTERN P1 Group B: Blink Spark (Movement archetype) + BlinkSystem
Per Phase1_Combat_Gym_Build_Spec §6 (the Blink Spark = a second, socketed dash):
- AbilityArchetype += Movement (falls through AbilityFireSystem; a sibling system drives it).
- AbilityId += the 5 Phase-1 Sparks (DecoyWisp/HookPull/Vortex/Blink/LightZone).
- BlinkState: predicted, non-replicated blink window (DashState sibling).
- BlinkSystem: velocity blink (never a LocalTransform write), triggered by the Movement-
  archetype socket, dash-wins precedence ([UpdateAfter(DashSystem)]), sole writer of its
  socket's SocketCooldown row; reads socket loadout/cooldown by entity via lookups (query at 6
  args, under the 7-cap). Baked BlinkState on the player.
L1 clean; L2 494/494. Dead until a Blink Spark def is socketed (ability-database SO = next).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-14 11:45:06 -07:00

55 lines
2.2 KiB
C#

namespace ProjectM.Simulation
{
/// <summary>Stable, index-independent key for an authored ability definition in the AbilityDatabase blob.</summary>
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
}
/// <summary>Stable key for an authored character-stats definition in the AbilityDatabase blob.</summary>
public enum CharacterId : byte
{
None = 0,
Default = 1,
Warrior = 2, // Slice 2: melee-anchor bruiser (tankier, slower, longer/harder melee)
Ranger = 3, // Slice 2: ranged-anchor (squishier, faster, longer projectile range; weaker melee)
}
/// <summary>
/// Which base stat a <see cref="StatModifier"/> 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.
/// </summary>
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)
}
/// <summary>How a <see cref="StatModifier"/> combines into the effective stat.</summary>
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)
}
}