9f61f7c6fe
H2 was the audit's sharpest finding: in Game.unity every player spawned with four ability sockets pointing at SparkIds the baked AbilityDatabase did not contain, so all four resolved to Damage=0 Range=0 Cooldown=0. Melee and dash were the only working combat verbs in the built game. Cause: the 5 LANTERN Sparks were added to GymSub.unity and never to Gameplay.unity. - Gameplay.unity's AbilityDatabaseAuthoring now carries all 9 defs (the 4 legacy ids keep their numbers; Sparks are 5-9) with their effect prefabs. Live-verified in Play: sockets now read Vortex 8dmg/6range/420cd, Blink 20range/1cd, Hook & Pull 15dmg/25range/120cd, Light Zone 6dmg/5range/480cd. - Removed 6 orphaned authoring GameObjects the purge left behind in the subscene (StorageSpawner, StructureCatalog, ItemDatabase, SpitterProjectileConfig, BoonCatalog, MetaCatalog) and the RoomDressing object in Game.unity — the latter is what scattered 47 Synty desert props into the seabed murk. - Deleted 4 now-unreferenced prefabs: EnemySpit, Pylon, Storage, Wall. - Frame rename (M4): FrameKind.Warrior/Ranger -> Bathynaut/Harpooner, 93 identifier sites. Byte values pinned (2/3), so no ghost-hash or save impact. The menu said "Warrior"/"Ranger" to players three weeks after the frames were renamed in design. - Menu now reads LANTERN / "Light is territory — co-op descent" instead of "PROJECT M" / "Frontier colony — co-op" (the Awakening-Engine tagline, two directions stale). - Removed the "Replay Tutorial" button and the Settings ONBOARDING section: both drove coach-marks DR-051 deleted. The settings fields still round-trip so existing settings files load unchanged. All four project scenes + all prefabs verified free of missing scripts. Server measured at 59.6 ticks/s against a 60 Hz target. 295/295 green. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
37 lines
2.1 KiB
C#
37 lines
2.1 KiB
C#
using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// The ONE in-place frame-swap effect, shared by the editor dev tool (DebugOp.SetClass) and the player-facing
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/// frame select. Re-seeds the frame's stat band via <see cref="ClassTraits.Reapply"/>; the caller then writes
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/// FrameId/PlayerClass, re-seeds the socket loadout, and calls <see cref="HealClamp"/> (a static can't resolve
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/// singletons or SystemAPI.SetComponent, so the caller passes the resolved pieces). Server-authoritative +
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/// prediction-correct (StatRecomputeSystem refolds EffectiveCharacterStats next tick).
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///
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/// HISTORY (2026-08-07 audit purge): this also used to strip and replay a PERMANENT-META band
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/// (MetaUpgradeCatalog + MetaTierState) so an Aether-bought upgrade followed the frame across a swap. The meta
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/// shop belonged to the superseded base/expedition direction and was deleted; only the frame band remains.
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/// </summary>
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public static class ClassSwapUtil
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{
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/// <summary>Re-seed the frame stat band for <paramref name="rawClass"/> on <paramref name="mods"/>.
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/// Returns the normalized frame id (the caller writes FrameId/PlayerClass + re-seeds the socket
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/// loadout).</summary>
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public static void Apply(byte rawClass, DynamicBuffer<StatModifier> mods, out byte newClass)
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{
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newClass = ClassTraits.Normalize(rawClass);
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ClassTraits.Reapply(newClass, mods);
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}
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/// <summary>Heal/down-clamp a LIVING player's Current to the new class's full max (blob base folded with the
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/// just-reseeded <paramref name="mods"/>, like StatRecomputeSystem). Doubles as the down-clamp when the new
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/// class's max is lower (Bathynaut +30 HP vs Harpooner -15%). No-op on a corpse (Current<=0) — respawn refills.</summary>
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public static void HealClamp(ref Health health, float baseMaxHealth, DynamicBuffer<StatModifier> mods)
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{
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if (health.Current > 0f)
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health.Current = StatMath.Apply(baseMaxHealth, StatTarget.MaxHealth, mods);
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}
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}
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}
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