d9d67c4e78
Foundation for Two Classes (DR-037). New ids (CharacterId.Warrior/Ranger, AbilityId.WarriorCone, StatTarget.MeleeDamage/MeleeRange); CharacterStatsRef.Id -> [GhostField] so the owning client folds the right class stats; MeleeComboSystem folds per-player MeleeDamage/MeleeRange off the replicated StatModifier buffer (HasBuffer-guarded -> identity without class seeds, so behavior-preserving). 345/345 EditMode. Slice 2 design review + locked forks logged in the session note. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
49 lines
1.8 KiB
C#
49 lines
1.8 KiB
C#
namespace ProjectM.Simulation
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{
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/// <summary>Stable, index-independent key for an authored ability definition in the AbilityDatabase blob.</summary>
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public enum AbilityId : byte
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{
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None = 0,
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Primary = 1,
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FastLight = 2,
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SlowHeavy = 3,
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WarriorCone = 4, // Slice 2: the Warrior's aim-directed short-range cone secondary (Fire slot)
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}
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/// <summary>Stable key for an authored character-stats definition in the AbilityDatabase blob.</summary>
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public enum CharacterId : byte
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{
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None = 0,
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Default = 1,
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Warrior = 2, // Slice 2: melee-anchor bruiser (tankier, slower, longer/harder melee)
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Ranger = 3, // Slice 2: ranged-anchor (squishier, faster, longer projectile range; weaker melee)
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}
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/// <summary>
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/// Which base stat a <see cref="StatModifier"/> targets. Replicated as a raw byte on the modifier
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/// buffer to keep the generated ghost serializer trivial; mapped back to this enum only in StatMath.
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/// </summary>
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public enum StatTarget : byte
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{
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Damage = 0,
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CooldownTicks = 1,
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Range = 2,
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ProjectileSpeed = 3,
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AutoTargetRange = 4,
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AutoTargetConeRadians = 5,
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MoveSpeed = 6,
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TurnRate = 7,
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MaxHealth = 8,
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MeleeDamage = 9, // Slice 2: melee combo + Warrior cone damage axis (folded onto TuningConfig.MeleeDamage)
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MeleeRange = 10, // Slice 2: melee reach axis (Warrior longer, Ranger shorter)
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}
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/// <summary>How a <see cref="StatModifier"/> combines into the effective stat.</summary>
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public enum ModOp : byte
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{
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Flat = 0, // additive: + Value
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PercentAdd = 1, // additive percent, pooled into (1 + sum Value)
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PercentMult = 2, // multiplicative percent, product of (1 + Value)
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}
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}
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