52818d0dd6
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>
55 lines
2.2 KiB
C#
55 lines
2.2 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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// LANTERN Phase 1 Sparks (the gym's first socketables):
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DecoyWisp = 5, // Aoe/spawn: a decoy ghost that draws aggro
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HookPull = 6, // Projectile + pull: the Harpooner reel (yanks the hit target in)
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Vortex = 7, // Aoe/zone: a timed pulling/slowing area
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Blink = 8, // Movement: a second dash (BlinkSystem)
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LightZone = 9, // Aoe/zone: a persistent light/damage zone
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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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