pub fn seed_law_state(
entity: &mut Entity,
cores: &CoresState,
chapter_level: i64,
active_side: WorldSide,
game_config: &GameConfig,
mods: &LawColumnMods,
)Expand description
Installs the combatant’s whole law state on a freshly built combat entity — the cores snapshot the fight runs on plus the bridge charges built from it — and folds in the passive contribution of every law on the side that is currently up. Charges always start empty and unamplified: a fight begins with no Resonance banked and no law boosted.
This is the ONLY place the durable CoresState enters combat. Everything
afterwards (law_attribute_snapshot, refresh_law_attributes, the hooks in
logic::laws) reads entity.law_cores, which is what lets a PvP opponent
run on the same code path as the hero. It is also why the unlock gate is
checked here and nowhere downstream: a locked combatant keeps an empty
snapshot, and every law computation over an empty snapshot is already “no
contribution”.