Function seed_law_state

Source
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”.