Hygiene B2: dead-code removal
Delete (unreferenced in any scene, per operator decision):
- TrainingDummy* chain (authoring/spawner/system/components/prefab) + UpgradePickup* chain (authoring/spawner/systems/components/prefab); remove TrainingDummyTag from the 3 live combat queries (AbilityFire/Melee/HealthApplyDamage now key on EnemyTag) and repoint HealthApplyDamageSystemTests to EnemyTag.
- Dead RPC RegionTransitSystem + RegionTransitRequest (no sender, ungated) + its test.
- Heartbeat + HeartbeatSystem (no WorldSystemFilter, ran no-op every tick) + its test.
- BuildSendSystem dead conveyor/pylon dev hooks (s_ConveyorDir, [/] rotation, Place{Pylon,Harvester,Conveyor} statics).
- Deprecated CyclePhase alias consts (Expedition/Defend/Build/*Ticks); repoint WaveSystemTests to Siege/Calm.
- Unread FeelConfig fields (HitFlashDurationMs, RumbleHeavy) + dangling HudUi doc-comments + stale crefs.
451/451 EditMode tests pass. CLAUDE.md HeartbeatSystemTests example ref to be repointed in B7.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -39,22 +39,6 @@ namespace ProjectM.Simulation
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/// <summary>The base is under assault by a Husk wave (event-triggered; ends when the wave is cleared).</summary>
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public const byte Siege = 1;
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// ---- Deprecated aliases (kept so HUD/audio/tests keep compiling through the cut-over; cleaned up later). ----
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/// <summary>DEPRECATED alias of <see cref="Calm"/>.</summary>
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public const byte Expedition = 0;
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/// <summary>DEPRECATED alias of <see cref="Siege"/>.</summary>
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public const byte Defend = 1;
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/// <summary>DEPRECATED, unreachable — the timed Build phase is retired.</summary>
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public const byte Build = 2;
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/// <summary>DEPRECATED — the forced Expedition timer is retired (the loop is player-driven). Kept so existing crefs resolve.</summary>
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public const uint ExpeditionTicks = 3600;
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/// <summary>DEPRECATED — the forced Build timer is retired. Kept so existing crefs resolve.</summary>
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public const uint BuildTicks = 1200;
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}
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/// <summary>
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@@ -1,17 +0,0 @@
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using Unity.NetCode;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Client -> server request to move the sender's player between world regions (base <-> expedition).
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/// A one-off action, so an RPC (not a per-tick predicted input), mirroring <see cref="StorageOpRequest"/>.
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/// TargetRegion is a byte (see <see cref="RegionId"/>) to keep the generated serializer trivial. The
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/// server teleports the sender's player to the region origin and flips its <see cref="RegionTag"/>, which
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/// re-scopes GhostRelevancy so the client gains the target region's ghosts and drops the old region's.
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/// </summary>
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public struct RegionTransitRequest : IRpcCommand
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{
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/// <summary>Destination region id (see <see cref="RegionId"/>).</summary>
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public byte TargetRegion;
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 32c76b46284ed1845a412ca030de2499
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