LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)

The 2026-08-06 audit found the shipping scene was still the abandoned
co-op-Hades game with LANTERN combat bolted on, and that a third of the
codebase was live code for a direction abandoned on 2026-07-13. Operator
chose deletion over freezing: "everything is saved in source control if
needed. I want the project to be clean."

DELETED (~140 source files, Scripts 335->231, Tests 77->43):
- Enemy variants + boss (H3). ChargerAuthoring / SpitterAuthoring /
  SwarmerAuthoring were attached to ZERO prefabs, so LungeState /
  SpitterState / SwarmerTag were never baked: ~272 lines of Bursted AI
  passes, BossAISystem (261 lines) and the whole MixBands escalation
  curve could not match a single chunk at runtime, while 734 lines of
  green tests certified them. Both shipping enemy prefabs were already
  byte-identical in stats.
- Run/room lifecycle: RunDirector FSM, RunInfo/RunMap/RoomPlan/RoomTag,
  route select, portal interact, ready-check, room field/teardown.
- Meta shop, prep loadout, boons (incl. KillRewardSystem and
  DashTrailDamageSystem, which existed only to serve boon flags).
- Build palette + structures, shared storage, inventory/equipment
  (already recorded PAUSED in CLAUDE.md).
- The HUD panels driving all of the above (HudSystem 1168 -> 610).

KEPT deliberately: BaseGridMath + BaseAnchor (8 systems use PlotCenter
for spawn rings, respawn and dynamic light), the resource ledger +
StorageMath, the save system, region/relevancy. Three of these were in
the delete set until I checked their consumers — worth remembering that
the file-level manifest was wrong about them.

Also folds in audit finding M5: PlayerClass was a second, server-only
copy of the byte FrameId already replicates. It existed for the meta
shop; with that gone, FrameId is the single frame identity.

Harvest is now single-sink (ledger). HarvestMath keeps its shape so
LANTERN's carried-vs-banked cargo split lands in one place, not two.

295/295 EditMode green, zero compile errors. Subscene re-bake and Play
validation follow in the next commit.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-07 12:59:39 -07:00
parent 6a412fe3e7
commit 62e48a3b0b
304 changed files with 260 additions and 14591 deletions
@@ -60,16 +60,11 @@ namespace ProjectM.Authoring
// denominator per variant; IsCharger lets the client pick the Charger look (LungeState is server-only).
// Kind byte (client telegraph look) — derived from the sibling variant authoring (EnemyBaker is the
// SOLE EnemyTelegraph writer). Grunt=0 / Charger=1 / Spitter=2 / Swarmer=3 (ZoneEnemyMath.Kind*).
byte kind = ZoneEnemyMath.KindGrunt;
// 2026-08-07 audit purge: the Charger/Spitter/Swarmer variant authoring is gone — it was attached
// to ZERO prefabs, so every enemy already baked Kind=Grunt and the variant AI passes matched
// nothing. One kind, one windup, until the LANTERN bestiary reintroduces variety via CreatureKit.
const byte kind = ZoneEnemyMath.KindGrunt;
byte windup = (byte)Tuning.AttackWindupTicks;
var spitter = GetComponent<SpitterAuthoring>();
// Bake-time guard (DR-041 sole-Position-writer invariant): a prefab must carry at most ONE of
// {ChargerAuthoring(LungeState), SpitterAuthoring(SpitterState)} — both would match ZERO AI passes.
if (GetComponent<ChargerAuthoring>() != null && spitter != null)
Debug.LogError($"Enemy '{authoring.name}' has BOTH ChargerAuthoring and SpitterAuthoring; it would match no AI pass and never move. Remove one.", authoring);
if (GetComponent<ChargerAuthoring>() != null) { kind = ZoneEnemyMath.KindCharger; windup = (byte)Tuning.ChargerWindupTicks; }
else if (spitter != null) { kind = ZoneEnemyMath.KindSpitter; windup = (byte)Mathf.Clamp(spitter.WindupTicks, 1, 255); }
else if (GetComponent<SwarmerAuthoring>() != null) { kind = ZoneEnemyMath.KindSwarmer; windup = (byte)Tuning.AttackWindupTicks; /* B4: match the server windup (grunt-path swarmers use GruntWindupTicks); baked 6 was a snap-ramp lie */ }
AddComponent(entity, new EnemyTelegraph { WindupTicks = windup, Kind = kind });
}
}