LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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
@@ -60,12 +60,9 @@ namespace ProjectM.Authoring
// Empty replicated modifier stack (grown by upgrades/pickups/debug hook, server-authoritative).
AddBuffer<StatModifier>(entity);
// Empty replicated personal inventory (server-authoritative; harvest yield + deposit RPC land here).
AddBuffer<InventorySlot>(entity);
// Equipment loadout: one replicated row per slot in FIXED order (buffer index = EquipSlotId), empty.
var equip = AddBuffer<EquipmentSlot>(entity);
for (int s = 0; s < EquipSlotId.Count; s++)
equip.Add(new EquipmentSlot { ItemId = 0 });
// 2026-08-07 audit purge: the replicated personal InventorySlot bag and the EquipmentSlot loadout
// went with the shell (CLAUDE.md already recorded inventory/equipment as PAUSED). Harvest now
// credits the shared ledger directly.
// Server-only expiry tracker for timed buffs (paired with a StatModifier by SourceId; not replicated).
AddBuffer<TimedModifier>(entity);
@@ -94,14 +91,9 @@ namespace ProjectM.Authoring
AddComponent(entity, new RespawnState { RespawnTick = 0, DelayTicks = authoring.RespawnDelayTicks, InvulnTicks = authoring.RespawnInvulnTicks });
AddComponent(entity, new RespawnInvuln { UntilTick = 0 });
// Expedition redesign (the ONE player-ghost re-bake, front-loaded): the send-to-all ready-check
// flag + the owner-only choice-of-3 boon offer (inert until Step 9's BoonOfferSystem lights it up).
AddComponent<PlayerReady>(entity);
AddComponent<BoonOffer>(entity);
// Phase 1.7 boon overhaul: the mechanic-changer state (replicated SendToOwner, baked inert, zeroed on
// the Returning edge) + the server-only Blade-Dash per-dash dedup accumulator (non-replicated).
AddComponent<BoonEffects>(entity);
AddComponent<DashTrailState>(entity);
// 2026-08-07 audit purge: PlayerReady (ready-check), BoonOffer/BoonEffects (Phase-1.7 boons) and
// DashTrailState (Blade Dash) were baked onto every player ghost for the superseded base/expedition
// loop. All four are gone; the ghost archetype shrinks accordingly.
// LANTERN Phase 1 (Step 1): 4-socket kit data model — THE ability model (the legacy single
// AbilityRef/AbilityCooldown path is deleted). AbilitySocket = cold per-socket loadout
// (EquipmentSlot-modelled, 4 empty rows; GoInGameServerSystem seeds the frame loadout at spawn);