LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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
@@ -77,16 +77,16 @@ namespace ProjectM.Client
var gamepad = UnityEngine.InputSystem.Gamepad.current;
var mouse = UnityEngine.InputSystem.Mouse.current;
var keyboard = UnityEngine.InputSystem.Keyboard.current;
bool dashPressed = ((keyboard != null && keyboard.leftShiftKey.wasPressedThisFrame) || (gamepad != null && gamepad.buttonEast.wasPressedThisFrame)) && !BuildPaletteState.Active;
// MC-4 offense rebind: melee combo = PRIMARY (left-click / pad West); ranged projectile demoted to right-click / pad left-trigger. Both suppressed while placing a build (like dash/old fire).
bool attackPressed = ((mouse != null && mouse.leftButton.wasPressedThisFrame) || (gamepad != null && gamepad.buttonWest.wasPressedThisFrame)) && !BuildPaletteState.Active;
bool firePressed = ((mouse != null && mouse.rightButton.wasPressedThisFrame) || (gamepad != null && gamepad.leftTrigger.wasPressedThisFrame)) && !BuildPaletteState.Active;
bool dashPressed = ((keyboard != null && keyboard.leftShiftKey.wasPressedThisFrame) || (gamepad != null && gamepad.buttonEast.wasPressedThisFrame));
// MC-4 offense rebind: melee combo = PRIMARY (left-click / pad West); ranged demoted to right-click / pad LT.
bool attackPressed = ((mouse != null && mouse.leftButton.wasPressedThisFrame) || (gamepad != null && gamepad.buttonWest.wasPressedThisFrame));
bool firePressed = ((mouse != null && mouse.rightButton.wasPressedThisFrame) || (gamepad != null && gamepad.leftTrigger.wasPressedThisFrame));
// LANTERN 4-socket kit bindings: keyboard 1..4 (+ gamepad RT/LB/RB); socket 0 also fires on the
// legacy primary (right-click / pad LT). Suppressed while placing a build.
bool socket0Pressed = firePressed || ((keyboard != null && keyboard.digit1Key.wasPressedThisFrame) && !BuildPaletteState.Active);
bool socket1Pressed = ((keyboard != null && keyboard.digit2Key.wasPressedThisFrame) || (gamepad != null && gamepad.rightTrigger.wasPressedThisFrame)) && !BuildPaletteState.Active;
bool socket2Pressed = ((keyboard != null && keyboard.digit3Key.wasPressedThisFrame) || (gamepad != null && gamepad.leftShoulder.wasPressedThisFrame)) && !BuildPaletteState.Active;
bool socket3Pressed = ((keyboard != null && keyboard.digit4Key.wasPressedThisFrame) || (gamepad != null && gamepad.rightShoulder.wasPressedThisFrame)) && !BuildPaletteState.Active;
// legacy primary (right-click / pad LT). Build-palette suppression removed 2026-08-07.
bool socket0Pressed = firePressed || ((keyboard != null && keyboard.digit1Key.wasPressedThisFrame));
bool socket1Pressed = ((keyboard != null && keyboard.digit2Key.wasPressedThisFrame) || (gamepad != null && gamepad.rightTrigger.wasPressedThisFrame));
bool socket2Pressed = ((keyboard != null && keyboard.digit3Key.wasPressedThisFrame) || (gamepad != null && gamepad.leftShoulder.wasPressedThisFrame));
bool socket3Pressed = ((keyboard != null && keyboard.digit4Key.wasPressedThisFrame) || (gamepad != null && gamepad.rightShoulder.wasPressedThisFrame));
float2 rightStick = float2.zero;
bool gamepadActive = false;