LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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