LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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
@@ -148,23 +148,10 @@ namespace ProjectM.Client
}
PruneUnseen(_barrelLights);
// ---- portal light (RoomExplore only) ----
bool portalOn = false;
if (SystemAPI.TryGetSingleton<RunInfo>(out var runInfo)
&& runInfo.Lifecycle == RunLifecycle.RoomExplore
&& SystemAPI.TryGetSingleton<BaseAnchor>(out var anchor))
{
portalOn = true;
var pos = RegionMath.ExpeditionPortalPos(BaseGridMath.PlotCenter(anchor), (byte)(runInfo.CurrentRoom & 1));
if (_portalLight == null) _portalLight = Rent();
float baseI = cfg != null ? cfg.PortalIntensity : 3.5f;
float amp = cfg != null ? cfg.PortalPulseAmp : 1.2f;
_portalLight.color = cfg != null ? cfg.PortalColor : new Color(0.55f, 0.95f, 1f, 1f);
_portalLight.range = cfg != null ? cfg.PortalRange : 13f;
_portalLight.intensity = baseI + amp * Mathf.Sin(UnityEngine.Time.time * 4f);
_portalLight.transform.position = new Vector3(pos.x, pos.y + 2.2f, pos.z);
}
if (!portalOn && _portalLight != null) { Return(_portalLight); _portalLight = null; }
// 2026-08-07 audit purge: the room-exit portal light keyed off RunInfo.Lifecycle == RoomExplore.
// Portals went with the run FSM; release any pooled light so nothing leaks.
if (_portalLight != null) { Return(_portalLight); _portalLight = null; }
// ---- impact flashes ----
float now = UnityEngine.Time.time;