LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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:
@@ -85,7 +85,6 @@ namespace ProjectM.Client
|
||||
dt = dt,
|
||||
prevPos = _prevPos,
|
||||
seen = seen,
|
||||
isLunging = SystemAPI.GetComponentLookup<IsLunging>(true),
|
||||
|
||||
};
|
||||
Dependency = job.Schedule(Dependency); // .Schedule (not parallel): mutates _prevPos
|
||||
@@ -111,7 +110,7 @@ namespace ProjectM.Client
|
||||
{
|
||||
public FastAnimatorParameter moveX, moveZ, speed, isAttacking, isDead, isHit, isHitHeavy;
|
||||
public float el, reactSeconds, staggerSeconds, staggerDamage; // 07-21 hit-react (reactSeconds 0 = off)
|
||||
[Unity.Collections.ReadOnly] public ComponentLookup<IsLunging> isLunging; // A7: a lunge has no AttackWindup; OR it in so the boss/Charger attack anim plays during the committed lunge
|
||||
|
||||
|
||||
public float dt;
|
||||
public NativeParallelHashMap<Entity, EnemyAnimCache> prevPos;
|
||||
@@ -149,7 +148,7 @@ namespace ProjectM.Client
|
||||
|
||||
float2 facing = AnimParamMath.PlanarForward(xform.Rotation);
|
||||
float3 p = AnimParamMath.LocomotionParams(vel, facing, stats.MoveSpeed);
|
||||
bool attacking = windup.WindUpUntilTick != 0 || (isLunging.HasComponent(e) && isLunging.IsComponentEnabled(e)); // A7: the committed lunge (which zeroes AttackWindup) still animates as an attack
|
||||
bool attacking = windup.WindUpUntilTick != 0; // the IsLunging OR went with the Charger purge (2026-08-07)
|
||||
|
||||
// B3: the corpse window — Health.Current is replicated, so <=0 IS the death read. A corpse
|
||||
// plays the Death state and nothing else (no jog, no frozen attack).
|
||||
|
||||
Reference in New Issue
Block a user