LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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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@@ -98,7 +98,6 @@ namespace ProjectM.Client
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EntityManager.CompleteDependencyBeforeRO<AttackWindup>();
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EntityManager.CompleteDependencyBeforeRO<EnemyStats>();
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EntityManager.CompleteDependencyBeforeRO<EnemyTelegraph>();
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EntityManager.CompleteDependencyBeforeRO<IsLunging>();
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// Local player (strike-beep proximity gate).
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_localPlayer = Entity.Null;
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@@ -122,7 +121,6 @@ namespace ProjectM.Client
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Unity.NetCode.NetworkTick serverTick = SystemAPI.TryGetSingleton<NetworkTime>(out var nt) ? nt.ServerTick : default;
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_dangerSeen.Clear();
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_enemySeen.Clear();
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bool bossRoom = SystemAPI.TryGetSingleton<RunInfo>(out var dangerRi) && dangerRi.Lifecycle == RunLifecycle.InRoom && dangerRi.CurrentRoomType == RoomTypeId.Boss; // A7: in a Boss room the Charger-kind enemy IS the boss (adds are swarmers)
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if (serverTick.IsValid)
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{
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@@ -151,26 +149,16 @@ namespace ProjectM.Client
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}
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_prevWindup[entity] = until;
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// Feature D: a committed Charger lunge keeps the cue ALIVE past windup (AttackWindup zeroes at commit).
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bool lunging = SystemAPI.HasComponent<IsLunging>(entity) && SystemAPI.IsComponentEnabled<IsLunging>(entity);
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bool isBoss = bossRoom && tele.ValueRO.Kind == ZoneEnemyMath.KindCharger; // A7: boss radial SLAM telegraph
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if (until == 0u) continue;
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if (until == 0u && !lunging) continue;
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float intensity;
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if (lunging)
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{
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intensity = 1f; // mid-lunge: max danger, persistent until IsLunging clears
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}
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else
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{
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var untilTick = new Unity.NetCode.NetworkTick(until);
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if (!untilTick.IsValid || !untilTick.IsNewerThan(serverTick)) continue; // windup already elapsed
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int remaining = untilTick.TicksSince(serverTick);
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// Feature C: per-enemy windup duration (baked, client-safe) -> ramps 0->1 ending AT impact for
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// any windup length (fixes the Charger plateauing early under the old hard-coded 22).
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float windupDur = isBoss ? Tuning.BossSlamWindupTicks : math.max(1f, tele.ValueRO.WindupTicks); // A7: ramp over the boss's real slam wind-up
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intensity = math.saturate(1f - remaining / windupDur);
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var untilTick = new Unity.NetCode.NetworkTick(until);
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if (!untilTick.IsValid || !untilTick.IsNewerThan(serverTick)) continue; // windup already elapsed
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int remaining = untilTick.TicksSince(serverTick);
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// Feature C: per-enemy windup duration (baked, client-safe) -> ramps 0->1 ending AT impact for
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// any windup length.
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float windupDur = math.max(1f, tele.ValueRO.WindupTicks);
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float intensity = math.saturate(1f - remaining / windupDur);
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{;
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// Near-impact strike beep (deferred-items pass): a "dodge NOW" cue once per windup, gated to
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// enemies near the local player (the danger cone already proves it's winding up to strike).
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@@ -211,33 +199,9 @@ namespace ProjectM.Client
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_dangerZones[entity] = go;
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}
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float coneRange = math.max(1f, stats.ValueRO.AttackRange + 0.6f);
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if (lunging) coneRange += 1.5f; // forward-stretch the wedge to read the committed travel
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if (isBoss && !lunging)
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{
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// A7: the boss SLAM is RADIAL (Tuning.BossSlamRadius) -> paint a FULL ground ring so the tell
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// matches the hit area (a forward wedge sized to melee reach would lie about a radial AoE).
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BuildDangerMesh(go.GetComponent<MeshFilter>().sharedMesh, Tuning.BossSlamRadius, 3.14159f, intensity);
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}
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else if (isBoss)
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{
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// B4: the boss LUNGE is a committed forward gap-closer (IsLunging bit on through windup +
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// travel) - a radial ring would lie about the threat shape; paint a long narrow travel wedge.
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BuildDangerMesh(go.GetComponent<MeshFilter>().sharedMesh, math.max(coneRange, 8f), 0.45f, intensity);
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}
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else if (tele.ValueRO.Kind == ZoneEnemyMath.KindSpitter)
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{
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// MC-3: a Spitter is a RANGED threat — a melee wedge at its feet is useless. Paint a thin aim
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// LANE along its (face-locked) facing out to projectile reach during wind-up, brightening as the
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// shot nears so the player reads the line to dodge/dash across it.
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float laneLen = 12f;
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if (SystemAPI.HasComponent<SpitterState>(entity))
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{
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var ss = SystemAPI.GetComponent<SpitterState>(entity);
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laneLen = math.max(4f, ss.PreferredRange + ss.RangeTolerance + 2f);
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}
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BuildLaneMesh(go.GetComponent<MeshFilter>().sharedMesh, laneLen, 0.28f, intensity);
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}
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else BuildDangerMesh(go.GetComponent<MeshFilter>().sharedMesh, coneRange, 0.7f, intensity);
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// 2026-08-07 audit purge: the boss radial-slam ring, the boss lunge wedge and the Spitter aim
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// lane are gone with BossState / IsLunging / SpitterState. One enemy kind, one melee wedge.
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BuildDangerMesh(go.GetComponent<MeshFilter>().sharedMesh, coneRange, 0.7f, intensity);
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float2 fwd = AnimParamMath.PlanarForward(xf.ValueRO.Rotation);
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var tr = go.transform;
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tr.position = (Vector3)xf.ValueRO.Position + Vector3.up * 0.06f;
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