LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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
@@ -78,30 +78,9 @@ namespace ProjectM.Client
// ---- pick the mix from replicated state (defaults = quiet staging bed) ----
float tBass = 0.50f, tPad = 0.55f, tArp = 0.12f, tPulse = 0f;
if (SystemAPI.TryGetSingleton<RunInfo>(out var run))
{
switch (run.Lifecycle)
{
case RunLifecycle.Launching:
tBass = 0.55f; tPad = 0.50f; tArp = 0.35f; tPulse = 0.20f; // anticipation swell
break;
case RunLifecycle.InRoom:
bool boss = run.CurrentRoomType == RoomTypeId.Boss;
tBass = boss ? 0.75f : 0.65f;
tPad = 0.40f;
tArp = boss ? 0.80f : 0.65f;
tPulse = boss ? 0.75f : 0.35f;
break;
case RunLifecycle.RoomReward:
case RunLifecycle.RouteSelect:
tBass = 0.45f; tPad = 0.55f; tArp = 0.25f; tPulse = 0.08f; // between-rooms lull
break;
case RunLifecycle.Returning:
tBass = 0.45f; tPad = 0.60f; tArp = 0.15f; tPulse = 0f; // resolution
break;
// Staging keeps the defaults.
}
}
// 2026-08-07 audit purge: the mix used to key off RunInfo.Lifecycle (staging / launching / in-room /
// boss / returning). With the run FSM deleted the bed holds its defaults; re-key it off LANTERN's
// descent state when Phase 2 lands.
float dt = SystemAPI.Time.DeltaTime * FadePerSecond;
_vBass = Mathf.MoveTowards(_vBass, tBass, dt);