LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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