LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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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@@ -39,28 +39,11 @@ namespace ProjectM.Client
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float expDen = cfg != null ? cfg.ExpeditionFogDensity : 0.04f;
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Color expAmb = cfg != null ? cfg.ExpeditionAmbientSky : new Color(0.02f, 0.045f, 0.07f, 1f);
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// Per-room murk flavors (cosmetic code consts; all stay inside the deep-sea band — hue shifts are
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// subtle, value stays dark so dynamic lights keep carrying readability).
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bool haveRun = SystemAPI.TryGetSingleton<ProjectM.Simulation.RunInfo>(out var runInfo);
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if (haveRun && runInfo.Lifecycle != ProjectM.Simulation.RunLifecycle.Staging)
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{
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switch (runInfo.CurrentBiome)
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{
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case ProjectM.Simulation.RoomBiomeId.Meadow: // kelp shallows: a touch greener
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expFog = new Color(0.02f, 0.10f, 0.09f, 1f); expDen = 0.035f;
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expAmb = new Color(0.025f, 0.06f, 0.06f, 1f);
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break;
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case ProjectM.Simulation.RoomBiomeId.Cavern: // crush-dark trench: colder + denser
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expFog = new Color(0.01f, 0.05f, 0.08f, 1f); expDen = 0.05f;
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expAmb = new Color(0.015f, 0.035f, 0.06f, 1f);
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break;
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case ProjectM.Simulation.RoomBiomeId.Blight: // gloam bloom: a sick green-violet cast
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expFog = new Color(0.045f, 0.075f, 0.09f, 1f); expDen = 0.045f;
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expAmb = new Color(0.045f, 0.05f, 0.075f, 1f);
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break;
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// default keeps the config/fallback out-shelf murk above.
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}
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}
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// 2026-08-07 audit purge: per-room murk flavors (kelp shallows / crush-dark trench / gloam bloom)
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// keyed off RunInfo.CurrentBiome. The run FSM is deleted, so the out-shelf murk config above is the
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// whole look. Re-key this off LANTERN's pocket type when Phase 2 lands — the colour constants are in
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// git if the three flavors are wanted back.
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float x = _cam.transform.position.x;
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float t = Mathf.Clamp01((x - (boundary - half)) / (2f * half));
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