LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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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@@ -76,25 +76,10 @@ namespace ProjectM.Client
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}
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/// <summary>Icon for a <see cref="StructureType"/> byte (null → caller falls back to the structure name text).</summary>
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public Sprite StructureIcon(byte type)
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{
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switch (type)
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{
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case StructureType.Wall: return WallIcon;
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case StructureType.Pylon: return PylonIcon;
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default: return null;
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}
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}
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/// <summary>Placement-ghost preview mesh for a <see cref="StructureType"/> byte (null → the cube fallback).</summary>
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public Mesh StructureGhostMesh(byte type)
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{
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switch (type)
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{
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case StructureType.Wall: return WallGhostMesh;
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default: return null;
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}
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}
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// ---- cached SDF font definitions (one FontAsset per font, built once, reset per play session) ----
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static FontAsset _displayFa, _bodyFa, _bodyLightFa;
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@@ -179,19 +179,11 @@ namespace ProjectM.Client
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var st = tq.GetSingleton<NetworkTime>().ServerTick;
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if (st.IsValid) nowTick = st.TickIndexForValidTick;
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}
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// v6: the permanent-meta slice via the ONE shared collector — omitting it HERE (the most common
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// exit path) would silently WIPE all meta progression on quit (the meta review's top blocker).
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MetaSaveScan.Collect(em, dir, out var metaRows, out var runsCompleted, out var maxDepth);
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SaveStructureScan.Collect(em, nowTick, out var structures);
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// 2026-08-07 audit purge: the quit-to-menu save used to collect the permanent-meta slice and the
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// placed structures too. Both layers are deleted; the ledger is the whole save now.
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SaveService.Save(new SaveData
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{
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RunsCompleted = runsCompleted,
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MaxDepthReached = maxDepth,
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MetaUpgrades = metaRows,
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Ledger = rows,
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Structures = structures,
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SavedAtMs = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds(),
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});
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}
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