LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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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@@ -74,7 +74,6 @@ namespace ProjectM.Server
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bool hasDash = haveTick && netTime.ServerTick.IsValid && SystemAPI.HasComponent<DashState>(entity);
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DashState ds = hasDash ? SystemAPI.GetComponent<DashState>(entity) : default;
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bool isCharger = haveTick && netTime.ServerTick.IsValid && SystemAPI.HasComponent<LungeState>(entity);
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uint negatedForThisEntity = 0u;
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float total = 0f;
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int killerNetId = -1; // Phase 1.7: last player-sourced (non-negated) hit this tick → on-kill boon credit
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@@ -99,22 +98,9 @@ namespace ProjectM.Server
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total += dmg[i].Amount;
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if (dmg[i].SourceNetworkId >= 0) killerNetId = dmg[i].SourceNetworkId; // Phase 1.7 kill credit
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// MC-1 punish scoring: a player-sourced hit (SourceNetworkId >= 0) landing inside a Charger's
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// whiff-stagger window counts ONCE — zeroing StaggerUntilTick keeps punishes:windows <= 1.
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if (isCharger && dmg[i].SourceNetworkId >= 0)
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{
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var lunge = SystemAPI.GetComponent<LungeState>(entity);
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if (lunge.StaggerUntilTick != 0u)
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{
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var stag = new NetworkTick(lunge.StaggerUntilTick);
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if (stag.IsValid && stag.IsNewerThan(netTime.ServerTick))
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{
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punishesThisTick++;
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lunge.StaggerUntilTick = 0u;
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SystemAPI.SetComponent(entity, lunge);
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}
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}
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}
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// 2026-08-07 audit purge: the Charger whiff-punish scoring lived here (a player hit landing
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// inside LungeState.StaggerUntilTick scored a punish). LungeState was never baked onto any
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// prefab, so this branch was unreachable; it went with the Charger.
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}
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dmg.Clear();
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if (negatedForThisEntity != 0u)
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@@ -156,8 +142,6 @@ namespace ProjectM.Server
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});
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if (SystemAPI.HasComponent<AttackWindup>(entity)) SystemAPI.SetComponent(entity, default(AttackWindup));
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if (SystemAPI.HasComponent<KnockbackState>(entity)) SystemAPI.SetComponent(entity, default(KnockbackState));
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if (SystemAPI.HasComponent<LungeState>(entity)) SystemAPI.SetComponent(entity, default(LungeState));
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if (SystemAPI.HasComponent<IsLunging>(entity)) SystemAPI.SetComponentEnabled<IsLunging>(entity, false);
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}
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}
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else if (SystemAPI.HasComponent<EnemyTag>(entity) || SystemAPI.HasComponent<Destructible>(entity))
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