LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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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@@ -52,9 +52,8 @@ namespace ProjectM.Server
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/// <summary>RW lookup to stamp the server-only homing ReelState on a Reel-flagged (HookPull) hit — the Harpooner reel.</summary>
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ComponentLookup<ReelState> m_ReelLookup;
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/// <summary>Read-only lookup so a BOSS (BossState) is skipped by the knockback stamp — the boss is
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/// <summary>Knockback stamp lookup. The former BossState immunity gate went with the boss purge
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/// knockback-immune (A4) so a solo player can't perma-stunlock it out of its slam wind-ups.</summary>
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ComponentLookup<BossState> m_BossLookup;
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/// <summary>RW lookup for the per-projectile Phase-1.7 pierce/chain/pull state + re-hit set.</summary>
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ComponentLookup<ProjectileEffectState> m_FxLookup;
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@@ -77,7 +76,7 @@ namespace ProjectM.Server
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m_GhostOwnerLookup = state.GetComponentLookup<GhostOwner>(isReadOnly: true);
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m_KnockbackLookup = state.GetComponentLookup<KnockbackState>(isReadOnly: false);
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m_ReelLookup = state.GetComponentLookup<ReelState>(isReadOnly: false);
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m_BossLookup = state.GetComponentLookup<BossState>(isReadOnly: true);
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m_FxLookup = state.GetComponentLookup<ProjectileEffectState>(isReadOnly: false);
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// No projectiles → nothing to expire or hit-test; skip the tick (and its allocations) entirely.
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@@ -90,7 +89,7 @@ namespace ProjectM.Server
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m_GhostOwnerLookup.Update(ref state);
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m_KnockbackLookup.Update(ref state);
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m_ReelLookup.Update(ref state);
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m_BossLookup.Update(ref state);
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m_FxLookup.Update(ref state);
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bool haveTick = SystemAPI.TryGetSingleton<NetworkTime>(out var nt);
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@@ -178,7 +177,7 @@ namespace ProjectM.Server
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// Knockback / REEL. Reel (HookPull) stamps the HOMING ReelState (ReelSystem re-aims toward the
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// caster's live position each tick); otherwise the classic frozen knockback (PULL flips toward the shooter).
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if (haveTick && m_KnockbackLookup.HasComponent(hitTarget) && !m_BossLookup.HasComponent(hitTarget))
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if (haveTick && m_KnockbackLookup.HasComponent(hitTarget))
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{
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bool reel = hasFx && (fx.Flags & ProjectileEffectFlag.Reel) != 0;
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if (reel && m_ReelLookup.HasComponent(hitTarget))
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