LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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>
This commit is contained in:
2026-08-07 12:59:39 -07:00
parent 6a412fe3e7
commit 62e48a3b0b
304 changed files with 260 additions and 14591 deletions
@@ -52,9 +52,8 @@ namespace ProjectM.Server
/// <summary>RW lookup to stamp the server-only homing ReelState on a Reel-flagged (HookPull) hit — the Harpooner reel.</summary>
ComponentLookup<ReelState> m_ReelLookup;
/// <summary>Read-only lookup so a BOSS (BossState) is skipped by the knockback stamp — the boss is
/// <summary>Knockback stamp lookup. The former BossState immunity gate went with the boss purge
/// knockback-immune (A4) so a solo player can't perma-stunlock it out of its slam wind-ups.</summary>
ComponentLookup<BossState> m_BossLookup;
/// <summary>RW lookup for the per-projectile Phase-1.7 pierce/chain/pull state + re-hit set.</summary>
ComponentLookup<ProjectileEffectState> m_FxLookup;
@@ -77,7 +76,7 @@ namespace ProjectM.Server
m_GhostOwnerLookup = state.GetComponentLookup<GhostOwner>(isReadOnly: true);
m_KnockbackLookup = state.GetComponentLookup<KnockbackState>(isReadOnly: false);
m_ReelLookup = state.GetComponentLookup<ReelState>(isReadOnly: false);
m_BossLookup = state.GetComponentLookup<BossState>(isReadOnly: true);
m_FxLookup = state.GetComponentLookup<ProjectileEffectState>(isReadOnly: false);
// No projectiles → nothing to expire or hit-test; skip the tick (and its allocations) entirely.
@@ -90,7 +89,7 @@ namespace ProjectM.Server
m_GhostOwnerLookup.Update(ref state);
m_KnockbackLookup.Update(ref state);
m_ReelLookup.Update(ref state);
m_BossLookup.Update(ref state);
m_FxLookup.Update(ref state);
bool haveTick = SystemAPI.TryGetSingleton<NetworkTime>(out var nt);
@@ -178,7 +177,7 @@ namespace ProjectM.Server
// Knockback / REEL. Reel (HookPull) stamps the HOMING ReelState (ReelSystem re-aims toward the
// caster's live position each tick); otherwise the classic frozen knockback (PULL flips toward the shooter).
if (haveTick && m_KnockbackLookup.HasComponent(hitTarget) && !m_BossLookup.HasComponent(hitTarget))
if (haveTick && m_KnockbackLookup.HasComponent(hitTarget))
{
bool reel = hasFx && (fx.Flags & ProjectileEffectFlag.Reel) != 0;
if (reel && m_ReelLookup.HasComponent(hitTarget))