LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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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@@ -30,7 +30,6 @@ namespace ProjectM.Server
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const float k_VortexDeadzoneSq = 0.25f; // don't re-aim (or NaN) an enemy already at the zone centre
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ComponentLookup<KnockbackState> m_KnockbackLookup;
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ComponentLookup<BossState> m_BossLookup;
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[BurstCompile]
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public void OnCreate(ref SystemState state)
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@@ -38,7 +37,7 @@ namespace ProjectM.Server
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state.RequireForUpdate<NetworkTime>();
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state.RequireForUpdate<ZoneEffect>();
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m_KnockbackLookup = state.GetComponentLookup<KnockbackState>(isReadOnly: false);
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m_BossLookup = state.GetComponentLookup<BossState>(isReadOnly: true);
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}
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[BurstCompile]
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@@ -50,7 +49,6 @@ namespace ProjectM.Server
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uint stamp = TickUtil.NonZero(now);
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uint reschedule = TickUtil.NonZero(now + ZoneEffect.PulsePeriodTicks);
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m_KnockbackLookup.Update(ref state);
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m_BossLookup.Update(ref state);
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// Living enemies once this tick (entities + positions; stable query order).
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var enemyEntities = new NativeList<Entity>(Allocator.Temp);
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@@ -91,7 +89,7 @@ namespace ProjectM.Server
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float d2 = math.lengthsq(to);
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if (d2 > radiusSq || d2 <= k_VortexDeadzoneSq) continue;
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var e = enemyEntities[i];
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if (!m_KnockbackLookup.HasComponent(e) || m_BossLookup.HasComponent(e)) continue;
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if (!m_KnockbackLookup.HasComponent(e)) continue;
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m_KnockbackLookup[e] = new KnockbackState
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{
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Dir = math.normalize(to),
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