LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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