LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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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@@ -152,18 +152,14 @@ namespace ProjectM.Server
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&& SystemAPI.HasBuffer<StatModifier>(sender))
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{
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var classMods = SystemAPI.GetBuffer<StatModifier>(sender);
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Entity dir2 = Entity.Null;
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bool haveMeta2 = SystemAPI.TryGetSingleton<MetaUpgradeCatalog>(out var metaCat2)
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&& SystemAPI.TryGetSingletonEntity<ResourceLedger>(out dir2) && SystemAPI.HasBuffer<MetaTierState>(dir2);
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var metaRec2 = haveMeta2 ? SystemAPI.GetBuffer<MetaTierState>(dir2) : default;
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// DR-046: the FULL swap (class seeds + meta re-sync) lives in the shared ClassSwapUtil,
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// used by BOTH this dev path and the base ClassSelectReceiveSystem so they cannot drift.
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ClassSwapUtil.Apply((byte)cmd.ArgA, classMods, haveMeta2, metaCat2, metaRec2,
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out byte swNewClass);
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// 2026-08-07 audit purge: the meta re-sync half of the swap went with the meta shop;
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// ClassSwapUtil now re-seeds only the frame stat band. Shared with the player-facing
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// ClassSelectReceiveSystem so the two paths cannot drift.
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ClassSwapUtil.Apply((byte)cmd.ArgA, classMods, out byte swNewClass);
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if (SystemAPI.HasComponent<FrameId>(sender))
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SystemAPI.SetComponent(sender, new FrameId { Value = swNewClass });
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if (SystemAPI.HasComponent<PlayerClass>(sender))
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SystemAPI.SetComponent(sender, new PlayerClass { ClassId = swNewClass });
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ClassTraits.FrameLoadout(swNewClass, out byte sf0, out byte sf1, out byte sf2, out byte sf3);
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var swSockets = SystemAPI.GetBuffer<AbilitySocket>(sender);
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swSockets.Clear();
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