LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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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@@ -34,7 +34,6 @@ namespace ProjectM.Server
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const float k_ProjectileRadius = Tuning.HarvestProjectileRadius;
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ComponentLookup<GhostOwner> m_GhostOwnerLookup;
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BufferLookup<InventorySlot> m_InvLookup;
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ComponentLookup<RegionTag> m_RegionLookup;
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[BurstCompile]
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@@ -43,7 +42,6 @@ namespace ProjectM.Server
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state.RequireForUpdate<Projectile>();
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state.RequireForUpdate<ResourceLedger>();
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m_GhostOwnerLookup = state.GetComponentLookup<GhostOwner>(true);
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m_InvLookup = state.GetBufferLookup<InventorySlot>(false);
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m_RegionLookup = state.GetComponentLookup<RegionTag>(true);
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}
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@@ -58,18 +56,11 @@ namespace ProjectM.Server
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uint nowTick = haveTick ? hvNetTime.ServerTick.TickIndexForValidTick : 0u;
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var ledger = SystemAPI.GetBuffer<StorageEntry>(ledgerEntity);
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// Resolve the harvesting player from the projectile's GhostOwner so yield lands in their PERSONAL
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// inventory. Owner read via a cached lookup (optional); the owner->player map + item catalog are
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// hoisted out of the per-hit sweep (invariant for the tick).
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// 2026-08-07 audit purge: yield used to route to the firing player's PERSONAL inventory and spill to
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// the ledger. The inventory layer went with the shell — all yield now credits the ledger directly.
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m_GhostOwnerLookup.Update(ref state);
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m_InvLookup.Update(ref state);
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m_RegionLookup.Update(ref state);
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bool haveDb = SystemAPI.TryGetSingleton<ItemDatabase>(out var itemDb);
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var playerByConn = new NativeHashMap<int, Entity>(8, Allocator.Temp);
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foreach (var (owner, playerEntity) in
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SystemAPI.Query<RefRO<GhostOwner>>().WithAll<PlayerTag, InventorySlot>().WithEntityAccess())
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playerByConn[owner.ValueRO.NetworkId] = playerEntity;
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// Snapshot all harvest/clear targets (nodes + clutter) once this tick into a UNIFIED set.
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var tgtEntity = new NativeList<Entity>(Allocator.Temp);
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@@ -163,13 +154,8 @@ namespace ProjectM.Server
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// Route the yield into the HARVESTING player's PERSONAL inventory. The projectile carries the
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// firing player's GhostOwner (AbilityFireSystem); the owner is read OPTIONALLY (cached lookup) so
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// an un-owned projectile (or a test projectile with no GhostOwner) falls through to the ledger.
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Entity harvester = Entity.Null;
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if (m_GhostOwnerLookup.HasComponent(projEntity)
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&& playerByConn.TryGetValue(m_GhostOwnerLookup[projEntity].NetworkId, out var ownedPlayer))
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harvester = ownedPlayer;
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if (deposit > 0)
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HarvestMath.DepositYield(yieldId, deposit, tgtToLedger[bestIdx], harvester,
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m_InvLookup, ledger, true, haveDb, itemDb);
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HarvestMath.DepositYield(yieldId, deposit, ledger, true);
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int rem = tgtRemaining[bestIdx] - amount;
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tgtRemaining[bestIdx] = rem;
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ecb.DestroyEntity(projEntity);
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@@ -224,7 +210,6 @@ namespace ProjectM.Server
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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playerByConn.Dispose();
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destroyed.Dispose();
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tgtEntity.Dispose();
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tgtPos.Dispose();
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