LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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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@@ -37,19 +37,12 @@ namespace ProjectM.Server
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rows[i] = new LedgerRow { ItemId = buffer[i].ItemId, Count = buffer[i].Count };
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// Persist player-built structures (single shared scan; drift-proof vs the quit-to-menu writer).
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uint nowTick = SystemAPI.GetSingleton<NetworkTime>().ServerTick.TickIndexForValidTick;
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SaveStructureScan.Collect(EntityManager, nowTick, out var structures);
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// v6: the permanent-meta slice via the ONE shared collector.
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MetaSaveScan.Collect(EntityManager, dir, out var metaRows, out var runsCompleted, out var maxDepth);
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// 2026-08-07 audit purge: structures and the permanent-meta slice are deleted; the save now carries
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// the LEDGER only. SaveData keeps its Structures / MetaUpgrades / RunsCompleted / MaxDepthReached
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// fields so a v7 file written before the purge still loads — they are simply written empty now.
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SaveService.Save(new SaveData
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{
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RunsCompleted = runsCompleted,
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MaxDepthReached = maxDepth,
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MetaUpgrades = metaRows,
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Ledger = rows,
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Structures = structures,
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SavedAtMs = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds(),
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});
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}
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