LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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
@@ -19,7 +19,7 @@ namespace ProjectM.Simulation
/// AbilitySocket (loadout), SocketCooldown (hot per-socket cooldown), EffectiveSocketStats (per-socket
/// folded stats from StatRecomputeSystem). To stay under the 7-type SystemAPI.Query cap, the query holds
/// only PlayerInput/PlayerFacing/LocalTransform/GhostOwner and reads the socket data by entity via
/// BufferLookup/ComponentLookup (mirroring the BoonEffects lookup).
/// BufferLookup/ComponentLookup.okup.
///
/// SpawnId key (owner14 | socket2 | fireCount12 | fork4) reserves socket bits so two sockets firing the
/// same-prefab projectile on one tick classify to DISTINCT ghosts (the review's NP-1/RS-1/DB-3 fix). The
@@ -37,11 +37,9 @@ namespace ProjectM.Simulation
[BurstCompile]
public partial struct AbilityFireSystem : ISystem
{
// Server-only knockback stamp for the Cone (guarded + boss-immune).
// Server-only knockback stamp for the Cone.ss-immune).
ComponentLookup<KnockbackState> m_KnockbackLookup;
ComponentLookup<BossState> m_BossLookup;
// Owner-replicated mechanic-changer boons, read by the player entity.
ComponentLookup<BoonEffects> m_BoonEffectsLookup;
// Boss knockback-immunity and BoonEffects lookups deleted 2026-08-07 (audit purge).
// LANTERN socket kit, read by the player entity so the fire query stays at 4 type args (7-arg cap).
BufferLookup<AbilitySocket> m_SocketLookup;
ComponentLookup<SocketCooldown> m_SocketCdLookup;
@@ -65,8 +63,7 @@ namespace ProjectM.Simulation
state.RequireForUpdate<AbilityDatabase>();
state.RequireForUpdate<NetworkTime>();
m_KnockbackLookup = state.GetComponentLookup<KnockbackState>(isReadOnly: false);
m_BossLookup = state.GetComponentLookup<BossState>(isReadOnly: true);
m_BoonEffectsLookup = state.GetComponentLookup<BoonEffects>(isReadOnly: true);
m_SocketLookup = state.GetBufferLookup<AbilitySocket>(isReadOnly: true);
m_SocketCdLookup = state.GetComponentLookup<SocketCooldown>(isReadOnly: false);
m_EffSocketLookup = state.GetBufferLookup<EffectiveSocketStats>(isReadOnly: true);
@@ -96,8 +93,7 @@ namespace ProjectM.Simulation
var tcfg = SystemAPI.TryGetSingleton<TuningConfig>(out var tcv) ? tcv : TuningConfig.Defaults();
uint coneContact = (uint)math.max(0f, tcfg.ConeContactTicks);
m_KnockbackLookup.Update(ref state);
m_BossLookup.Update(ref state);
m_BoonEffectsLookup.Update(ref state);
m_SocketLookup.Update(ref state);
m_SocketCdLookup.Update(ref state);
m_EffSocketLookup.Update(ref state);
@@ -135,8 +131,8 @@ namespace ProjectM.Simulation
var effSockets = m_EffSocketLookup[entity];
var cd = m_SocketCdLookup[entity]; // struct copy; written back after mutation
BoonEffects bfx = m_BoonEffectsLookup.HasComponent(entity) ? m_BoonEffectsLookup[entity] : default;
bool pull = (bfx.Flags & BoonFlag.KnockToPull) != 0;
// Boons deleted 2026-08-07 (audit purge): pull was the KnockToPull mechanic-changer.
const bool pull = false;
// 07-21 G6 (review wf_98bf1268): fire a DUE scheduled cone BEFORE the cast loop (the
// MeleeCleavePending idiom — wrap-safe elapsed compare, tick-batch-proof, consumed by zeroing).
@@ -154,7 +150,7 @@ namespace ProjectM.Simulation
{
float2 pFace = FacingMath.ResolveAim(input.ValueRO.Aim, facing.ValueRO.Direction);
FireCone(xform.ValueRO.Position, pFace, effSockets[pend.Socket], owner.ValueRO.NetworkId,
serverTick, pull, coneTargets, coneTargetPos, ref ecb, ref m_KnockbackLookup, m_BossLookup);
serverTick, pull, coneTargets, coneTargetPos, ref ecb, ref m_KnockbackLookup);
}
m_ConePendingLookup[entity] = default; // consume (drop on mismatch)
}
@@ -223,7 +219,7 @@ namespace ProjectM.Simulation
{
float2 fFace = FacingMath.ResolveAim(input.ValueRO.Aim, facing.ValueRO.Direction);
FireCone(xform.ValueRO.Position, fFace, effSockets[armed.Socket], owner.ValueRO.NetworkId,
serverTick, pull, coneTargets, coneTargetPos, ref ecb, ref m_KnockbackLookup, m_BossLookup);
serverTick, pull, coneTargets, coneTargetPos, ref ecb, ref m_KnockbackLookup);
}
m_ConePendingLookup[entity] = new ConeContactPending
{
@@ -236,7 +232,7 @@ namespace ProjectM.Simulation
// Legacy immediate (knob 0, or a plain test world without the baked pending slot).
float2 cFace = FacingMath.ResolveAim(input.ValueRO.Aim, facing.ValueRO.Direction); // manual-aim (07-15): cursor wins; facing fallback = resting gamepad stick
FireCone(xform.ValueRO.Position, cFace, es, owner.ValueRO.NetworkId,
serverTick, pull, coneTargets, coneTargetPos, ref ecb, ref m_KnockbackLookup, m_BossLookup);
serverTick, pull, coneTargets, coneTargetPos, ref ecb, ref m_KnockbackLookup);
}
}
cd.Set(sk, TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, es.CooldownTicks)));
@@ -333,10 +329,10 @@ namespace ProjectM.Simulation
dir = AutoTarget.Resolve(xform.ValueRO.Position, rawAim, es.AutoTargetRange, es.AutoTargetConeRadians, candidates);
}
byte pierce = bfx.Pierce;
byte chain = bfx.Chain;
byte pierce = 0; // boon Pierce deleted 2026-08-07
byte chain = 0; // boon Chain deleted 2026-08-07
byte projFlags = (byte)((pull ? ProjectileEffectFlag.Pull : 0) | adef.EffectFlags);
int shots = 1 + math.min((int)bfx.Fork, 8);
int shots = 1; // boon Fork deleted 2026-08-07
for (int s = 0; s < shots; s++)
{
@@ -391,7 +387,7 @@ namespace ProjectM.Simulation
static void FireCone(float3 casterPos, float2 face, in EffectiveSocketStats es, int ownerNetId,
NetworkTick serverTick, bool pull, in NativeList<Entity> coneTargets,
in NativeList<float3> coneTargetPos, ref EntityCommandBuffer ecb,
ref ComponentLookup<KnockbackState> knockbackLookup, in ComponentLookup<BossState> bossLookup)
ref ComponentLookup<KnockbackState> knockbackLookup)
{
float cRange = math.max(0.1f, es.Range);
float cCosHalf = math.cos(math.clamp(es.AutoTargetConeRadians, 0.01f, 3.14159f));
@@ -406,7 +402,7 @@ namespace ProjectM.Simulation
SourceNetworkId = ownerNetId,
SourceTick = cStamp,
});
KnockbackUtil.Stamp(ref knockbackLookup, bossLookup, coneTargets[ci],
KnockbackUtil.Stamp(ref knockbackLookup, coneTargets[ci],
casterPos, coneTargetPos[ci], face, Tuning.KnockbackSpeed,
TickUtil.NonZero(serverTick.TickIndexForValidTick + (uint)math.max(1, Tuning.KnockbackDurationTicks)), pull);
}