LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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