LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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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using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// The ONE collector of the permanent-meta save slice (the SaveStructureScan idiom): reads the director's
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/// replicated <see cref="MetaTierState"/> buffer + server-only <see cref="MetaCounters"/> into the
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/// <see cref="SaveData"/> v6 fields. Shared by BOTH save writers — <c>SaveWriteSystem</c> (autosave) AND
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/// <c>WorldLauncher.TrySaveFromServer</c> (quit-to-menu) — so the writers can never drift; the quit path
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/// silently omitting these fields would WIPE all permanent progression on the most common exit (the meta
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/// review's top blocker). Rows are copied VERBATIM (unknown ids round-trip).
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/// </summary>
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public static class MetaSaveScan
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{
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public static void Collect(EntityManager em, Entity director,
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out MetaUpgradeSave[] rows, out int runsCompleted, out int maxDepthReached)
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{
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rows = System.Array.Empty<MetaUpgradeSave>();
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runsCompleted = 0;
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maxDepthReached = 0;
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if (em.HasBuffer<MetaTierState>(director))
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{
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var buf = em.GetBuffer<MetaTierState>(director, true);
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rows = new MetaUpgradeSave[buf.Length];
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for (int i = 0; i < buf.Length; i++)
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rows[i] = new MetaUpgradeSave { ClassId = buf[i].ClassId, UpgradeId = buf[i].UpgradeId, Tier = buf[i].Tier };
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}
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if (em.HasComponent<MetaCounters>(director))
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{
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var counters = em.GetComponentData<MetaCounters>(director);
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runsCompleted = counters.RunsCompleted;
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maxDepthReached = counters.MaxDepthReached;
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}
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 83b313e94b9f4304993358deca12e6e2
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@@ -1,43 +0,0 @@
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Entities;
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namespace ProjectM.Simulation
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{
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/// <summary>
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/// Scans a server world for PLAYER-built structures (<see cref="PlacedStructure"/> + <see cref="RuntimePlacedTag"/>)
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/// into the flat SaveData arrays — the SINGLE shared scan used by BOTH the autosave (SaveWriteSystem) and the
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/// quit-to-menu save (WorldLauncher), so the two paths can never drift (only RuntimePlacedTag structures are saved;
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/// anything baked into the subscene is the subscene's source of truth, not the save's). Managed (List/array) —
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/// runs only on a save, never in the hot loop.
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/// </summary>
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public static class SaveStructureScan
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{
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public static void Collect(EntityManager em, uint nowTick, out StructureSave[] structures)
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{
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var structs = new List<StructureSave>();
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using var q = em.CreateEntityQuery(
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ComponentType.ReadOnly<PlacedStructure>(),
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ComponentType.ReadOnly<RuntimePlacedTag>());
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using var entities = q.ToEntityArray(Allocator.Temp);
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for (int k = 0; k < entities.Length; k++)
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{
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var e = entities[k];
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var ps = em.GetComponentData<PlacedStructure>(e);
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structs.Add(new StructureSave
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{
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Type = ps.Type,
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CellX = ps.Cell.x,
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CellZ = ps.Cell.y,
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// EB-1: guarded so structures without Health don't crash the autosave path (no try/catch).
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HP = em.HasComponent<Health>(e) ? em.GetComponentData<Health>(e).Current : 0f,
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});
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}
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structures = structs.ToArray();
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: 47b137b2d90c6154d8c195f8c491f0d8
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