LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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
@@ -1,38 +0,0 @@
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// The ONE collector of the permanent-meta save slice (the SaveStructureScan idiom): reads the director's
/// replicated <see cref="MetaTierState"/> buffer + server-only <see cref="MetaCounters"/> into the
/// <see cref="SaveData"/> v6 fields. Shared by BOTH save writers — <c>SaveWriteSystem</c> (autosave) AND
/// <c>WorldLauncher.TrySaveFromServer</c> (quit-to-menu) — so the writers can never drift; the quit path
/// silently omitting these fields would WIPE all permanent progression on the most common exit (the meta
/// review's top blocker). Rows are copied VERBATIM (unknown ids round-trip).
/// </summary>
public static class MetaSaveScan
{
public static void Collect(EntityManager em, Entity director,
out MetaUpgradeSave[] rows, out int runsCompleted, out int maxDepthReached)
{
rows = System.Array.Empty<MetaUpgradeSave>();
runsCompleted = 0;
maxDepthReached = 0;
if (em.HasBuffer<MetaTierState>(director))
{
var buf = em.GetBuffer<MetaTierState>(director, true);
rows = new MetaUpgradeSave[buf.Length];
for (int i = 0; i < buf.Length; i++)
rows[i] = new MetaUpgradeSave { ClassId = buf[i].ClassId, UpgradeId = buf[i].UpgradeId, Tier = buf[i].Tier };
}
if (em.HasComponent<MetaCounters>(director))
{
var counters = em.GetComponentData<MetaCounters>(director);
runsCompleted = counters.RunsCompleted;
maxDepthReached = counters.MaxDepthReached;
}
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 83b313e94b9f4304993358deca12e6e2
@@ -1,43 +0,0 @@
using System.Collections.Generic;
using Unity.Collections;
using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Scans a server world for PLAYER-built structures (<see cref="PlacedStructure"/> + <see cref="RuntimePlacedTag"/>)
/// into the flat SaveData arrays — the SINGLE shared scan used by BOTH the autosave (SaveWriteSystem) and the
/// quit-to-menu save (WorldLauncher), so the two paths can never drift (only RuntimePlacedTag structures are saved;
/// anything baked into the subscene is the subscene's source of truth, not the save's). Managed (List/array) —
/// runs only on a save, never in the hot loop.
/// </summary>
public static class SaveStructureScan
{
public static void Collect(EntityManager em, uint nowTick, out StructureSave[] structures)
{
var structs = new List<StructureSave>();
using var q = em.CreateEntityQuery(
ComponentType.ReadOnly<PlacedStructure>(),
ComponentType.ReadOnly<RuntimePlacedTag>());
using var entities = q.ToEntityArray(Allocator.Temp);
for (int k = 0; k < entities.Length; k++)
{
var e = entities[k];
var ps = em.GetComponentData<PlacedStructure>(e);
structs.Add(new StructureSave
{
Type = ps.Type,
CellX = ps.Cell.x,
CellZ = ps.Cell.y,
// EB-1: guarded so structures without Health don't crash the autosave path (no try/catch).
HP = em.HasComponent<Health>(e) ? em.GetComponentData<Health>(e).Current : 0f,
});
}
structures = structs.ToArray();
}
}
}
@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 47b137b2d90c6154d8c195f8c491f0d8