LANTERN purge: delete the superseded base/expedition shell (audit H1/H3/M5)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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@@ -11,8 +11,7 @@ namespace ProjectM.Tests
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/// <summary>
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/// EditMode coverage for the MC-0/MC-1 DevTelemetry counter WIRING (the fun-gate is measured, not argued):
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/// DashIFrameNegatedHits + DashState.NegatedCount (HealthApplyDamageSystem), DashesWasted (DashSystem
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/// window-close edge, server-gated on the DevTelemetry singleton), and ChargerWhiffPunishesLanded
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/// (player-sourced hit inside a Charger's StaggerUntilTick window, scored ONCE per window).
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/// window-close edge, server-gated on the DevTelemetry singleton).
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/// </summary>
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public class TelemetryCountersTests
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{
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@@ -59,13 +58,6 @@ namespace ProjectM.Tests
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return e;
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}
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static Entity MakeStaggeredCharger(EntityManager em, uint staggerUntil)
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{
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var e = em.CreateEntity(typeof(Health), typeof(DamageEvent), typeof(LungeState));
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em.SetComponentData(e, new Health { Current = 200f, Max = 200f });
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em.SetComponentData(e, new LungeState { StaggerUntilTick = staggerUntil });
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return e;
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}
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[Test]
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public void Negation_Increments_DevTelemetry_And_DashState_NegatedCount()
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@@ -144,62 +136,8 @@ namespace ProjectM.Tests
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}
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}
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[Test]
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public void Player_Hit_On_Staggered_Charger_Scores_Punish_Once()
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{
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var (world, group) = MakeWorld<HealthApplyDamageSystem>("TelemPunish", 120, withTelemetry: true);
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using (world)
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{
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var em = world.EntityManager;
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var e = MakeStaggeredCharger(em, staggerUntil: 150); // stagger window active at 120
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var dmg = em.GetBuffer<DamageEvent>(e);
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dmg.Add(new DamageEvent { Amount = 10f, SourceNetworkId = 1, SourceTick = 119 }); // player hit
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dmg.Add(new DamageEvent { Amount = 10f, SourceNetworkId = 1, SourceTick = 119 }); // same drain, same window
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group.Update();
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Assert.AreEqual(1u, Telemetry(em).ChargerWhiffPunishesLanded,
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"A stagger window counts at most ONE punish (ratio to windows-opened stays <= 1).");
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Assert.AreEqual(0u, em.GetComponentData<LungeState>(e).StaggerUntilTick,
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"Scoring zeroes StaggerUntilTick (the one-shot).");
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Assert.AreEqual(180f, em.GetComponentData<Health>(e).Current, 1e-4f, "Both hits still apply damage.");
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}
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}
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[Test]
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public void NonPlayer_Hit_On_Staggered_Charger_Does_Not_Score()
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{
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var (world, group) = MakeWorld<HealthApplyDamageSystem>("TelemPunishTurret", 120, withTelemetry: true);
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using (world)
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{
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var em = world.EntityManager;
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var e = MakeStaggeredCharger(em, staggerUntil: 150);
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em.GetBuffer<DamageEvent>(e).Add(new DamageEvent { Amount = 10f, SourceNetworkId = -1, SourceTick = 119 });
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group.Update();
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Assert.AreEqual(0u, Telemetry(em).ChargerWhiffPunishesLanded,
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"Environment/turret damage (SourceNetworkId=-1) never scores a punish.");
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Assert.AreEqual(150u, em.GetComponentData<LungeState>(e).StaggerUntilTick,
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"The window stays scoreable for a real player hit.");
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}
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}
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[Test]
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public void Expired_Stagger_Window_Does_Not_Score()
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{
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var (world, group) = MakeWorld<HealthApplyDamageSystem>("TelemPunishLate", 200, withTelemetry: true);
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using (world)
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{
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var em = world.EntityManager;
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var e = MakeStaggeredCharger(em, staggerUntil: 150); // already over at 200
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em.GetBuffer<DamageEvent>(e).Add(new DamageEvent { Amount = 10f, SourceNetworkId = 1, SourceTick = 199 });
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group.Update();
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Assert.AreEqual(0u, Telemetry(em).ChargerWhiffPunishesLanded,
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"A hit after the stagger window elapses is not a punish.");
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}
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}
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// 2026-08-07 audit purge: the three ChargerWhiffPunishesLanded tests are gone with the Charger. They
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// exercised HealthApplyDamageSystem's LungeState.StaggerUntilTick branch, which no baked prefab could
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// ever reach. The dash-window counters above still cover the telemetry plumbing itself.
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}
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}
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