Docs: hygiene sweep — stale/misattributed doc-comments + CLAUDE.md example

- Repoint CLAUDE.md testing example from the deleted HeartbeatSystemTests to HealthApplyDamageSystemTests.
- Stale deleted-system refs: ResourceFieldSpawner/ClutterFieldSpawner(+Authoring) now cite RoomFieldSystem (was ExpeditionFieldSystem); BuildPlaceRequest drops the deleted RegionTransitRequest from its 'mirrors' list.
- Stale package version: 'Netcode 1.13.2' -> 'Netcode 1.x' in ProjectileClassificationSystem + BuildPlaceRequest.
- WorldCollisionComponents: remove the duplicated EnvironmentMask summary line; FeelConfig: fix the mangled 'is hitmap)' sentence.

Comment/doc only; compiles clean.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-07 23:54:44 -07:00
parent be7aa8affd
commit 7460ab9d1c
9 changed files with 11 additions and 12 deletions
@@ -4,10 +4,10 @@ namespace ProjectM.Simulation
{
/// <summary>
/// Client -&gt; server request to build a structure of <see cref="StructureType"/> at grid cell
/// (<see cref="CellX"/>, <see cref="CellZ"/>). A one-off action, so an RPC (mirrors StorageOpRequest /
/// RegionTransitRequest). StructureType is a byte; the cell is two int scalars (NOT an int2) to stay
/// (<see cref="CellX"/>, <see cref="CellZ"/>). A one-off action, so an RPC (mirrors StorageOpRequest).
/// StructureType is a byte; the cell is two int scalars (NOT an int2) to stay
/// within the project's scalar-only RPC payload precedent (avoids first-of-its-kind composite-math-in-RPC
/// codegen risk on Netcode 1.13.2). The server re-validates legality + cost authoritatively.
/// codegen risk on Netcode 1.x). The server re-validates legality + cost authoritatively.
/// </summary>
public struct BuildPlaceRequest : IRpcCommand
{
@@ -3,11 +3,11 @@ using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Baked singleton holding the Blight-clutter ghost prefab + field shape. ExpeditionFieldSystem reads it
/// Baked singleton holding the Blight-clutter ghost prefab + field shape. RoomFieldSystem reads it
/// (alongside <see cref="ResourceFieldSpawner"/>) to scatter <see cref="Count"/> clutter ghosts within
/// <see cref="Radius"/> of the expedition origin on the SAME empty-&gt;occupied epoch edge as the resource
/// field (seeded distinctly so clutter and nodes don't co-locate), and clears them on occupied-&gt;empty.
/// OPTIONAL — if the singleton is absent, ExpeditionFieldSystem simply skips clutter. Mirrors
/// OPTIONAL — if the singleton is absent, RoomFieldSystem simply skips clutter. Mirrors
/// <see cref="ResourceFieldSpawner"/>; carries no transform.
/// </summary>
public struct ClutterFieldSpawner : IComponentData
@@ -3,7 +3,7 @@ using Unity.Entities;
namespace ProjectM.Simulation
{
/// <summary>
/// Baked singleton holding the resource-node ghost prefab + field shape. ExpeditionFieldSystem reads it to
/// Baked singleton holding the resource-node ghost prefab + field shape. RoomFieldSystem reads it to
/// scatter <see cref="Count"/> nodes within <see cref="Radius"/> of the expedition region origin on each
/// Expedition phase entry (seeded by the cycle number). Mirrors <see cref="StorageSpawner"/>.
/// </summary>
@@ -11,7 +11,6 @@ namespace ProjectM.Simulation
/// </summary>
public struct WorldCollisionConfig : IComponentData
{
/// <summary>BelongsTo bitmask of the Environment physics layer (<c>1u &lt;&lt; layerIndex</c>).</summary>
/// <summary>BelongsTo bitmask of the Environment physics layer (<c>1u &lt;&lt; layerIndex</c>).</summary>
public uint EnvironmentMask;