LANTERN purge B2: delete EB-2 turret defense

TurretFireSystem, TurretAuthoring, Turret.prefab, Turret component, turret cap,
B hotkey, HUD Charge chip + out-of-ammo cue, catalog entry, Tuning consts, tests
(-7, 452 green). StructureType.Turret byte + ResourceId.Charge stay reserved.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-15 14:40:12 -07:00
parent a0f6d4a5c4
commit 835dace213
15 changed files with 15 additions and 692 deletions
@@ -27,7 +27,6 @@ namespace ProjectM.Client
// Dev hotkey fallback: key -> buildable.
static readonly (UnityEngine.InputSystem.Key Key, byte Type)[] s_BuildHotkeys =
{
(UnityEngine.InputSystem.Key.B, StructureType.Turret),
(UnityEngine.InputSystem.Key.V, StructureType.Wall),
// LANTERN purge: the automation buildables (Fabricator/Harvester/Conveyor) are deleted; Pylon stays
// hidden from the hotkey fallback to match the build palette. PlaceStructure execute_code statics remain.
@@ -54,8 +53,6 @@ namespace ProjectM.Client
public static void PlaceStructure(byte type, int cellX, int cellZ, byte direction = 0) =>
s_PendingBuild.Enqueue(new PendingBuild { Type = type, CellX = cellX, CellZ = cellZ, Direction = direction });
/// <summary>EDITOR / execute_code hook: queue a turret placement at a specific cell.</summary>
public static void PlaceTurret(int cellX, int cellZ) => PlaceStructure(StructureType.Turret, cellX, cellZ);
/// <summary>EDITOR / execute_code hook: queue a wall placement at a specific cell.</summary>
public static void PlaceWall(int cellX, int cellZ) => PlaceStructure(StructureType.Wall, cellX, cellZ);