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>
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@@ -27,7 +27,6 @@ namespace ProjectM.Client
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// Dev hotkey fallback: key -> buildable.
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static readonly (UnityEngine.InputSystem.Key Key, byte Type)[] s_BuildHotkeys =
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{
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(UnityEngine.InputSystem.Key.B, StructureType.Turret),
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(UnityEngine.InputSystem.Key.V, StructureType.Wall),
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// LANTERN purge: the automation buildables (Fabricator/Harvester/Conveyor) are deleted; Pylon stays
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// hidden from the hotkey fallback to match the build palette. PlaceStructure execute_code statics remain.
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@@ -54,8 +53,6 @@ namespace ProjectM.Client
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public static void PlaceStructure(byte type, int cellX, int cellZ, byte direction = 0) =>
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s_PendingBuild.Enqueue(new PendingBuild { Type = type, CellX = cellX, CellZ = cellZ, Direction = direction });
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/// <summary>EDITOR / execute_code hook: queue a turret placement at a specific cell.</summary>
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public static void PlaceTurret(int cellX, int cellZ) => PlaceStructure(StructureType.Turret, cellX, cellZ);
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/// <summary>EDITOR / execute_code hook: queue a wall placement at a specific cell.</summary>
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public static void PlaceWall(int cellX, int cellZ) => PlaceStructure(StructureType.Wall, cellX, cellZ);
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