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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@@ -56,18 +56,6 @@ namespace ProjectM.Simulation
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/// baked telegraph can't drift from the server windup.</summary>
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public const int ChargerWindupTicks = 30;
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// ---- Base defense (EB-2) ----
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/// <summary>EB-2: Charge (turret munition) consumed per turret shot, withdrawn from the global ledger. A
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/// turret with 0 Charge SOFT-FAILS (no shot, no cooldown advance). A ledger-fed Fabricator mints Charge from
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/// Ore. Operator feel-fork: keep generous so turrets stay fed while you keep mining.</summary>
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public const int TurretChargeCostPerShot = 1;
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/// <summary>Max turrets buildable per base (server-enforced in BuildPlaceSystem; the client preview goes red at
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/// the cap). Turrets are a deliberate fortress investment, not spammable — paired with the 40-Ore build cost.</summary>
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public const int TurretCap = 6;
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// ---- Cold start (CycleDirectorSpawnSystem seeds the shared ledger on a NEW game) ----
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/// <summary>DR-042 C6c: Ore deposited into the shared ledger at spawn on a NEW game ONLY (a restored save
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