Docs: LANTERN Phase 0 — full pivot adoption + all-doc sweep

Adopt LANTERN as the operative direction (co-op action-RPG, light-as-territory),
superseding the Awakening Engine fiction + the Co-op Hades iteration. Existing
code becomes salvage quarry; the mechanical pillars hold.

Phase 0 deliverables (doc portions):
- DR-048 adoption decision record (0.1)
- Lantern_Strip_Mothball_Inventory — system-by-system keep/rework/mothball (0.2)
- Lantern_World_Model_Spike — pocket-graph + seed-pinning BRIEF, review-first (0.3)
- Art_Direction_Lantern — style bible + material decision + A0 gate (0.4)

Docs/skills sweep: Pillars pointers + LANTERN locked decisions; superseded
banners on Identity, Iteration_CoopHades, Path_to_Fun, Milestones, Backlog,
End_Of_Month (all redirect to the LANTERN roadmap); Home MoC + current-direction
callout (and stale serena line fixed); Systems_Index era note; CLAUDE.md
core-loop line -> LANTERN direction pointer (verbose co-op-Hades invariants
archived to the gotchas archive, net-neutral under the 40 KB budget); dots-dev
validation-harness expedition-run recipe flagged era-specific.

Two Phase-0 gate items remain OPEN (not doc work): the 0.3 world-model design
review and the 0.4 in-engine style-proof scene.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-13 23:13:13 -07:00
parent 1b999e612a
commit 89dd155f85
17 changed files with 534 additions and 19 deletions
@@ -56,6 +56,11 @@ DOES propagate into parented children's `LocalToWorld` (verified live on 6.5.0).
## Headless expedition-run driving (flaky — know the failure modes)
> The specific nouns below (`PlayerReady`, expedition launch, respawn-reset) are **co-op-Hades-era** and become
> salvage under the LANTERN pivot ([[DR-048_Lantern_Adoption_Full_Pivot]]) — they will be re-meaned to the
> **descent lifecycle** (muster → Bell → pockets) when that lands. The *harness patterns* (server-inject, the
> `EditorApplication.update` guardian, capture-in-the-same-call) are direction-agnostic and stay valid.
- Launch by setting server `PlayerReady=1` from clean Staging. **Post-abort re-launch is intermittent** — a clean
Play restart launches reliably on the first ready; re-readying after an abort may not.
- **An AFK player dies to the swarm in ~15 s** and `Health` resets to the class value on respawn — a